Trance and Dream Magic

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Spells[edit]

  • Thought Bottle
Mind ••
Ruling, Instant or extended, Prolonged (1 Scene), Covert, none;

Creates a receptacle for ephemeral dream strands or memory strands. Any container, that can be used to seal liquid may be used as a dream bottle. Successes on the spellcastingn roll determine the maximum Intensity of stored dreams placed into the bottle. If the bottle is broken or opened the dream vanishes within its own Intensity turns. With Mind 3, the mage is able to cast the spell with indefinite Duration.

Rote: Pre + Craft + Mind
  • Dreamcatcher
Mind ••, Fate ••
Shielding, Instant, Prolonged (1 Scene), Covert, none;

The Mage creates a mental protection against nightmares. The spells Potency counters its equivalent in Intensity successes of the nightmare. With Mind 3 the spell may be cast with normal Duration.

Rote: Res + Empathy + Mind
  • Induce Light Trance
Mind •••
Ruling, Instant, substract targets Com, Transitory, Vulgar, 1 Mana, Sensory range only, must make eye contact;

The target falls into magical induced state of trance in which the subject is higly suggestible and inable to engage in hostile actions. The trance ends immediately if subject becomes physically endangered. Entranced targets become immobile and loose their Defense until attacked. The target is also weakened by the spells potency against possession from creatures in twilight.

Rote: Eye of Horus: Pre + Persuasion + Mind - Com ( + Psychic Resistance)
  • Shape Dreamscape
Mind •••
Weaving, Instant, Special, Covert, 1 Mana;

The Mage is able to construct a specific kind of functional dreamscape. Possibilities include dreams that implant certain suggestions, psychotherapeutic- or teaching sessions, nightmares, healing- or stress relief environments. Successes on the spellcasting roll determine the Intensity and Duration (prolonged Duration table) until the Dream fades from the memory of the creator. Successes may also be spent to make the dream Recurring for one additional sleep-cycle per success. The spellcasting roll is penalized by the targets Com if the mage is not constructing the dreamscape for personal use.

Rote: Pre + Empathy + Mind (- Com)
  • Inspire Dream
Mind •••
Ruling, Instant, substract targets Com, Prolonged (1 Scene), none or 1 Mana;

The Mage may telepathically inspire a sleeping mind to dream. The Mage has no direct control over what the sleeping mind is experiencing, but may set a certain mood or theme for the dream. Possibilities include the inspiration of a memory dream, or wish-fullfillment dream, or for the additional cost of 1 Mana a Prophetic dream or Nightmare. Successes on the spellcasting roll determine the Intensity of the inspired dream.

Rote: Man + Empathy + Mind - Com
  • Implant Suggestion
Mind •••, Fate ••
Weaving, Instant, substract targets Res, Special, Covert, none, Sensory range only, must make eye contact;

This spell "banks" additional dice for social interaction rolls between caster and target in the targets subconcious that are keyed to specific neuronal triggers like certain words, smells, sights or sounds and which may be used when the set condition is met.

Rote: Wit + Empathy + Mind
  • Channel Dream
Mind •••, Space ••
Weaving, Instant, Prolonged (1 Scene), none;

The Mage my sympatheticaly project a dream into the mind of a target or witness the targets dreams through a scrying window.

Rote: Wit + Empathy + Mind - Com
  • Liquid Thought
Mind •••, Prime ••
Weaving, Instant, Lasting, Vulgar, none;

With this spell the Mage is able to physically manifest ephemeral strands of dreams or memories from his mind and store them in a Dream Bottle or similar receptacle. With Mind 3The spell only successfully produces consistent dream strands from willing targets. Unwilling targets resist the spell reflexively with their Resolve and produce only fragmented dream strands unless the spell is cast with Mind 4.

Rote: Res + Empathy + Mind

Miscelaneous[edit]