Oneiromancy (cWOD)

Oneiromancy is the Linear Path of Dreams and Dreaming. Many tales of the fantastic center on the power of dreams. They can be omens of the future, messages from gods, or insight into one's own inner power. The dream realm is infinitely malleable and extremely responsive to the conscious and unconscious dreamer. A skilled dreamer can impose his or her will upon the Dream Realm and so create new images and alter old behaviors, banish nightmares or craft new ones. It is said their are whole worlds and creatures that exist wholly within the worlds of dreams and nightmares; creatures such as the Fae. Nearly everyone dreams and the sorcerer who masters this craft walks among those dreams.

System
Roll:    Wits + Occult

Cost:   None

Aspects

 * 1) Direct Physical Contact
 * 2) True Name
 * 3) Body Part/Secretion
 * 4) Prized Possession
 * 5) Other possession

Effects

 * 1) The first step mastered is the ability to reach out and touch the dreams of another. They come to him or her as most dreams do... in flashes of imagery that are often highly distorter by the subconscious. The Oneiromancer may possibly interpret these images and gain insight into aspects of the subject.
 * 2) The next step is entering the dream. At this level the Dream Witch or Wizard becomes part of the dream; taking a role provided for him or her. Small changes to the dream, such as conjuring seal items, are possible with a Wits + Dreamcraft roll. Large changes are very difficult and the larger theme of the dream is unalterable. While it is possible it is difficult and the Oneiromancer must exert constant attention on the change.
 * 3) The Dreamwalker learns to separate theirself from the subject's dreams, allowing for observation without being drawn into potentially dangerous situations. More control is now possible. The Dreamwalker can banish or create nightmares or fantasies. Dreams can be guided to images supporting or hurting the dreamer's mental and emotional health.
 * 4) At this level the Oneiromancer masters Dream Sendings. They can craft specific and detailed dream sequences and send it to the dreamer as often as successes on the casting roll.
 * 5) The master of the Dream Realm walks freely among the dreams of others and can even meld several dreams of others into a shared experience. While they cannot control the dreamers' actions and the initial environment will be a mixture of the subconscious influences of all members, the Dreamwalker should have no problem nudging the group into a cohesive experience.
 * 6) The greatest power of the Oneiromancer is to make the Dream real: Physical entry into the Dream Realm. The one who can accomplish this can even bring objects, living or non-living, out of the dream and into the real world... for a time.

Price of Failure
A botched dreamweaving tends to cast the Dreamwalker into a Nightmare Realm as their own subconscious takes control of the dream.