Hypnomancy
by Matthew R. Norwood (rowan@media.mit.edu)
Sleep. We spend a third of our lives unconscious, unaware of the changes
being worked on us by our own minds and bodies. If we go without it, we
are driven insane. Hypnomancers draw on the power that sleep holds over
humans, manipulating it to work their magic. They can affect the path
someone's mind or body takes while asleep, but only by distorting their own
sleep patterns and spending time studying the sleep and dreams of others.
Hypnomancers (also called Sandmen or Night Owls) often
find themselves drawn into the school from personal experience with sleep.
Psychologists, dream interpreters, and insomniacs are all predisposed to
the study of Hypnomancy. They often find themselves with lots of
time on their hands as they avoid the pull of sleep, so they tend to be
isolated and studious, although many spenmd the night hours exploring their
city or countryside. Many set up shop as therapists or late-night
coffeehouse regulars, ready to listen to people's dreams.
Hypnomancy Blast Style: Only affects sleeping targets.
Hypnomancy's blast takes effect as a nightmare where the target is hurt
or killed, and those effects manifest on his waking body as well.
Stats:
Generate a Minor Charge: Go without sleep for one night. This
lends a -10% penalty (cumulative after the first day) to all actions until
the adept sleeps (although this penalty doesn't apply to Hypnomancy.)
Alternatively, the adept can garner a charge by hearing someone tell her
a recent dream which hasn't been told to anyone else.
Generate a Significant Charge: Sleep in a famous spot: the Lincoln
bedroom, Stonehenge, a bed once slept in by Shakespeare. It must
be a small space. When the adept wakes up, she will have all minor
charges wiped out, but she will have one significant charge. Subsequent
nights spent sleeping in a famous spot will still wipe out minor charges,
but significant charges will remain. In an effect similar to Cliomancy,
only one hypnomancer can use a given spot on a given day or night.
Generate a Major Charge: Sleep for a year, uninterrupted, in
a famous spot. This usually requires some kind of life-support system
or magic to sustain, and an induced coma.
Taboo: A Hypnomancer loses all of her charges when she sleeps.
Sandmen will stay awake for more than a week at a time, lending them a
dishevelled appearance and often leading to drug habits as amphetamines
are used to keep the adept awake.
Random Magick Domain: Anything that deals with sleep or, to a
lesser extent, with dreams, can be manipulated by a hypnomancer.
It specifically deals with what happens to our bodies and minds as we sleep,
not with some "dream-land" or the reality of the images we see in our dreams.
Starting charges: Starting Hypnomancers have three minor charges...
and a -20% sleep deprivation penalty.
Hypnomancy Minor Formula Spells
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Rest and Recuperation
-
Cost: 1 minor charge
Effect: Heals the target of wound points equal to the sum of
two dice next time he sleeps. This is in place of the normal two
wound points per day healed.
-
Soothe the Mind
-
Cost: 1 minor charge
Effect: Cast within five hours of a failed stress check, this
spell allows the target to sleep and erase the failed notch. The
event will be remembered as slightly dreamlike, but real.
-
Minor Blast: Nightmare
-
Cost: 1 minor charge
Effect: Often cast at a distance, this can also be used on a
sleeping target in the adept's line of sight. The damage often manifests
on the target's body as struggle with a nearby object while sleeping or
other "coincidental" effects, but it can also result from asphyxiation
while asleep or a minor heart tremor.
-
Dreamscape
-
Cost: 2 minor charges
-
Effect: The caster can see the dream content of one person he knows
while that person is sleeping. It lasts as long as the sleeper continues
to dream uninterrupted.
-
Lullabye
-
Cost: 3 minor charges
Effect: The adept can put one person in his presence to sleep.
The target can be awoken as easily as normal, so this often doesn't work
in the middle of combat (the target simply wakes up immediately, losing
only one action). If the target wasn't actually sleepy to begin with,
he will probably wake up in about 5 minutes.
-
Sleep on it
-
Cost: 2 minor charges
Effect: The next time the adept sleeps, he will wake up with
an insight into some problem. He can use his Hypnomancy skill in
place of any Mind-based skill for one roll.
-
Hypnomancy Significant Formula Spells
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Insomnia
-
Cost: 4 significant charges
-
Effect: The target of this spell loses the ability to sleep.
Each day after the third, the target has to make a level 2 stress
check against Isolation. The effect lasts a month, but the target
can use tranquilizers after the third night to induce sleep. Unfortunately,
even then the sleep is plagued by nightmares and is very spotty: the sleep
penalty is put on hold at -30%, but not erased. The target must continue
to make stress checks.
-
Significant Blast: Sleep of Death
-
Cost: 1 significant charge
Effect: Often cast at a distance for an additional significant
charge, it can also affect a sleeping target in the adept's line of sight.
The target often dies from a heart attack in his sleep, or something
happens to his surroundings while sleeping.
-
Sleepwalker
-
Cost: 3 significant charges
Effect: Allows the adept to control the body of a sleeping target.
The hypnomancer can see and hear through the target's senses and control
the body's movements, although Speed is reduced to half of normal (affecting
Speed-based skills accordingly). The target will not wake up until
the spell wears off, which happens one hour later.
-
Find the Sleeper
-
Cost: 1 significant charge
Effect:The adept can pinpoint the location and see the surroundings
of any one person he knows, as long as that person is asleep.
-
No More Yeilding But A Dream
-
Cost: 2 significant charges
Effect: as Cliomancy's "Forget It", but it only takes effect
the next time the target sleeps. The memory remains behind only as
a hazy recollection from a dream, and will be disregarded unless the target
is convinced it was real. However, it can affect several continuous
"scenes".
-
Astral Walk
-
Cost: 3 significant charges
Effect: see Dipsomancy. This counts as sleeping (i.e.,
minor charges are lost afterwards) unless the adept uses some kind of hallucinogen
to induce his trance.
-
Lights Out
-
Cost: 2 significant charges
Effect: Similar to Lullabye, but this affects quite a few people.
It can be used to put to sleep all the inhabitants of a small building
or eveyone in an auditorium with the caster. In combat, it can be
quite effective. The catch is that the caster has to target a broad
area, so his allies will probably be caught in the spell as well.
-
Hypnomancy Major Effects
Put a city to sleep or put a building full of people into magical sleep
for a year. Make the last day or week into the contents of dream,
which the caster "wakes up" from. Sever someone's mind from his body
to roam the astral plane forever. Appear at the bedside of any sleeping
person in the world.