Most Name-Givers are familiar with the four basic schools of magical
thought: elementalism, illusion, nethermancy and wizardry. There are of
course more than these, schools dealing with protections against Horrors,
with the power of song, with the birds of the air and the beasts of the
field. Nearly forgotten in Barsaive is a school dealing with the power
of dreams and the mind, known as oneiromancy.
The Discipline was lost in the Throalic lands during the Scourge, partially
because Oneiromancers have little effect against physical Horrors. As well,
Name-Givers tend to fear spellcasters who can enter people's dreams and
shape them, much like the nastier mental Horrors. Oneiromancers, when they
are remembered in Barsaive, are usually recalled with the same distaste
as a mindslug. In the Theran Empire, the Discipline was preserved, where
it is practiced more often than not for political ends.
Oneiromancy is substantially more than just the working of magic involving
dreams. The Discipline involves deep study of the minds of Name-Givers,
what makes them work, their strengths and their weaknesses. Oneiromancers
have a grasp of mental processes unparalleled outside of their Discipline,
an ability to subtly control others without obvious effort. Oneiromancers
themselves tend to be quiet, studiedly arrogant individuals, superbly confident
in their command of the minds around them, but careful not to betray that
control for fear of losing its power.
Their spellcasting is limited. Oneiromancers have access to Illusionist
spells, but carry few matrices. Their dreaming and mind-control Talents
more than make up for the lack of spell matrices.
Karma Ritual:
The oneiromancer picks out a Name-Giver in her vicinity, and focuses
completely on this individual. The target's actions are studied. Slowly
and carefully the oneiromancer brings her powers to bear, diverting the
Name-Giver from his original purpose. Once an action is taken by the target
that originates totally within the oneiromancer's mind, the ritual is complete.
It is often difficult to tell that an oneiromancer is performing her karma
ritual.
Skills: Oneiromancers must take Dream Interpretation as a Knowledge
Skill.
Attributes: PER, WIL, CHA
Artisan Skills: Painting, Poetry
Circle 1
-
Dream Reading *
-
Karma Ritual
-
Spellcasting
-
Spell Matrix
-
Spell Matrix
-
Thread Weaving (Dream Weaving)
Circle 2
-
Dream Recall *
-
Durability (4/3)
-
Evidence Analysis
Circle 3
-
Dream Warding *
-
Empathic Sense
Circle 4
Dream Range:
Distance from the dreamer may be increased for 1 point of Strain per
range doubling.
-
Book Memory
-
Book Recall
Circle 5
Spell Defense +1
-
Dream Sending *
-
First Impression
Circle 6
Social Defense +1
-
Dream Walking *
-
Enhanced Matrix
Circle 7
Karma for Perception
-
Dream Memory *
-
Steely Stare
Circle 8
Spell Defense +1
-
Mind Wave
-
Waking Nightmares *
Circle 9
Amazing Intuition:
By observing any Name-Giver for at least 3 minutes, and making a PER
roll against the target's Social Defense, the oneiromancer may learn a
number of facts about the target, such as their Discipline, place of birth,
last place visited, creatures fought, what they just purchased in a shop,
etc. Facts that may not be learned from intense observation may not be
determined, such as the rank of Threads the Name-Giver has woven. The number
of facts depends on the success level: Average 2, Good 4, Excellent 7 and
Extraordinary 10. A Poor success negates the ability, while a total failure
gives the oneiromancer two incorrect impressions.
-
Dream Working *
-
Lip Reading
-
Memorize Image
Circle 10
Social Defense +2
-
Dream Combat *
-
True Sight
Circle 11
Karma for WIL
Karma for CHA
-
Armored Matrix
-
Engaging Banter
Circle 12
Spell Defense +2
-
Thought Link
-
Thoughtful Expression
Circle 13
Change Their Minds:
By careful persuasion and logical argument, the oneiromancer may convince
one Name-Giver to alter their views on any deeply-held belief, with the
exception of their Discipline. Make a CHA roll against the target's WIL.
An Average success leaves the target in severe doubt of their position.
A Good success sways the target to the oneiromancer's side, but a strong
argument or reminder could bring them back to their previous position.
An Excellent success leaves the target convinced. An Extraordinary success
indicates fanatical conversion. The target will argue persuasively and
loudly for their new position, attempting to convince others of the truth
of the revelation they've had. A Poor success invalidates the attempt.
Total failure enrages the target, and they may attack the oneiromancer
for questioning their beliefs. The effect of this ability will not show
up as magical influence, as the target is swayed by primarily non-magical
means. The oneiromancer may use this ability no more than three times in
a day.
-
Detect Influence
-
Dream Slayer
Circle 14
Maximum Karma +25
+2 Recovery tests / day
-
Dream Questing *
-
Share Matrix
Circle 15
Spell Defense +2
Social Defense +1
-
Safe Thought
-
The Dreaming World
New Talents
Dreams are highly symbolic and vague. When attempting to derive meaning
from them, the oneiromancer must consider the value of each symbol not
only in general society, but for the person involved in specific. Extracting
meaning from dreams requires the Knowledge Skill Dream Interpretation.
Range of Dream Talents is normally 10 feet per Talent rank. At Fourth
Circle, the Discipline ability Dream Range is gained, allowing the oneiromancer
to double the effective range at a cost of 1 point of Strain per increase.
Thus, for 6 points of Strain, the oneiromancer could double the effective
range 6 times.
Oneiromancers can use Dreaming Talents on anyone to whom they have woven
a Thread, regardless of normal range restrictions. The Dream Weaving Talent
is used as normal to attach Threads to pattern items. A Minor Pattern Item
allows the use of dreaming Talents at the cost of two points of Strain.
A Major Pattern Item allows the use of dreaming Talents with no Strain
cost. Holding a Core Pattern Item gives a 5 step bonus to the use of all
dreaming Talents against the target.
Dream Reading
Attribute: Per
Discipline: Oneiromancer
Action: Y
Karma: N
Strain: 0
The oneiromancer can pick up information from the dreams of one specified
Name-Giver within range. Roll the Talent step against the target's spell
defense. An Average success gives a few fragments, a Good a more coherent
picture, an Excellent a complete vision of the dream, and an Extraordinary
gives the oneiromancer a partial interpretation of the dream's symbolic
value. A Poor result gives no information, while a total failure wakes
the dreamer with the uncomfortable sensation that someone has been rummaging
about in his head.
Dream Recall
Attribute: Wil
Discipline: Oneiromancer
Action: Y
Karma: N
Strain: 0
By rolling the Talent step against the target's Spell Defense, the
oneiromancer can help others remember their past dreams. An Average success
will bring back parts of last night's dreams, but in no particular order.
A Good success allows the target to recall the previous night's dreaming
in reasonable clarity. An Excellent success will retrieve a dream from
the past week in full detail, while an Extraordinary success allows the
target to remember any single dream from her entire life in perfect clarity.
A Poor success brings back only a few muddled images. A total failure not
only leaves the target confused as to whether or not they even dreamed
the previous night, but also imposes a 3 step penalty on further attempts
at dream retrieval for the night in question.
Dream Warding
Attribute: Wil
Discipline: Oneiromancer
Action: Y
Karma: Y
Strain: 0
Dream Wards protect dreams against interference from outside sources.
The oneiromancer rolls his Talent step against the target's Spell Defense.
If the target is Horror Marked, then the oneiromancer must roll against
the Horror's Horror Mark step. A successful roll will protect the target's
dreams from influence for one night, with a defensive rating equal to the
oneiromancer's roll result. Any attempt to alter the target's dreams must
use the Dream Warding result as the target's Spell Defense. If the dream
wards are defeated, the oneiromancer takes one point of strain per success
level -- one for an Average, two for a Good and so on.
Dream Sending
Attribute: Wil
Discipline: Oneiromancer
Action: Y
Karma: N
Strain: 2
Dream Sending enables the oneiromancer to cause the target to have
a specific dream. The elements of the dream must be carefully planned out
ahead of time. The oneiromancer must spend an hour meditating on the dream
before attempting to send it. Roll the Talent step against the target's
Spell Defense. An Average success places the major elements of the formulated
dream into the target's dreams that night. A Good success works most of
the planned symbols into a single dream. An Excellent success includes
all of the planned elements and manages to give most of them the proper
weight, while an Extraordinary success provides the target with the exact
dream desired by the oneiromancer. A Poor success leaves the target with
jumbled and uncomfortable dreams that night. A total failure sends the
target into nightmares, featuring the planned elements in a negative fashion.
Dream Walking
Attribute: Per
Discipline: Oneiromancer
Action: Y
Karma: Y
Strain: 0
Dream Walking is the ability to travel astrally into the target's dreams
and observe them firsthand. The oneiromancer makes a Talent step roll against
the target's Spell Defense. She may observe the target's dreams first-hand
for a number of minutes equal to the result. On a Poor result, the target
awakens, and on a total failure the target wakes up with the feeling of
something having intruded itself into his mind. First-hand observation
of dreams as they occur adds a 3 step bonus to interpretation.
Dream Memory
Attribute: Per
Discipline: Oneiromancer
Action: Y
Karma: N
Strain: 0
A successful Dream Memory roll against the target's Spell Defense allows
the target (which can be the oneiromancer) to recall past events in dreams.
The event to be remembered must be specified before the attempt is made.
An Average success brings back a partial recollection of the event, but
no details are available. A Good success results in a thorough recollection,
including the most important details (as viewed at the time, not as determined
in retrospect). An Excellent success gives the target a full recollection
of the event. An Extraordinary success allows the target to focus on peripheral
details during the recollection. A Poor success brings no effect. A total
failure brings up a completely unrelated memory, and imposes a 3 step penalty
to future attempts to recall the specified event.
Waking Nightmares
Attribute: Wil
Discipline: Oneiromancer
Action: Y
Karma: Y
Strain: 0
On a successful Talent step roll against the target's Spell Defense,
the oneiromancer can make the dreamer remember terrifying visions from
their own nightmares when awake. An Average success brings one episode
the following day, a Good 2, an Excellent 4 and an Extraordinary 8. A Poor
result negates the effect. A total failure raises the target's defense
to dream interventions by 3 steps for 24 hours. The waking nightmare episodes
will occur when least convenient -- in times of high stress, when the target
is attempting to concentrate on something of vital importance, when being
suspected of Horror taint. Each episode lasts about five minutes, during
which the target experiences horrific visions and reacts to them as if
real. On a successful WIL test against the oneiromancer's Waking Nightmares
result, the target will know that the visions are not real, but will be
Harried for the duration of the episode.
Dream Working
Attribute: Per
Discipline: Oneiromancer
Action: Y
Karma: Y
Strain: 2
Where Dream Walking allows the oneiromancer to go into the target's
dream and observe, Dream Working allows her to go into the dream and act.
The oneiromancer's astral presence becomes a character in the target's
dream. An Average success places the oneiromancer into the target's current
dream as a pre-existing character. The role changes at the whim of the
target. A Good success allows the oneiromancer more control over his role
in the target's dream, allowing one voluntary character shift during the
dreaming episode but leaving the dreamworker subject to involuntary shifts.
Roll the target's WIL (or the Horror's if the dream is infested) against
the oneiromancer's spell defense to force a change of character. Roll the
oneiromancer's WIL against the target's Spell Defense (or the Horror's,
if the dream is infested) plus any equipment bonus to produce equipment
other than basic gear for the character shift. For example, if the oneiromancer
shifts to the character of a Swordmaster, a blade comes with the shift,
but a Forged Weapon or a Threaded Weapon would require a roll, against
the target's Spell Defense plus the weapon damage bonus. An Excellent success
allows the oneiromancer 4 character changes, gives a 3 step bonus against
involuntary shifts and a 3 step bonus to create equipment. An Extraordinary
success gives the oneiromancer unlimited shifts and immunity to involuntary
ones, plus a 10 step bonus to create gear. A Poor result will still allow
dream visitation, but the target will recognize the oneiromancer as an
intruder and will see through any disguise. A total failure awakens the
target with the oneiromancer's face in his mind, and a 3 step bonus for
defense against dream interventions for the next 24 hours. Dream Working
lasts for the effect roll in minutes. The oneiromancer may abandon a Dream
Working by rolling his Talent step against the target's WIL. A failure
reduces the success level of the entry roll. If the oneiromancer is attacked
in the dream and does not have the Dream Combat Talent, the fight will
go whichever way the dreamer prefers. Being killed out of a dream causes
a Wound and 10 Strain.
Dream Combat
Attribute: Per
Discipline: Oneiromancer
Action: Y
Karma: N
Strain: see below
Dream Combat is the art of fighting in the dreamscape. The oneiromancer
uses this Talent when present in a dream in a manner that allows him to
act (Dream Working, Dream Questing). Normal rules of combat apply. The
oneiromancer will of course have whatever equipment he can produce or that
is produced for him in a character shift. Use the Dream Combat step for
the attack step, regardless of what form the combat takes. The weapon is,
after all, only a dream symbol. It is the agility and strength of the dreamer's
mind that determines the symbol's effectiveness. Damage is taken as Strain.
Mental Horrors such as mindslugs that are infesting the dreams of the target
may be slain in dreams, but the task is extraordinarily dangerous. All
of the Horror's powers function normally. If the oneiromancer loses the
combat, the Horror may slay him or may choose to Horror Mark him. On the
other hand, if the oneiromancer can manage a character shift to a legendary
troubadour or archer, and use his Dream Combat attack as a Confront Horror
or Wind Bow attempt, he just might stand a chance.
Dream Slayer
Attribute: Wil
Discipline: None
Action: Y
Karma: Y
Strain: 4
The Talent that has done the most to earn oneiromancers their bad reputation,
Dream Slayer allows them to kill the dreamer. The oneiromancer must spend
an hour in meditation, and must have a thread woven to the intended victim
before the attempt can be made. Step modifications for the type of Pattern
item apply. Roll the Talent step against the target's Spell Defense. An
Average success does the oneiromancer's WIL step in damage to the target
each round for three rounds. A Good success does double damage each round
for three rounds. An Excellent success sends the target into nightmare-ridden
convulsions and does double the oneiromancer's WIL step every round for
six rounds. An Extraordinary success slays the target, sending their spirit
deep into the dreamworld. Only a Dream Quest or the intervention of a Passion
can return the spirit of one slain in this fashion. A Poor success does
the oneiromancer's WIL step in damage, but awakens the target in a cold
sweat and raises their dreaming defense by 3 for the next day. A total
failure awakens the target from a nightmare in which he sees the oneiromancer
trying to kill him, and raises his dreaming defense by 6 for the next 3
days.
Dream Questing
Attribute: Per
Discipline: Oneiromancer
Action: Y
Karma: Y
Strain: 4
The most perilous of the dreaming Talents, Dream Questing sends the
oneiromancer physically into the dream world. Entry can be made via any
Name-Giver. The oneiromancer must spend 8 hours preparing for the quest.
She must have a clear and well-defined goal in mind. Roll against the target's
Spell Defense, with an Extraordinary success being required to allow entry.
Once in the dream world, the oneiromancer can move through past dreams
by making a Dream Working roll against a 15. Current dreams of new targets
require a Dream Working roll against the target's Spell Defense, with a
3 step bonus in favor of the oneiromancer. The dream quest lasts until
the goal is fulfilled, the oneiromancer is thrown out of the dream world
or killed, or until the oneiromancer aborts the quest. Some entities, such
as Horrors, may be able to evict the oneiromancer from the dream world.
Aborting the quest takes another Dream Questing roll, with a Strain cost
of 20 for an Average success, 15 for a Good success, 5 for an Excellent
success and none for an Extraordinary. A Poor success gives the oneiromancer
30 Strain and sends her randomly into another dream. A total failure leaves
the oneiromancer dreamlost. Any time the oneiromancer takes an action that
does not directly apply to the goal of the quest, a WIL save must be made
against a 15. An Average or Good success costs the oneiromancer 5 Strain.
A Poor success throws the oneiromancer out of the dream world, landing
next to the current dreamer. A total failure leaves the oneiromancer dreamlost,
shifted into a random dream world, with no idea whether the dream is past,
present or future. Reorienting and finding the way back takes a Dream Working
roll against a 25. One attempt may be made each subjective hour. While
Dream Questing, the oneiromancer may change characters and conjure gear
as if Dream Working with an Extraordinary success. Becoming dreamlost reduces
this to the equivalent of an Excellent success. Each failed attempt at
reorienting reduces the Dream Working success equivalent by a level, down
to Poor. After Poor, the oneiromancer becomes the current dream character,
and loses her former identity and Pattern.
The Dreaming World
Attribute: Wil
Discipline: None
Action: Y
Karma: Y
Strain: 10
Used in conjunction with a Dream Quest, this legendary Talent allows
the oneiromancer to bring dream elements into physical reality. Make a
Dreaming World test against the Spell Defense of the item in question.
An Average success brings the item out, but it fades after an hour, and
has no magical powers. A Good success brings out the item, with its powers
(if any) halved, and the item fades after a day. An Excellent success brings
out the item, which will last for a year, with its powers halved. An Extraordinary
success brings out the item permanently, with all powers intact. A Poor
success brings out only an image of the item, that bursts into sparks and
vanishes when touched by anyone beside the oneiromancer, or within five
rounds, whichever comes first. A total failure brings out a Horror-cursed
item that resembles the original target.
New Skill
Dream Interpretation
Dreams are complex stories containing highly symbolic elements. Extracting
meaning from someone else's dreams requires knowledge of the most common
meanings of symbols in the person's culture, as well as the ability to
determine the dreamer's personal slant on those symbols. Interpreting dreams
is partly analysis of the dreamer, partly interpretation of their culture,
and partly trained intuition. Roll the skill step against a target number
from the following table.
| Dreamer Relationship |
Target # |
| Self |
5 |
| Close friend |
7 |
| Acquaintance |
9 |
| Stranger |
12 |
| Another race |
+4 |
| Another culture |
+6 |
| Thread woven |
-2 |
| Pattern Item held |
-3 |
The level of success determines how well the dream is interpreted. A
failure gives a totally inaccurate interpretation.
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