TEXT: The Oneiromancer 
  for Swords & Wizardry ™
  By Vance Atkins
   
  
  The Oneiromancer
  By Vance Atkins
  neiromancers are a specialist within the 
  magic user class, focusing on sleep and 
  dream manipulation, recuperative spells, 
  augury and the potential manipulation of 
  outcomes through synchronicity. Because they 
  dwell in the unreality of dreams and dream-
  imagery, an Oneiromancer may take a portion 
  of their available spells from the illusionist 
  specialist list. The Oneiromancer also utilizes a 
  number of spells unique to their own 
  specialized studies.
  O
  A prominent feature of the Oneiromancer is the
  permanent availability of the sleep spell. 
  Through their study and specialization, all 
  Oneiromancers may cast sleep once per day per
  three levels. This does not count against normal
  spell totals, although their spell distribution is 
  slightly modified. The single spell slot of 1st 
  level is replaced by the sleep spell, and 
  subsequent level spell slots are altered with 
  respect to a magic user or illusionist’s slots.
  The Oneiromancer requires less and less sleep 
  as they advance in levels. Through their study 
  and training, fewer hours of sleep are required 
  to receive the equivalent benefits of a full 
  night’s sleep (assumed to be eight hours) until 
  they can function without penalty with mere 
  catnaps.
  A master of illusion and mind control, the 
  Oneiromancer is resistant to mind control 
  spells, gaining a +2 to saving throws vs spells 
  such as sleep, charm, hold, or illusions. At 4th 
  level, the Oneiromancer’s aura of protection 
  expands to a 10’radius, providing allies the 
  same benefit. The bonus increases to +4 at 8th 
  level.
  Oneiromancer Level Progression
  Level
  Exp
  Points
  HD
  (d4)
  Saving
  Throw
  Ability
  Sleep/
  day
  Spells per Day
  1st
  2nd
  3rd
  4th
  5th  6th
  1
  0
  1
  15
  +2 vs mind control 
  spells
  1
  --*
  2
  2,500
  2
  13
  1
  3
  5,000
  3
  13
  6 hrs sleep required
  2
  1
  4
  10,000
  4
  11
  +2 vs mind control 
  spells, 10’ radius
  2
  2
  2
  5
  20,000
  5
  11
  4 hrs sleep required
  2
  2
  1
  6
  35,000
  6
  10
  2
  2
  2
  7
  50,000
  7
  9
  2 hrs sleep required
  3
  3
  3
  2
  1
  8
  75,000
  8
  8
  +4 vs mind control 
  spells, 10’ radius
  3
  3
  3
  2
  9
  100,000
  9
  7
  Catnaps only required
  3
  3
  3
  2
  1
  10
  200,000
  10
  6
  3
  3
  3
  3
  2
  11
  300,000
  +1
  5
  4
  4
  4
  3
  3
  2
  1
  * - spell slot superseded by sleep spell
  The Oneiromancer
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  V. Atkins
  Prime Attribute: Intelligence 13+ (the 
  character gains a +5% experience bonus if 
  their Prime Attribute is 13 or higher.)
  Hit Dice: 1d4 (Oneiromancers gain +1 hp/ 
  level after 10th level.)
  Armor/Shield Permitted: Oneiromancers 
  may not use any armor or shields.
  Weapons: An Oneiromancer may use 
  daggers, darts, and staffs only.
  Races: Allowed races for Illusionists may 
  practice as Oneriomancers.
  Alignment: Oneriomancers may be of any 
  alignment.
  
  Oneiromancer-Specific Spells
  Being a student of the mental and 
  sonambulistic arts, the Oneironmancer's spells 
  effect only intelligent targets, except as noted.
  1  st   Level:
  Awaken: Range: 240 feet, Duration: 
  Instantaneous. The reverse of the sleep spell, 
  this will spontaneously revive magically or 
  chemically slumbering creatures/characters of 
  up to 4HD.  
  Dreamless:  Range: Touch; Duration: Period of 
  sleep. An especially rejuvenating sleep adds 
  1d3 HP recovery to a full night’s sleep for one 
  character/target. Two sleeping characters may 
  simultaneously receive the benefit at 5th level 
  and above.
  Nightwatch: Range: 50 feet per two levels, 
  Duration: Caster sleep period: The 
  Oneiromancer, during dream-state, may expand
  their subconscious awareness to act as a guard 
  or alarm for sleeping companions. While using 
  this spell, the Oneiromancer will not benefit 
  from any rest-based healing effects.
  2  nd   Level:
  Augury:  Range: Self; Duration: Instantaneous: 
  During sleep, an Oneiromancer, through 
  dreaming signs, may qualitatively assess the 
  likely outcome of a decision or action. The 
  Oneiromancer will go to sleep with the 
  question under consideration on their mind. 
  Through the augury, they will receive a 
  sensation of the outcome of the action 
  (positive, negative, or neutral). There is a 25% 
  chance that they will receive no sign, or that 
  the result is indeterminate. At 4th level, the 
  spell may be cast during a 10-minute self-
  induced trance, and the predictive time may be 
  extended to 1d3 days. 
  Remote Viewing:  Range: 1,000 feet (outdoors); 
  100 feet (indoors/underground); Duration: One 
  round, plus one per level.  The Oneiromancer 
  sees through the target’s eyes and observes 
  their surroundings and actions.  The caster 
  cannot hear sounds heard be the ‘observer’ or 
  otherwise influence the target.  The target must
  be a previously encountered person or 
  intelligent creature. At 6th level, the 
  Oneiromancer is able to see through the eyes 
  of a target not previously met.
  Restful Sleep: Range: Touch; Duration: Period of
  sleep. This reduces sleep required for normal 
  healing effects/spell acquisition to 4 hours. An 
  additional character/target may simultaneously
  receive the benefit for each additional caster 
  level above 5th level.
  3  rd   Level:
  Commune: Range: Touch; Duration: One week:  
  Similar to suggestion, the spell uses dream 
  symbols to influence a target during their sleep 
  to carry out an action.  The target is granted a 
  saving throw, failure compels the target to 
  complete the action. Initially, the Oneiromancer
  must touch the sleeping target, but at 7th level, 
  the caster may be within 60 feet to affect the 
  target.
  The Oneiromancer
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  V. Atkins
  
  Dreamwalk:  Range: 60 feet; Duration: One 
  hour: The caster observes a sleeper’s dreams in 
  order to reveal their thoughts/secrets.  There is 
  a 40% base chance to uncover valuable info, 
  with 5% added per level.  Additionally, the 
  Onieromancer’s knowledge of dream 
  symbology may (66% chance) allow them to 
  assess the target’s fears, frustrations, anxieties, 
  and/or aspirations.
  Somnambulism:  Range: 60 feet; Duration: One 
  day.  The target is enchanted to sleepwalk to 
  complete a simple task (retrieve object, unlock 
  door, etc.). The target may be asleep (natural or
  magical). The target walks slowly, and moves or 
  takes action equivalent to a zombie. Due to the 
  nature of the spell, the target cannot be 
  influenced to take any violent action, or cause 
  themselves undue harm or death (attempt to 
  strangle a foe, walk off a cliff).
  Stabilize: Range: Touch; Duration: Until 
  dispelled: The spell puts an injured/poisoned/ill
  character into a stasis or coma mode.  The 
  injured will no longer bleed out, poisons and 
  disease effects will be paused, and the target 
  will not lose additional hit points due to 
  ongoing effects.  This allows the affected 
  character to be transported until a cure/healing
  magic can be secured.  Natural healing may 
  progress as normal, but the character will 
  remain unconscious until revived by the 
  Oneiromancer.
  Telepathic Dreaming: Range: One mile per 
  level; Duration: Period of sleep. The 
  Oneiromancer may communicate directly with 
  a sleeping target to share information. The 
  target must be a volunteer and aware that 
  communication may occur. If the target is 
  another Oneiromancer, the range is doubled. 
  Wakefulness: Range: Touch; Duration: Up to 
  three days.  This spell allows target (or self) to 
  stay awake up to three days with no ill effects.  
  The recipient of the spell will not be fatigued or 
  lose any abilities during this time.  No natural 
  healing occurs during this time, however.  At 
  the end of the spell, the target will require eight
  hours of uninterrupted sleep or take 1d8 HP 
  damage.
  4  th   Level:
  Greater Dreamless:  Range: Touch; Duration: 
  Period of sleep. Adds 2d4 HP recovery to a full 
  night’s sleep for one character.  At 9th level, 
  either two sleeping characters may 
  simultaneously receive the benefit, or the 
  caster may cure mental effects/damage or 
  restore one level lost to level-draining attacks.
  Greater Dreamwalk:  Range: Up to 60 feet; 
  Duration: One hour.  The caster communicates 
  through simple questions to a sleeper.  The 
  Oneiromancer may only ask questions and does
  not have power to command or otherwise 
  manipulate the target.  However, the target is 
  compelled to tell the truth to the extent 
  possible or known.  The target may make a 
  saving throw, failure means that they do not 
  remember the intrusion.
  False Memory:  Range: Touch; Duration: Until 
  dispelled. The spell implants a false memory or 
  experience upon the target in order to 
  influence their actions, provide misdirection, or
  insert false evidence.  The target is allowed a 
  save to resist the memory.  There is a 50% 
  likelihood that another Oneiromancer will be 
  able to detect the implanted memory.
  Vitality:  Range: touch; Duration: Up to three 
  days. Provides a temporary boost to the target’s
  abilities for a period of 1d3 days. The spell 
  grants the target one of the following:
  
  +1 to prime requisite.  
  
  One extra spell slot (1st thru 3rd level, 
  random)
  
  Bonus to specialist/thief skills equivalent
  to one level
  
  +1 to initiative rolls
  5  th   Level:
  Mass Dreaming: Range: 100 feet per level; 
  Duration: Period of sleep. The Oneiromancer 
  uses dream manipulation to influence multiple 
  The Oneiromancer
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  V. Atkins
  
  targets (maximum 6 HD) during their sleep, 
  similar to suggestion.  Useful for manipulation 
  of group decisions, leadership, influencing 
  advisers, etc.
  Hit Dice of Targets Number Affected
  Less than 2
  3d4
  2+ to 3+
  2d4
  3+ to 4+
  1d6
  5 to 6
  1d2
  Greater Somnambulism:  Range: 60 feet; 
  Duration: One day.  The target can conduct 
  more complex tasks (multiple steps, gather 
  information), as well as report back 
  observations to the caster.  The target appears 
  awake and alert but is under sleep-influence 
  and observers may note odd behavior or 
  responses.
  The Sleeping Dead:  Range: 60 feet; Duration: 
  One hour. The undead are no longer immune to
  the sleep spell. The Oneiromancer may cast a 
  sleep spell on undead creatures of up to 8HD.  
  Success is based on a successful “turn” roll for 
  an equivalent 4th level cleric. 
  6  th   Level:
  Synchronicity:  Range: 240 feet, Duration: 
  Variable:  The Oneiromancer may manipulate 
  the likely outcome of an event by causing two 
  or more individuals to interact.  The individuals 
  may not have had a prior connection.  This 
  interaction may be beneficial to the 
  Oneiromancer and their allies.
  Dream of Death: Range: 100 feet per level; 
  Duration: Instantaneous. The Oneiromancer 
  drives horrific dream-imagery onto the mind of 
  the target. This imagery, based on ingrained 
  fears within the target's mind, will cause the 
  target to believe they are dying.  The 'death' is 
  illusory, but the victim loses 1d2 levels or HD. 
   
  Open Game Content
  Open Game Content may only be Used under and in terms of the Open Game License (OGL).
  This entire work is designated as Open Game Content under the OGL, with the exception of the trademarks “Swords & Wizardry,” 
  “S&W,” “Mythmere Games,” “FGG,” “Frog God Games,” and with the exception of all artwork. These trademarks, artwork, and the 
  Trade Dress of this work (font, layout, style of artwork, etc.) are reserved as Product Identity.
  Cover: The Dream of Skanderbeg's Mother - Woodcut by Jörg Breu II, Germany (1533); p2: “Detail from a depiction of thought trans-
  ference, the man behind dictating the movement of the other,” from Magnetismus und Hypnotismus (1895) by Gustav Wilhelm Gess-
  mann; p4: A Dream of Crime & Punishment (1847), by J.J. Grandville.  All artwork is presumed to be public domain.
  The Oneiromancer
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