Aura moderate enchantment; CL 10th
Slot none; Price 250+ gp (varies); Weight —
If administered in the proper dosage (a DC 25 Knowledge [nature] check determines the proper dosage for a creature based on size and weight) the concentrated pollen of the mentis quie bloom creates a magical narcotic drug known as dreamwalker dust. If consumed (the powdery blue substance is normally snorted through the nostrils), dreamwalker dust puts its user into a lucid dream state where they are actively aware of both the real world as well as the dream world, Alucinar [look for more details on the realm of dreams in September —JAM]. A lucidly dreaming PC can shift between the real world and Alucinar at will, but the actual transition from one world to the next requires 1d4 rounds.
The effects of dreamwalker dust persist for 1d4+6 hours after consumption of the substance.
Requirements Craft Wondrous Item; knowledge of proper dosage for user, sleep (CL 10); Cost 250 gp + 1 gp / 10 lbs. of user’s natural body weight.
Mentis Quie Bloom DC 6; XP 2,400
The mentis quie bloom is a vivid indigo magical flower that grows in the Dreaming Fields located in the Vast Swamp in Aventyr. Its pollen acts as a mild narcotic causing humanoids and animals to drift off into sleep.
Mentis quie tends to bloom in vast fields than span for miles and though beautiful to observe, they can be dangerous to traverse due to the concentration of the flower’s pollen. A field of mentis quie functions as a hazard, and requires any creature passing through it to succeed a DC 12 Fortitude saving throw each round or else suffer the effects of sleep (CL 6th; no save).