Oneiromancy

When creatures drift off, enfolded in sleep’s embrace, their minds enter a fantastic realm of imagination, collectively shared with all other creatures. Called the dreamlands, mortals roam this place, experiencing wonders and terrors in equal measure. The Oneiromancy tradition taps into the magic of dreams and enables casters to call them forth to manipulate others or subject them to waking terrors.

Oneiromancy Talents

FADING DREAM (Magical): You can use a reaction when you are attacked to become invisible until the start of your next turn. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
INTERPRET DREAMS (Magical): You can perform a ritual to interpret another’s dreams. Target one creature within reach. The target tells you of their most recent dreams. Make an Intellect roll when you finish. On a success, you offer guidance the creature can use any time before it finishes another rest. The guidance enables the target to discard the result of one attribute roll or luck roll and roll again. The creature must use the result of the second roll. Once you use this talent, you lose access to it until after you rest.
LETHARGIC WAVE (Magical): You can use an action to afflict a creature with intense fatigue. Target one creature within 5 yards. Make an Intellect roll against the target’s Will. On a success, the target becomes confused and slowed (luck ends both). A creature immune to the asleep affliction ignores this effect. At level 3, you can target two creatures within the same Size 5 space. At level 7, you can target three creatures within the same Size 5 space. On a critical success, the target also falls prone.
LUCID DREAMING (Magical): You can perform a ritual to place yourself into a restful sleep. When you finish, you fall prone and sleep for 1 hour. The effect ends early if you are harmed. If you sleep the whole time, you heal 4d6 damage and you make Intellect and Will rolls with 1 boon for 24 hours. Once you use this talent, you lose access to it until after you rest.

Novice Oneiromancy Spells


Daydream

Castings: 1
Target: One creature within 5 yards
Duration: Instant
The target’s mind wanders into memory and imagination. Make an Intellect roll against the target’s Will. On a success, the target becomes confused and Will impaired (luck ends both). Until the affliction ends, all other creatures are invisible to the target, and the space out to 5 yards around it appears to be safe and comfortable. If harmed, the target makes an Intellect roll. On a success, it ends afflictions. If the target fails this roll, it becomes frightened of a Size 5 space centered on itself, as the once safe and comfortable area becomes treacherous and hopeless, until the confused and Will impaired afflictions end.

Dream Visitation

Castings: 1
Target: One sleeping creature from which you have a part such as a bit of its hair or a drop of blood; you need not have line of sight or line of effect to it; the creature can be any distance from you
Duration: Instant
Your mind enters the dreamlands to search for the target’s sleeping mind. Make an Intellect roll against its Will. On a success, you find the target’s mind and enter its dreams. To the target’s dreaming self, you present yourself as anyone you choose and can communicate with the target regardless of having any languages in common. In addition, you make the target’s dreams pleasant, so that it regains twice as much Health as normal when it wakens, or unpleasant, in which case the target derives no benefit from resting.

Frighten

Castings: 3
Target: One creature with 10 yards
Duration: Instant
You amplify the target’s misgivings and doubts until it experiences naked terror. Make an Intellect roll against the target’s Will. On a success, the target becomes frightened of you (luck ends). On a critical success, the target becomes frightened of you for 1 minute instead. If you fail the roll, you regain the casting of this spell after 1 minute.

Imaginary Friend

Castings: 1
Target: One empty Size 1 space on the ground within 5 yards
Duration: 1 hour
You see a being formed from your imagination appear inside the target space. The being can have any appearance you choose, but it is invisible to all other creatures. The imaginary friend becomes your controlled companion for the duration, but the spell ends early if the companion becomes incapacitated, in which case you make a Will roll. On a failure, you become stunned until the end of your next turn.
The friend uses your Intellect score for its Defense, Health, and attributes. The friend cannot harm other creatures directly and cannot interact with creatures, though it can use actions to carry things for you, help you with tasks, and perform other activities as you choose.

Lullaby

Castings: 1
Target: Any number of creatures in a Size 5 space within 10 yards
Duration: Instant
Waves of lethargy wash over the targets. Each target with a Health score of 15 or less falls prone and goes to sleep (luck ends). The effect ends early for a target if it is harmed. Each other target makes a Will roll. On a failure, the target becomes weakened (luck ends).

Mind Bondage

Castings: 1
Target: One creature within 5 yards
Duration: Instant
You place the target into a dreamlike state and cause it to become Will impaired until the end of your next turn.
When the affliction ends, provided you are still within 5 yards of the target, you can make an Intellect roll against its Will. You make the roll with 1 bane if the target’s Health score is greater than yours. On a success, describe an activity you want the target to perform at some point within the next 24 hours that is within its power to do and does not directly cause its death or bring harm to its loved ones or property. For example, you might suggest the target unlock a door, speak a phrase, or start a fire. As part of the activity’s description, you also define the event that triggers the activity. The event could be the expiration of a period of time, a signal of some kind, or arriving at a specified place. The target becomes bound to perform the stated activity when the triggering event occurs and does so unless somehow prevented.

Expert Oneiromancy Spells


Deam Within A Dream

Castings: 1
Target: One creature within 5 yards
Duration: 1 minute
You bury the target in a flood of dreams from which it must struggle to escape. The target becomes confused. At the end of each round, the target makes a Will roll with 1 bane. On a success, the target ends the confused affliction until the end of the next round. On a failure, the target becomes slowed, vulnerable, and weakened until the end of the next round.

Killing Dream

Castings: 3
Target: One creature within 15 yards
Duration: Instant
You force the target to recall its worst nightmares. Make an Intellect roll against the target’s Intellect. On a success, the target becomes weakened until it overcomes the affliction with a success on a Will roll. At the end of each round while weakened in this way, the target takes 3d6 damage. A target that is immune to the frightened affliction is immune to this effect. If you fail the roll, you regain the expended casting of this spell after 1 minute.

Night Terrors

Castings: 1
Target: Up to three creatures inside one Size 5 space within 15 yards
Duration: Instant
Shadows bloom all around the targets, resolving into hideous faces that leer, grin, shriek, and gibber. For each target separately, make an Intellect roll against its Will. On a success, the target takes 6d6 damage and becomes frightened of you (luck ends).

Nightmare

Castings: 1
Target: One creature within 15 yards
Duration: Instant
The target’s mind plunges into a previous nightmare. A target with a Health score of 30 or less dies of fright. A target with a higher Health score takes 4d6 damage and makes a Will roll. On a failure, the target becomes frightened of you and weakened (luck ends both). Each time the target gets a failure to end these afflictions, the target takes an extra 4d6 damage.

Shattered Dreams

Castings: 1
Target: Up to three creatures inside one Size 5 space within 15 yards
Duration: Instant
Each target feels its hope turn to dust. A target becomes cursed and confused (luck ends both). At the end of each round the target is cursed in this way, it falls prone and becomes weakened until the end of the next round.

Slumber

Castings: 1
Target: Any number of creatures inside one Size 5 space within 15 yards
Duration: Instant
The targets yawn and become lethargic. Each target with a Health score of 40 or less falls prone and goes to sleep (luck ends). Once the affliction ends, the target becomes weakened (luck ends). Each target with a Health score greater than 40 makes a Will roll. On a failure, it becomes weakened (luck ends).

Master Oneiromancy Spells


Dream Prison

Castings: 1
Target: One creature within 5 yards
Duration: Instant
A target with a Health score of 60 or less becomes cursed. A target with a higher Health score becomes cursed (luck ends). While cursed in this way, the target’s eyes close and its mind enters the dreamlands. While in the dreamlands, the target is not aware of its actual surroundings; instead, it perceives its surroundings in the dreamlands, where it might think it eats, drinks, loves, fights, and does other things, believing this realm to be its reality. A target cursed in this way no longer involves itself in what goes on around it. Since an affected target consumes only dream food and drink, it eventually dies from deprivation. Also, with no means to identify danger around it, the target might fall victim to any number of mishaps.

Dreamscape

Castings: 1
Target: You and each creature inside one Size 5 space centered on you
Duration: 1 minute
Each target falls prone and asleep for 1 minute. The target sleeps through harm and all attempts to wake it. You create a dreamscape into which each creature’s mind travels. You make all decisions about the dreamscape’s appearance, but it cannot be any larger than 30 yards across in any direction. A creature that would move beyond this distance enters the physical space on the opposite side of the dreamscape.
Depending on the nature of the dreamscape, the Sage might decide it features hazards and challenging terrain.
Each target believes it remains in the dreamscape for 8 hours and benefits from having rested if it remains unconscious for the full minute.
If you cast this spell in combat, you resolve the combat in the dreamscape as if it were real. Any damage taken by a dreamer applies to its body. Any creature that dies in the dreamscape dies in reality.
A creature affected by this spell can use an action to make a Will roll. On a success, the creature’s imagination grants it one of the following benefits of its choice:

Dream Travel

Castings: 1, perform a ritual
Target: One place you have seen at least once before and is within 500 miles; you need not have line of sight or line of effect to this place
Duration: 1 hour
You fix in your mind the target place during the ritual and, when you finish, you and each ally within 5 yards of you fall prone and go to sleep for the duration. If any creature sleeping from this spell wakens early, the spell ends with no additional effect.
When the spell ends and if you and affected allies slept for the duration, you and your allies wake in spaces of the Sage’s choice inside the target place.

Eternal Sleep

Castings: 1
Target: One creature within 15 yards
Duration: Instant
An overwhelming need to sleep overcomes the target, causing it to become confused and vulnerable until the end of the round. When the afflictions end, the target makes a Will roll. A creature with a Health score of 80 or less gets an automatic failure. On a failure, the creature falls prone and becomes stunned until the end of the next round. A target stunned in this way makes a Will roll at the end of the next round. On a failure, the target becomes asleep until it dies, you die, or you—and only you—use an action to wake it.

Night Hag

Castings: 1
Target: One creature within 15 yards
Duration: 1 minute
A shadowy horror from the dreamlands appears somewhere in the target’s field of vision and remains there for the duration. The target becomes frightened of this apparition. The target can overcome this effect with a success on a Will roll with 2 banes. At the end of each round, the target makes a Strength roll. On a failure, it takes 10d6 damage

Night Horrors

Castings: 1
Target: Any number of creatures inside one Size 5 space within 15 yards
Duration: 1 minute
Each target perceives nightmarish figures all around them for the duration. A target becomes frightened of the figures and held. A target can overcome the afflictions with a success on a Will roll with 2 banes. At the end of each round while frightened in this way, the target takes 2d6 damage and makes a Will roll. On a failure, it takes an extra 3d6 damage.