Dream Origin
Spell trait: InstinctDelve into dreams to inspire, gather intelligence, or induce nightmares.
Slumber: Make a Spellcast roll against a target in Very Close range. On a success, they fall Asleep until they take damage or the GM spends a Fear to clear this condition.
Dream Delve: You can touch an Asleep creature and spend a Hope to delve into their dreams. You cannot target the same creature more than once per rest. Choose one of the following options.
-Influence: you gain advantage on your next Instinct, Presence, or Knowledge roll against the target.
-Information: at GM discretion, you learn one small piece of information the target knows.
-Inspire: the target gains advantage on one action roll of their choice before their next rest.
Deep Slumber: When you successfully use your "Slumber" feature, you can mark up to 2 Stress. The Asleep condition doesn't end until the target has taken damage an amount of times or the GM has spent an amount of Fear equal to 1 plus the number of Stress you marked.
Nightmare: Add the following option to your "Dream Delve."
-Induce Nightmares: mark a Stress to turn the target's dreams into a horrific nightmare, forcing them to mark 1d4+1 Stress.
Oneiromancer: When you use "Dream Delve," you can choose to spend 2 Hope to use two different effects. Additionally, add the following options.
-Inception: you implant an idea in the target's mind that it remembers when it awakes and believes is its own idea.
-Insight: you gain an Experience at a +4 bonus relevant to the target's dreams. This lasts until your next rest or until you use this ability to gain a different Experience.
