Nocturne V.2
A World of Darkness Sim
MAGES
THE AWAKENED
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DREAMSPEAKERS
A.K.A The Kha’vadi
(TRADITIONS)
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Earth has a voice. Not many folks can still hear it. Long ago, all people listened to that voice – the beat of Life and the song of Spirit. Pride, however, has driven wedges between our world and the spirit realm. It takes strength and vision to hold on to that primal connection in spite of all the distractions of modern life… even more so when that modern world has tried everything in its power to break you. And yet, this Tradition and its people refuse to be broken. Endurance is perhaps the best word to summarize the Society of Dreams. Its vision has endured. Its people have endured. The Tradition itself has endured ignorance, slavery, division, oppression, betrayal, marginalization, stereotyping, and a simplistic view from outsiders that has likewise endured long past all reasonable expectations. Aside from the group’s staunch allies in the Verbena and Ecstatic Traditions (and often including them as well), the Council’s view of the Dreamers has remained paternalistic and patronizing for over 500 years. And yet, they endure. It’s appropriate that this Tradition had not one founder but two. Naioba and Star-of-Eagles both heard the call of their spirits in very different lands, yet they transcended their differences to fall in love with one another. The sacred marriage between these female and male devotees inspired a diverse confederation of African, Native American, and Asian visionaries, for while that marriage was a ritual, the love involved was real. Although their romance ended with Naioba’s assassination by a Vision-Mocker, that love, with its many symbolic ties, still holds the group together. With few exceptions, the Kha’vadi (“those whose vision shapes the world”) come from indigenous cultures or their technological descendants. Some embrace modern fashions and technologies, whereas others favor their ancestral ways. Though the Tradition holds a handful of European, Oceanic, and Asiatic spirit-workers, the vast majority of the group hails from Africa or the Americas. Often referred to by the Siberian word shaman, they’re more properly thought of as medicine-people: folks who use natural healing gifts rather than selfish magick. Instead of bending reality to their will, the Kha’vadi work with reality… not the twisted reality of the Technocratic world but the deeper reality of the World Spirit in its many forms. Thanks in part to its healer nature, this Tradition gets stereotyped as a bunch of bongo-beating throwbacks. That impression is absurd. Kha’vadi are spirit warriors fighting to save a sick world from itself. Especially in recent years, the Dreamers have become more militant than they’ve been for centuries. Groups like the Red Spear and the Ghost Wheel Society defy the Tradition’s “stoic savage” image, with a newer faction, the Akinkanju (“Unbroken”) even lobbying to toss out the Council’s “slave-name” and replace it with a self-determined title. This age, after all, is a “White-mare,” and the ’Speakers have had enough of it. Some wounds need to be cleansed with fire. These days, a new vista offers fresh hope: the Internet – a global connection network with its own spiritual aspect. Computer-minded Kha’vadi realize that the Digital Web has a consciousness… and by extension, a soul. The practical tools of social media allow Dreamspeakers from across the world to meet up and reconstruct their roots, and the spiritual side of the Digital Web nurtures a growing technoshamanic movement whose possibilities and repercussions reach further than anyone, even the ’Speakers themselves, can imagine…
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Organization:
Although the shamanic Path tends to be solitary, medicine-people can be quite social. And so, this Tradition combines a respect for autonomy with the supportive network of a tribe. For centuries, many Dreamspeakers preferred to wander their own roads; in recent years, however, the group has returned to the community-centered focus of many pre-imperial cultures. Separation, after all, has been a liability. With stronger bonds between them, the ’Speakers share a greater voice. In previous ages, Dreamspeakers met in distant corners of the spirit world – even forming Realms where the Old Ways remained untouched. Recently, however, the Unbroken Folk have turned their focus to the material world, meeting in both rural and urban settings, often gathering at powwows, hip-hop shows, block parties, and neotribal festivals. Social media groups, too, provide meeting grounds for the new breed of Dreamspeakers. In all cases, the previous solitude has shifted toward a more social focus. Even so, Kha’vadi remain distinctly informal. Elders are respected by their younger peers, but youthful vigor feeds the future and earns its own sort of respect. The longwinded titles favored by “the White Council” sound stupid to the average ’Speaker. Deeds and wisdom speak louder than laws.
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Initiation:
Like his Tradition, a Dreamspeaker survives apparent death. Part of his initiation involves ritual (sometimes literal) demise; that passing brings the shaman into the spirit realm, where he faces trials and challenges. Assuming he survives that ordeal, the kaimi (“initiate”) becomes a so-cha (“disciple”) and returns to the mortal world with fresh insight and greater vision.
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Affinity Spheres: Spirit; Force, Life, or Matter.
Focus:
Medicine, not magick, is the essence of Dreamspeaker Arts. An avatar is Howahkan: the mysterious voice that speaks to those who are ready to hear it. Sorcery is an egotistical and ultimately destructive Path that leads people away from the Good Road of harmony with the World Spirit. To reach past the illusions of mortal life, one must listen to Creation’s heartbeat, face death, and remain open to the voice through which all life speaks. Practice-wise, ’Speakers favor medicine-work, craftwork, shamanism, crazy wisdom, and faith. A few pursue cybernetics, yoga, Voudoun, and witchcraft, but their companions often shun them. Common paradigms include A World of Gods and Monsters, Creation’s Divine and Alive, Bring Back the Golden Age, and sometimes Might is Right.
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Stereotypes
Fellow Traditions: Despite all their admirable qualities, I trust the ones I must, consider a rare few of them my friends, and keep eyes in the back of my head open for the next inevitable failure.
The Technocracy: The living essence of the White-mare.
The Disparates: I sense a trick here, and I think I like it…
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ROTES
Do Remember allocation of successes and success limitations still applies to rotes
NOTE:
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Dreamspeakers deal with NATURE SPIRITS (As Shaman) Not WRAITH OR THE SHADOWLANDS (As Necromancers)
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Unless a rote specifically states wraith or shadowlands, then assume the rote is designed to deal with nature spirits and the umbra.
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This is not to say the rote could not "technically" deal with wraith and shadowlands, just that Dreamspeakers typically -don't- deal with the spirits of dead, that particular niche is filled by the Euthanatoi, and is outside of the Dreamspeakers Shamanistic "Spirits Of Nature" Paradigm.
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THE CURSE OF CONSEQUENCE
Prerequisites: Occult ◉◉◉ Arete ◉◉◉
MIND ◉◉◉ SPIRIT ◉
The Red Spears developed this rote early on as a tool of psychological warfare, refining many traditions' legacy of curses for a particular sharp effect. The shaman forces open the "inner eye" of the victim, letting the target see and hear all the spirits who suffer because of the target's actions. Close up, this includes the tiny spirits of dust motes and air currents crushed or shoved aside, the spirits of molds and insects crushed underfoot, the spirits of animals and plants raised and harvested cruelly and without proper sacrifice to provide food. The victim can also hear, far away, the anguished groans of earth and water spirits around landfills and anywhere else the victim's society marks the world.
Most Red Spear rotes remain closely-guarded secrets, on the grounds that only proven warriors deserve them. This one the society teaches far and wide, regarding every spirit magician as deserving of the power to make the soul-blind suffer.
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SUCCESSES REQUIRED ◉◉◉◉ (however you may need other successes to allocate where appropriate)
The victim must make a Willpower roll, difficulty 13 + the shaman's Arete to resist this curse.
On a failure the victim must make this roll each turn to do anything but suffer the misery of increased awareness each turn the curse remains in effect. Even on turns when this roll succeeds, the victim experiences a strong flood of unhappy emotions. On a botch, the victim develops a suitable Derangement. Standard duration, area and other restrictions apply; the curse is vulgar without witnesses in cultures that don't accept shamanism, coincidental elsewhere. After a number of turns equal to the shaman's Arete, the subject will at least be capable of acting in some manner regardless of Willpower, but will still take a two-Trait penalty on all actions (not reflexives) for the rest of the spell's duration.
MOVING THE WORLD WALLS
Prerequisites: Occult ◉◉ Arete ◉◉
SPIRIT ◉◉
This ancient ritual involved specially marking and preparing a region so that the Gauntlet can be locally raised or lowered. This ritual can be used to protect a house or even an entire apartment building against spiritual attack, or to lower the Gauntlet sufficiently that even weak spirits and low-powered mages can leave or enter the umbra.
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SUCCESSES REQUIRED ◉◉ (however you may need other successes to allocate where appropriate)
Every successes raises or lowers the local Gauntlet rating by one point. Since the Gauntlet is not normally perceptible to Sleepers, affecting it almost always counts as coincidental magic. Affecting a doorway is made at normal difficulty. The mage must allocate successes to area in order to determine the size of the alteration. Duration is calculated normally, but if the mage scores two or more successes above those necessary to alter the Gauntlet by the desired amount, the Dreamspeaker can tie the ritual to a set of physical objects, like carved wooden poles or specifically decorated mirrors that mark the boundary of the altered Gauntlet. If this technique is used, the ritual remains in effect until the boundary markers are disturbed.
WALKING THE OPEN PATH
Prerequisites: Occult ◉◉ Arete ◉◉
SPIRIT ◉◉ SPIRIT ◉
This ritual is a version of Moving the World Walls that is specifically designed to lower the Gauntlet at a Node to zero. At this point, a Shallowing is created, and the mage and anyone with her are all able to freely and safely walk into the Umbra. Since the Gauntlet is not being ripped or torn, but rather locally removed, no one entering the Umbra through a Shallowing takes any damage from the Avatar Storms.
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SUCCESSES REQUIRED ◉◉◉ (however you may need other successes to allocate where appropriate)
Every success on this ritual reduces the Gauntlet by two points. Two successes are sufficient to penetrate the Gauntlet at any Node. At midnight or at other especially auspicious times, a single success will reduce the Gauntlet to zero. Because Shallowings are natural occurrences this ritual is coincidental. However, since the Gauntlet continues to thicken, an artificial Shallowing can never be made larger than the wall of a small room. Also, created Shallowings never last longer than a day, regardless of the number of successes rolled. Fortunately, this ritual can be used on both sides of the Gauntlet.
LESSER BINDING OF SPIRITS
Prerequisites: Occult ◉◉ Arete ◉◉
PRIME ◉◉ SPIRIT ◉◉
While Adepts of Spirit can forge unbreakable Umbral chains around spirits, less skilled Dreamspeakers must rely upon other means of convincing Umbrood to do their bidding. This rote summons a single spirit and immediately surrounds this umbra visitor with a shining corona of fiery quintessence. With the merest thought, the summoner can cause this unnatural fire to harm the spirit. While the damage caused is often not terribly severe, it is always quite painful. Also, the target cannot determine the amount of damage they will suffer beforehand. Most spirits, like most people, are loathe to suffer any harm.
While powerful and lordly spirits will often ignore the risk and attack the summoner for daring to cast such a spell on them, most weak and moderately powerful spirits will agree to perform minor services in exchange for the Dreamspeaker's promise not to harm them. Also, when bargaining with a difficult but not overwhelmingly powerful spirit, this ritual is a useful way to indicate that the summoner is not to be ignored or trifled with.
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SUCCESSES REQUIRED ◉◉◉◉ (however you may need other successes to allocate where appropriate)
A single success on this roll will summon the spirit; additional successes empower the Prime energy that surrounds the spirit. One additional success surrounds the spirit with energy that will cause two levels of aggravated damage. This magical corona will last one scene before it harmlessly dissipates. Two additional successes cause the energy to last for a full day and can deal up to four levels of aggravated damage to the spirit. In either case, this damage can be inflicted at any time during the duration that the mage chooses. This damage can only be inflicted once, however, unless the spell is cast a second time. As with most summoning spells, knowing the name of the spirit being summoned reduces the difficulty of this spell by two.
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SPIRITUAL PERSUASION
Prerequisites: Occult ◉◉ Arete ◉◉
MIND ◉◉ SPIRIT ◉◉
While compelling spirits with threats of imprisonment or harm can obtain their cooperation, such tactics can also breed resentment and hatred. Many Dreamspeakers avoid force and coercion and instead rely upon bargaining, alliances and friendship as a way to obtain various services from spirits. In addition, the most powerful spirits are far too strong for any but the mightiest Dreamspeakers to control. Therefor, Dreamspeakers who need the services of Incarna or Celestines must use means other than force to obtain their cooperation. While payment in Tass, help defeating their enemies or pacts of mutual aid can all be used to pay for a spirit's aid, bargaining with spirits - especially with powerful spirits - requires great skill. To aid them in their negotiations, many Dreamspeakers use magical aid to help convince the spirit to accept their offer.
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SUCCESSES REQUIRED ◉◉◉◉ (however you may need other successes to allocate where appropriate)
Success on this roll both summons the desired spirit and helps to place it in the desired frame of mind for accepting the Dreamspeaker's offer. Each success on this roll (including the first) reduces the difficulty of rolls to convince the spirit of the summoner's wishes by -1. Two or more successes on this roll reduces the difficulty of all suggestions the summoner makes to the spirit during the next full scene by the number of successes rolled.
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UMBRAL VISIONS
Prerequisites: Occult ◉◉/◉ Arete ◉◉/◉
CORRESPONDENCE ◉◉ OR ◉◉◉ MIND ◉ SPIRIT ◉◉
While actually piercing the gauntlet is now fraught with risk, extending one's senses through it is relatively safe. Using this spell, Dreamspeakers can perceive any point in the Umbra that they are familiar with, and can even communicate with the spirits there. This spell is almost always performed as a lengthy ritual where the caster goes into a deep trance and shuts off her mundane senses as she shifts her perceptions into the Umbra. In the most basic version of this spell, the caster can see and hear Umbral events at whatever locations she desires. While this spell does not allow the caster to form an Umbral body, she can use this spell to allow her to cast other spells at targets she can perceive within the Umbra. Doing so risks sending her magical essence across the Gauntlet, however, and thus attracts the damage of the Storm.
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SUCCESSES REQUIRED ◉◉◉◉◉/ ◉ (however you may need other successes to allocate where appropriate)
Using Correspondence magic, the caster can either send her perceptions to an already known location (using Correspondence 2,) or she can use Correspondence 3 to search for objects or people within the Umbra. Mind 1 is necessary to allow her mind to deal with the unusual input. With the addition of Spirit 2, the caster can even form an intangible, ghostlike Umbral body. The number of successes on this spell primarily determines how unfamiliar the caster can be with the location or individual within the Umbra that she desires to perceive. The same number of successes, however, also determines the maximum level of spell that caster can use on spirits or other targets that she can perceive using this spell. If the caster only scored one success, then she could only use first rank Sphere effects on targets perceived using this spell. As with all other spells designed to allow the caster to perceive the Umbra, this spell is normally Coincidental.
NIGHT BATTLE
Prerequisites: Occult ◉◉◉◉ Arete ◉◉◉◉
MIND ◉◉◉◉ FORCES ◉◉◉ PRIME ◉◉ SPIRIT ◉◉
This ritual is one of the most powerful and deadly attacks known to the Dreamspeakers. It allows the mage to separate his spirit from his body and to prowl both the astral planes and the mundane world hunting for victims. Traditionally, the mage's spirit takes on the appearance of a large and dangerous predator. While only mages using spirit senses or individuals and creatures with similar supernatural perceptions can directly perceive this astral form, its effects can be seen and felt by everyone. Using her magic, the Dreamspeaker ventures forth to kill her enemies and destroy objects, while her body remains elsewhere in a deep trance. When the ritual is complete, the target will appear to have been the subject of an attack by a savage animal. No one without powerful magic can even trace this event back to the caster.
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SUCCESSES REQUIRED ◉◉◉◉◉ ◉◉ (however you may need other successes to allocate where appropriate)
The caster must roll at least two successes when casting this ritual, since it is not useful if it does not last at least a scene. Also, while the caster's spirit can move with the speed of thought, the caster must already know the target's location or use Correspondence magics to locate the target. Once the target is located, additional rolls are needed for any attacks.
All damage using the Forces effects are made normally, and such damage will look like it was caused by a wild animal. Careful examination of the victim, however, will reveal no evidence of animal fur or other traces that always appear during real animal attacks. If desired, the caster can spend a point of Quintessence and make all damage done by this spell aggravated. Unless care is taken, this ritual is vulgar if used against targets in the mortal world. All attacks on Umbral targets, however, are fully coincidental.
SPIRIT SLAYING
Prerequisites: Occult ◉◉ Arete ◉◉
PRIME ◉◉ SPIRIT ◉◉
This rote is commonly used by Dreamspeakers to slay or drive off malevolent spirits. With it, the Dreamspeaker infuses a weapon with raw prime energy and then strikes through the Gauntlet to inflict deadly damage on nearby spirits. This spell is most commonly used to empower swords, knives, clubs and guns with the energy necessary to slay hostile spirits. It can also be performed using symbolic weapons like blunt swords or even crystals and rattles, to allow the Dreamspeaker to attack possessing spirits without harming the host.
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SUCCESSES REQUIRED ◉◉◉◉ (however you may need other successes to allocate where appropriate)
Like all spells that channel prime energy, this spell does aggravated damage to the target. If this spell is used on a spirit possessing a living host, a single damage roll is made for the attack. The physical weapon damages the target, but all of the aggravated damage affects only the spirit. Depending on the weapon being used, the weapon may do lethal, bashing or even no damage to the target, but the spirit will bear the full brunt of the attack. To perform this spell, the caster must always expend a point of Quintessence. Since this spell only affects spirits, it is almost always coincidental.
SPIRIT EATING
Prerequisites: Occult ◉◉◉ Arete ◉◉◉
MIND ◉◉◉ PRIME ◉◉◉ SPIRIT ◉◉
Instead of merely slaying or driving off spirits, some Dreamspeakers seek to take the spirit's knowledge and power by consuming the spirit. Like the Spirit Slaying spell, the caster empowers a weapon and uses it to attack the spirit. In addition to harming or killing the target, the caster drains both Prime energy and knowledge from it. Killing a spirit with this spell destroys it forever and gives the caster considerable power.
Despite the temptation of power offered by this spell, many Dreamspeakers consider it to be too horrific to use. It is normally only used in desperation, or by Dreamspeakers who desire to command and rule spirits rather than working equitably with them. Dreamspeakers who regularly use this spell can intimidate spirits into working for them, but will rarely have spiritual allies or friends - the rare exceptions being a few highly predatory spirits that engage in similar tactics. Regular use of this spell will cause most Dreamspeakers to regard the caster as a violent individual who they would rather avoid.
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SUCCESSES REQUIRED ◉◉◉◉◉◉ (however you may need other successes to allocate where appropriate)
The damage caused by this spell is identical to that caused by Spirit Slaying . Every point of damage inflicted also gives the caster one point of Quintessence. Each point of Quintessence drained from the spirit also reduces the spirit's power by 5 points. Reducing a spirit's power to zero using this spell destroys it forever. Spirits cannot provide more Quintessence than one-fifth their power.
Successes on this ritual also allow the caster to steal knowledge and memories from the spirit. A single success on any attack will gain the attacker a few random memories. Two successes on one attack give the caster access to most of the spirit's recent memories. Three successes give most of the spirit's memories to the caster, and four or more successes give the caster access to the spirit's most carefully guarded secrets.
Casters who roll two or more successes on an attack must also make a Willpower roll Difficulty 12+ Rolling a number of successes on this Willpower roll equal to the number of successes rolled on the attack results in the caster experiencing no problems. A successful Willpower roll that scores fewer successes than were rolled for the attack temporarily gives the caster some Mental Flaw or other personality trait possessed by the spirit. This trait remains until the caster next sleeps. A failed Willpower roll results in this trait remaining for the next week, and a botched Willpower roll makes this new trait permanent or can result in the caster believing he is actually the spirit for the next week. An additional Willpower roll must be made for every attack that does significant damage to the spirit. A series of failed Willpower rolls can easily result in the caster gaining a large number of severe mental problems.
READING THE UMBRAL SKEIN
Prerequisites: Occult ◉◉/◉ Arete ◉◉/◉
MIND ◉ SPIRIT ◉◉ TIME ◉◉ Optional CORRESPONDENCE ◉◉ OR ◉◉◉
This spell is a favorite for many Baruti. In addition to now being the only safe way that most of them can gain access to their Umbral library of lost tales and ancient memories, this rote also allows them to probe the history of the Umbra itself. According to Baruti doctrine, the world has undergone numerous drastic changes. Whole lands and peoples have suddenly ceased to exist, the rules governing magic have changed, and even the shape and basic geography of the world has not been constant. In most cases, these changes have been so sweeping that they eliminated almost all traces of the previous world and replaced it with histories and artifacts that seem to consistently and inevitably lead to the new present.
The Umbra, however, is both more flexible and more enduring than the mortal world. Significant traces of these prior realities can sometimes remain in neglected corners of the Umbra. Curious Baruti use this spell to cast their consciousness into the Umbra and read its history.
While the validity of the truths gained using this rote are often questionable and impossible to prove, on a number of occasions Baruti using this spell have used the knowledge gained to lead them to strange physical artifacts in the Umbra or in the mundane world. They claim that these curious relics support the stories they have learned. Most other Tradition historians dismiss theories that artifacts like the Mayan crystal skull are proof of the existence of a vastly different world, but the Baruti rarely care about the opinions of others. Some Baruti also use this spell to attempt to divine the future of the Umbra, but their results are even more confusing and inconsistent than ordinary divinations. A few Baruti claim that the odd results obtained using these divinations are further proof that the entire structure of the world will change in the near future and that the Umbra and the mundane world will soon be reunited.
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SUCCESSES REQUIRED ◉◉◉◉◉◉ (however you may need other successes to allocate where appropriate)
This spell is functionally identical to ordinary Time magic divinations, except that it provides information about the past or the future of the portion of the Umbra that corresponds to the caster's location. Because all magic is easier in the Umbra, the amount by which the caster can look into the past (but not the future) is 21 times that obtained by corresponding divinations in the mundane world If Correspondence effects are added, the mage can determine the history of any portion of the Umbra that she is familiar with. The Mind portion of this rote allows the caster to clearly remember every detail of the odd and confusing information that was gained.
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HEALING SLUMBER
Prerequisites: Occult ◉◉◉/◉ Arete ◉◉◉/◉
LIFE ◉◉◉ MIND ◉◉ or ◉◉◉◉ SPIRIT ◉◉ or ◉◉◉◉
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SUCCESSES REQUIRED ◉◉◉◉/◉ ◉◉◉ (however you may need other successes to allocate where appropriate)
The simplest version heals the target and gives them good dreams and good spirit energy. With Mind 4, mental illness can be healed, and with Spirit 4 possession can be healed.
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SPEAR OF MY FATHERS
Prerequisites: Occult ◉◉◉ Arete ◉◉◉
MATTER ◉◉◉ SPIRIT ◉◉◉ PRIME ◉◉
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SUCCESSES REQUIRED ◉◉◉◉◉ ◉ (however you may need other successes to allocate where appropriate)
The shaman can convert ephemera directly into matter, with more successes necessary for larger and more complex objects.
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SHAMAN'S CRAFT
Prerequisites: Occult ◉◉◉ Arete ◉◉◉
MATTER ◉◉◉ SPIRIT ◉◉◉ optional PRIME ◉◉
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SUCCESSES REQUIRED ◉◉◉◉◉ ◉ (however you may need other successes to allocate where appropriate)
An ancient rote devised by the Spirit Smiths, allowing them to repair and improve broken objects. While working, this rote will temporarily awaken the spirit of the object being repaired. Prime 2 is necessary if the object has significant missing parts. Minor damage can be fixed with only one success, and three will repair all but the most severe damage.
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DREAMCRY
Prerequisites: Occult ◉◉/◉ Arete ◉◉/◉
CORRESPONDENCE ◉◉ or ◉◉◉ MIND ◉◉ SPIRIT ◉◉
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SUCCESSES REQUIRED ◉◉◉◉/◉ (however you may need other successes to allocate where appropriate)
The Dreamspeaker can send a vision into the dreams of someone they know. With Correspondence 3, they can contact more than one person simultaneously.
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SPIRIT CLOAK
Prerequisites: Occult ◉◉ Arete ◉◉
MIND ◉◉ SPIRIT ◉◉
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SUCCESSES REQUIRED ◉◉◉◉ (however you may need other successes to allocate where appropriate)
This hides the shaman's aura in the Umbra, causing them to stand out significantly less to the Umbra's natives.
SUCKING GATE
Prerequisites: Occult ◉◉◉◉ Arete ◉◉◉◉
SPIRIT ◉◉◉◉ FORCES ◉◉◉◉ PRIME ◉◉
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SUCCESSES REQUIRED ◉◉◉◉◉ ◉◉◉ (however you may need other successes to allocate where appropriate)
Sometimes, a fight really, REALLY requires a change of venue. For Dreamspeakers, that is often a move into the Umbra. With this rote, they not only Breach the Gauntlet, but also cause those near it to be sucked through.
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TRAILBLAZING
Prerequisites: Occult ◉◉ Arete ◉◉
SPIRIT ◉◉ PRIME ◉◉
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SUCCESSES REQUIRED ◉◉◉◉ (however you may need other successes to allocate where appropriate)
For one day per success, the Dreamspeaker creates a trail behind them that they can follow back, and it also provides counter magickal defenses for the trail to avoid it being dispelled.
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NIGHTMARE DANCE
Prerequisites: Occult ◉◉/◉ Arete ◉◉/◉
SPIRIT ◉◉ or MIND ◉◉◉ optional CORRESPONDENCE ◉◉
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SUCCESSES REQUIRED
(Spirit 2 )◉◉
(Mind 3 )◉◉◉
(Spirit 2 + Correspondence 2 )◉◉◉◉
(Mind 3 + Correspondence 2 )◉◉◉◉◉
(however you may need other successes to allocate where appropriate)
The Dreamspeaker sends disturbing dreams to someone that they don't like. The Mind version taps directly into the target's fears, whereas the Spirit version calls a spirit such as Night Terror to do it for the Mage (correspondence is required to send the nightmare to targets outside of line of sight)
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