Oneiromancy (Art)

Cut off from Arcadia and one step removed from the Dreaming, changelings seek out connections to their fae selves through the Glamour in dreams. Every person and animal reaches through the Mists at night to touch the Dreaming, even if they have no control or memory of the journey the next morning. Students of Oneiromancy explore the link forged between slumber and the world of the fae, but gain fearsome powers to spread the chaos of the Dreaming to their victims or set it loose upon the mortal realm.

## Unleashing Oneiromancy

Oneiromancy deals in sleep, dreams, and the intersection between the Dreaming, the mundane, and the minds of all denizens in each. When Unleashed, Oneiromancy can reveal hopes or nightmares, send a motley into the dreams of a slumbering giant, or manifest her enemy’s worst nightmare into the world.

## Oneiromancy Bunks

Bunks for Oneiromancy cantrips typically involve nonsequiturs, trappings of sleep, and anything which represents the absurd and metaphorical nature of dream logic. Example bunks: Draw something you fear and then eat the drawing, fall asleep at exactly 12:34, lay down and close your eyes in the middle of a dark forest, or burn your bed.

## Oneiromancy Cantrips

### Dream Walk

After learning the first cantrip of Oneiromancy, a changeling can forge a bridge between the Dreaming and her target’s mind, allowing her to fully enter a dream. She must target someone or something asleep she either knows well or can see. The character then wholly enters the target’s dreams and disappears from the mundane world. The subject may or may not realize the changeling is something more than a part of her dream, but she will remember the dream upon waking.

Learning Dream Walk may be an initiation for Oneiromancers, but all come to respect the utility and power in the first step to mastering dreams. Changelings can pass messages to the dreaming subject, hide from enemies or nosy interlopers, or seek insight into the dreamer’s mind. The character does not risk any physical harm while in the dream, but can sustain chimerical damage. She also does not rest herself while Dream Walking, so after a night spent in another’s dreams she will likely need sleep of her own.

Desperate to escape her captors, a boggan hides in her cat’s dreams. A redcap stalks a mortal in his dreams, disturbing his slumber and gathering clues for how best to disrupt his life. After falling asleep in the freehold, a motley shares a dream in which they plan their next move.

**System:** The cantrip can be used to enter the dream of any sleeping creature, provided the changelings knows the appropriate Realm. The Oneiromancer brings nothing with her when entering a dream and will reappear in the same place she cast the cantrip when she willingly leaves the dream or when the dreamer wakes. The first time a character casts the cantrip on a subject she must be able to see the target, but the player can spend a point of Willpower to forge a connection allowing the Oneiromancer to enter her dreams from anywhere in the future. The subject remembers the dream upon waking, making Dream Walk an effective way to pass messages and send warnings. All other Oneiromancy cantrips first require successful casting of Dream Walk.

**Type:** Wyrd

### Dream Craft

Some dreams stay with dreamers even after waking, coloring the mood and tone of their day. No longer limited to entering the target’s dream and having minimal interactions, the Oneiromancer can exert control over the dreamscape to create peaceful tableaus in the sleeper’s mind or inflict dreadful terrors that will haunt her the following day.

The woman vying for the same promotion as a sluagh is plagued with nightmares of failure, which follow her into work the next day when she sees her boss. An eshu joins her son’s dream to share an adventure with him the night before he leaves for college and makes sure he feels unstoppable when he sets foot on campus.

**System:** Dream Craft can only be used as an extension of Dream Walk while inside of someone else’s dreams. The changeling can shape the target’s dreams and employ Realms to create aspects of the dream. Any part of the dream molded with an appropriate Realm becomes a trigger for the target after she wakes. The Oneiromancer decides if the dream becomes inspiring or terrifying, which determines the impact of those triggers when encountered.

If the dream was positive and restful, the target gains a point of Willpower from sleeping and also gains two bonus dice during any scene where she encounters the trigger created by the Oneiromancer. A nightmare caused by Dream Craft drains a point of Willpower from the subject instead and inflicts a two-die penalty during any scene with the trigger. The effects of the trigger last for one day per each success rolled when casting the cantrip.

**Type:** Chimerical

### Dream Portal

By exploiting the thin divide between the dreaming mind and the Dreaming itself, an Oneiromancer can overlap the two to create a portal. The subject’s dream becomes a waystation within the Dreaming that connects the caster’s location with the sleeper’s.

An industrious piskey uses dreamers to travel the globe in moments instead of suffering jet lag and the banality of in-flight conversations. The nocker smuggler avoids customs by bringing his goods to the black market via dreams.

**System:** Dream Portal is always used in conjunction with Dream Walk. The Realm now dictates what the caster can transport through the target’s dream, although the successes rolled limit the size and volume of what gets brought through. Dream Portal can be cast as an extended action to accumulate additional successes, with each roll beyond the first costing one point of Glamour. Each success represents the mass or volume of an adult human that the Oneiromancer can bring through the dream.

**Type:** Wyrd

### Manifest

Under the Oneiromancer’s command, elements of a dream may spring to life in the waking world as a chimera. She main - tains limited control over sentient chimera for a time after the dreamer wakes, but without the caster’s Glamour, the chimera will fade as the dream is forgotten. By pouring her will into the manifestation, the Oneiromancer can even pull the chimera into the mundane world, though it will fade even faster.

Impatient with his apprentice’s cowardice, the redcap Oneiromancer manifests a creature from his student’s nightmares to teach a valuable, if potentially fatal, lesson. Each night, the nocker inventor dreams and then forgets amazing creations until an Oneiromancer helps him bring his nighttime contraptions to the waking world where he can replicate them.

**System:** The cantrip’s Realm determines what transfers from the dream world into chimerical reality. As soon as the cantrip completes, the target disappears from the dream and manifests in the waking world. The chimera retains its nature from the dream, though the extent of its power is dependent on the number of successes rolled for the cantrip. The Oneiromancer automatically gains insight into the nature of the chimera, but the more powerful and sentient the manifestation, the less control she can exert.

Normally, a Manifest chimera will fade and disappear when the dreamer whose mind spawned the chimera falls asleep and begins to dream again. In order for the Manifested chimera to gain permanence in the waking world, the caster must infuse it each day with a point of Glamour. At the Storyteller’s discretion, a chimera kept active in the waking world by the Oneiromancer over a long period of time could become permanent, though a sentient chimera may feel no loyalty to the Oneiromancer once it becomes established in the waking world.

The caster can also force the chimera to become real in the mundane world, though at a steeper cost. Manifest becomes Wyrd when used in this way, and the player spends a point of Willpower. The chimera then only remains in the waking world for a scene and cannot be kept active with Glamour.

The table below describes the power level of chimera brought out of dreams with the cantrip.

 2
 3
 4
 5

**Type:** Chimerical or Wyrd

### Dream Puppet

Some students of Oneiromancy abandon the path when the culmination of their training becomes clear. No longer limited to the manipulation of dreams or their intersection with the Dreaming, a master Oneiromancer can invade a target’s mind and assume control of their form while they sleep.

The sidhe’s ex-lover wakes to find himself in a jail cell, facing serious criminal charges. Jealous of the health and energy of youth, a grump relives his glory days in the body of his nephew

**System:** The same Realm used for the initial Dream Walk is used when rolling Dream Puppet. The player must spend a point of Willpower to cast the cantrip on any target with at least human-level intelligence, and the success of the cantrip determines how long the caster can keep the target asleep and maintain control of their body. The focus of the cantrip experiences a distorted version of what is happening to them in the waking world as a dream.

The target of the cantrip can resist by first realizing their dream was invaded with a Perception + Kenning roll (Difficulty 8). The target must then make a resisted roll with Willpower (Difficulty 8) against the successes rolled for the cantrip.

While inhabiting the target’s body, the caster uses his physical Attributes (including Appearance), but retains her own social and mental Attributes, as well as all her own skills. The Oneiromancer can use her Arts, but does not gain access to any special abilities or powers known to the target. She cannot use Dream Walk to enter another person’s dreams while also using Dream Puppet.

 2
 3
 4
 5

**Type:** Wyrd