Wednesday, 3 March 2021

Sorcery: Dream Spells II

Sorcery: Dream Spells II

As a follow-up to my Region of Dreams post, let's create a bunch of new dream-related spells.

    Alter Dreamscape
    Keywords: Resisted (highest of Will or Dreaming).
    Full Cost: 24 points.
    Casting Roll: IQ.
    Range: Touch.
    Duration: Instantaneous.

    This spell alters a person’s dream in any way. The sorcerer must either be in the subject’s dream via the Dream Visit or Dream Travel spell, or make a physical skin-to-skin contact with the sleeping subject.
    Statistics: Illusion (Accessibility, Only on sleeping subjects, -20%; Contact Agent, -30%; Melee Attack, Reach C, -30%; Mental, +100%; Requires IQ Roll, -10%; Sorcery, 15%) [24].

    Dream Search
    Keywords: Resisted (higher of Will and Dreaming).
    Full Cost: 12 points.
    Casting Roll: IQ or Dreaming.
    Range: Touch or Unlimited (see text).
    Duration: Instantaneous.

    This spell, when cast on a sleeping subject, searches the subject’s mind to find deep thoughts and knowledge of things the subject is not thinking about at the moment. In effect, the caster can force the subject to answer any one specific question that he can answer with a brief sentence. To attempt a search, the caster must first either touch his subject or be present in the subject’s dream via Dream Visit or Dream Travel or a similar spell or ability. He must also share a language with the subject.
    If the casting is successful, the caster brings out the answer from the subject’s mind, but also alters the subject’s dream so that the answer is shown to the subject as well. This way, the subject may remember being interrogated by this spell with a successful Dreaming roll. The answer is what the subject believes to be true – if he doesn’t know, the caster will know that. If the casting has failed, the caster may try again, at a cumulative -2 per repeated attempt to ask the same (or very similar) question in the past hour. Should he critically fail, he cannot search that person again for 24 hours.
    This spell may be used to ask as many questions as the caster wishes, but each question is a new casting.
    Statistics: Mind Probe (Accessibility, Only on sleepers, -20%; Nuisance Effect, Causes a vivid dream, -5%; Sorcery, -15%) [12].

    Dream Travel
    Keywords: None.
    Full Cost: 80 or 130 points.
    Casting Roll: IQ. Special casting time (see below).
    Range: Self.
    Duration: Instantaneous.

    You bodily move yourself into the Region of Dreams. Concentrate for 10 seconds, and make a IQ roll. You may hurry the jump, but your roll will be at -1 per second of concentration omitted (-10 to jump with no preparation at all). On a success, you physically move into the Region of Dreams, where your subconscious mind shapes a dreamscape for you. Alternatively, if you were touching a sleeping creature when casting this spell, you may transport yourself into that creature’s dreamscape. On a failure, you go nowhere. On a critical failure, you are transported into the Demiplane of Nightmares.
    The basic (80-point) version of this spell allows you to take equipment up to your Basic Lift with you. The improved (130-point) version of this spell does not have a weight limit.
    Statistics: Jumper (World; Improved, +10%; Limited Access, ‑20%; Magical, ‑10%) [80]. The improved version adds Extra Carrying Capacity, Extra-Heavy, +50% [+50]. Note: The Improved enhancement removes the auto-fail on 14+.

    Dream Visit
    Keywords: None.
    Full Cost: 50 points.
    Casting Roll: IQ. Special casting time (see below).
    Range: Self.
    Duration: Instantaneous.

    You project your mind into the Region of Dreams. Concentrate for 10 seconds, and make a IQ roll. You may hurry the projection, but your roll will be at -1 per second of concentration omitted (-10 to jump with no preparation at all). On a success, you mentally move into the Region of Dreams, where your subconscious mind shapes a dreamscape for you. Alternatively, if you were touching a sleeping creature when casting this spell, you may project your mind into that creature’s dreamscape. In any case, your body is left unconscious and helpless until you return. You do not bring any equipment with you. You may “clothe” yourself as you wish, but it offers no protection.
    Statistics: Jumper (World; Improved, +10%; Limited Access, ‑20%; Magical, ‑10%; Naked, -30%; Projection, -0%) [50]. Note: The Improved enhancement removes the auto-fail on 14+.

    Morphean Extraction
    Keywords: Resisted (Will).
    Full Cost: 22 points.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: Instantaneous.

    If the victim fails to resist, he takes 1d-1 fatigue damage, as his mind becomes tired and sleep-deprived. Treat FP lost to the spell identically to FP lost to missed sleep.
    Statistics: Fatigue Attack 1d-1 (Malediction 2, +150%; Missed Sleep, +50%; No Signature, +20%; Sorcery, ‑15%) [22].

    Night Terror
    Keywords: Resisted (Will).
    Full Cost: 15 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Range: Touch.
    Duration: Instantaneous.

    You touch a sleeping sapient creature and create a vivid nightmare in their mind. Roll a Quick Contest of Will with your subject. If you win, roll 3d for the result of the Fright Check, as usual, but add your margin of victory instead of his margin of failure. Your victim gets +1 per Fright Check after the first within 24 hours. If a victim succeeds at their Fright Check, they will be unaffected by your Night Terror for one hour. Each additional level of this spell imposes ‑1 to the Fright Check. For example, with Night Terror 4, the subjects must make Fright Checks at ‑3. This may also affect creatures that project their minds into the victim’s dream.
    Statistics: Terror (Accessibility, Only on sapient beings, -10%; Accessibility, Only on sleepers, -20%; Active, +0%; Melee Attack, Reach C, -30%; Presence, +25%; Sorcery, -15%) [15]. Additional levels add ‑1 to the Fright Check [+5].

    Seek Sleepers
    Keywords: Information.
    Full Cost: 41 points or 51 points.
    Casting Roll: Per. Use IQ for analysis.
    Range: Unlimited.
    Duration: Instantaneous.

    After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest sleeping creature. The basic (41-point) version of this spell takes standard range penalties. The improved (51-point) one uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the sleeper, and may make a follow-up IQ roll (at no penalty) to learn basic details about it (e.g., “it’s a male human” or “it’s a badger”).
    Any known sleepers may be excluded if the caster mentions them before casting.
    Statistics: Detect Sleepers (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [41]. The improved version adds Long-Range 1 (+50%) [+10].


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