Lore: The Dreamweaver 7 of the Waking Nightmare is a mysterious item crafted by a society of shamans deeply in tune with the magical essence of Saṃsāra. The shamans combined elements of their unique magic with the arcane magic flow of the world to create an object that manipulates the very fabric of dreams. This particular version, Dreamweaver 7, is designed to irritate and aggravate foes by invading their subconscious minds. Its enigmatic aura has perplexed even those who are well-versed in the mechanics of the world through their “Mind’s Eye.”
Stats:
- Weight: 1 lb
- Dimensions: 8 inches long, 2 inches wide
- Material: Enchanted Yew Wood, woven with fibers imbued with elemental water and fire
- Rarity: Common
Roleplay: In roleplay situations, the Dreamweaver 7 of the Waking Nightmare is primarily used to sow discord and irritation among enemies or even within a group. It emanates an aura of subtle discomfort, causing a general sense of unease to settle around it. Characters can use it to escalate situations, turning mild disagreements into bitter confrontations or turning a peaceful negotiation into a hostile encounter. The item subtly manipulates the thoughts of those around it, focusing their minds on their most aggravating fears and frustrations.
Costs:
- Purchase Price: 50 gold pieces
- Maintenance Cost: Needs to be submerged in a mixture of elemental water and fire once a month to maintain its magical properties.
- Activation Cost: Drains 1 health point from the user for each use.
Magics:
- Activation: Requires an incantation and focus to activate the magic circuit within the item.
- Dream Intrusion: Upon activation, the Dreamweaver targets one sentient being within a 30-foot radius. The target must pass a wisdom saving throw or experience a sense of aggravation for 1 minute.
- Dream Disruption: If activated while a target is asleep within the effective radius, the target experiences a nightmare that disturbs their rest, causing them to not gain the benefits of a rest.
Tags: Enchanted, Shamanic, Psychological, Aggravating, Subconscious, Discord, Unease, Manipulation, Nightmare, Arcane, Elemental, Intrusive, Disruptive, Agitation
Defensive Uses: In defensive scenarios, the Dreamweaver 7 can be used to deter pursuers or create distractions. For instance, in a forest environment, activating the item could aggravate local wildlife or even hostile entities, making them lash out at each other instead of focusing on the user. In urban settings, it could be used to aggravate a crowd or a group of guards, causing confusion and allowing for a strategic retreat.
Offensive Uses: Offensively, the Dreamweaver 7 can be used to unnerve and distract enemies. In an open battlefield, activation could cause enemy soldiers to become aggravated, potentially breaking formation or causing infighting. In a dungeon or confined space, the item could focus its aggravating aura on a powerful enemy, making them easier to isolate and target.
In different environments, such as underwater or in an elemental plane, the Dreamweaver’s magical circuit would adapt its form of aggravation to be contextually appropriate, such as aggravating sea creatures in an aquatic environment or elemental beings in their native planes. This versatility makes it a unique tool for sowing discord among a variety of foes.

Perception of the Five Senses:
- Sight
- What is Perceived: The Dreamweaver 7 of the Waking Nightmare appears as a small, intricately carved totem made of Yew wood. It’s woven with luminescent fibers that shimmer in the presence of magical flow.
- Positives: Its unassuming size and elegant design make it easy to hide or incorporate into other objects or attire.
- Negatives: Its luminescent glow can make it conspicuous in dark environments.
- Sound
- What is Perceived: When activated, the Dreamweaver emits a low, eerie hum that only the user can hear.
- Positives: The sound serves as confirmation of activation for the user.
- Negatives: The sound can be unsettling, and its monotony might distract the user.
- Smell
- What is Perceived: The item emits a faint scent of burnt sage mixed with ozone.
- Positives: The smell is generally pleasant and could be calming to some users.
- Negatives: Some individuals might find the scent too strong or distracting.
- Taste
- What is Perceived: Not applicable as the item is not intended for consumption.
- Positives: N/A
- Negatives: N/A
- Touch
- What is Perceived: The item feels slightly warm to the touch and has a texture that seems to pulse with life.
- Positives: Its warmth could be comforting in cold environments.
- Negatives: Over time, holding the item could become uncomfortable due to its subtle pulsing sensation.
Extra-Sensory Perceptions:
- Magical Flow Awareness
- What is Perceived: The user can sense the item’s active magical circuit when holding it.
- Positives: Allows the user to better synchronize with the item’s magical capabilities.
- Negatives: Constant awareness might be mentally draining over extended periods.
- Emotional Resonance
- What is Perceived: A sense of shared intent or purpose when using the item.
- Positives: Reinforces the user’s focus and resolve.
- Negatives: If the user’s intent wavers, the item might not function as effectively.
Recipe for Dreamweaver 7 of the Waking Nightmare:
- Ingredients:
- 1 piece of Yew wood (8 inches in length, 2 inches in diameter)
- Fibers from the Nightshade plant (approximately 3 feet)
- 1 vial of elemental water (5 ml)
- 1 vial of elemental fire (5 ml)
- Sage leaves
- Arcane ink for inscriptions
- Steps:
- Initial Preparations: Clean the Yew wood and carve it into the desired totem shape. Make sure the carving includes intricate designs to house the magical circuit. The carving should be precise, as it plays a role in the item’s effectiveness.
- Herb Infusion: Lightly burn sage leaves and pass the Yew wood through the smoke for purification and to imbue it with the scent.
- Inscription: Using the arcane ink, inscribe the magical circuits onto the Yew wood. The circuits will be used to channel the magical flow within the item.
- Elemental Binding: In a small cauldron, mix the elemental water and elemental fire together. This will create a highly volatile mixture. Dip the Nightshade fibers into this mixture until they are soaked.
- Weaving: Weave the Nightshade fibers around the Yew wood, following the contours of the carvings. Make sure the fibers align with the inscribed magical circuits.
- Channeling: Hold the nearly-finished totem and focus your magic flow into it. This should activate the magical circuit and bind it to the item.
- Final Infusion: To seal the magic and ensure its stability, pass the completed item through the smoke of burnt sage leaves once more.
- Cool Down: Let the item rest in a container filled with a small amount of elemental water and fire for 24 hours to solidify the binding process.
- Activation Test: Test the item’s functions to ensure that it’s working as expected. Make any necessary adjustments to the magical circuit at this point.
- By following these steps carefully, you should create a Dreamweaver 7 of the Waking Nightmare, capable of manifesting its aggravating powers effectively.
Seventh Dreamweaver
In the age of whispers, when the world of Saṃsāra was young, the shamans of the Dreaming held a power unlike any other. They wove the threads of dreams, shaping the sleeping minds of men and beasts alike.
Among them was a shaman named Tala, who sought to craft a tool of unsettling power, a Dreamweaver that could sow discord and turn tranquility to turmoil. She ventured into the heart of the Dreamtime, where the whispers of forgotten spirits swirled around her like desert winds.
From the wood of a lightning-struck yew tree, Tala carved a totem, its form imbued with the chaotic energy of the storm. She wove into it fibers of fire and water, elements in eternal conflict, their essence trapped within the totem’s core.
Thus was born the Seventh Dreamweaver, a tool of psychic discord. Its touch upon the dreaming mind was like a thorn, twisting thoughts and amplifying anxieties. Tala used it sparingly, for she knew the danger of such power.
But whispers of the Seventh Dreamweaver spread, reaching the ears of a power-hungry warlord. He sought the totem, believing it could sow chaos among his enemies and pave his path to domination.
Tala refused, guarding the Dreamweaver with her life. A battle ensued, a clash of wills and magic that shook the very foundations of the Dreamtime. In the end, the warlord was defeated, his mind consumed by the very chaos he sought to wield.
The Seventh Dreamweaver was lost in the turmoil, its whispers fading into the echoes of the Dreamtime. But the tale of its power remains, a warning to those who would seek to control the sleeping mind.
Moral: The Seventh Dreamweaver, a tool of discord, serves as a reminder that the power to manipulate dreams is a double-edged sword. It can sow chaos and unrest, or it can bring harmony and healing. The wise wield such power with caution, for the line between dream and nightmare is thin indeed.
Conversion to othersystems:
Call of Cthulhu
- Type: Miscellaneous Magical Item
- Weight: 1 lb
- Price: 50 gold pieces
Use:
- Dream Intrusion: Make an opposed POW roll against target’s POW. On success, the target becomes agitated for 1 minute.
- Dream Disruption: If activated while target sleeps, they make a SAN check. Failure results in disturbed sleep and loss of SAN.
Dungeons & Dragons 5e
- Type: Wondrous item, common
- Weight: 1 lb
- Cost: 50 gp
Use:
- Activation: Action
- Dream Intrusion: Wisdom saving throw DC 15. On fail, target is subject to the Vicious Mockery spell for 1 minute.
- Dream Disruption: If activated while a target sleeps, they make a Wisdom saving throw DC 15, failure results in loss of benefits from rest.
Knave
- Type: Magical Item
- Weight: 1
- Cost: 50 gp
Use:
- Dream Intrusion: Targets must make a Wisdom save. On fail, they are agitated for 1 minute.
- Dream Disruption: On activation while target sleeps, remove the benefit of rest.
Numenera & Cypher System
- Type: Cypher
- Level: 3
- Weight: Light
Use:
- Dream Intrusion: Opposed Intellect roll, on success target gains an “Agitated” condition for 1 minute.
- Dream Disruption: Activated near a sleeping target to remove any recovery gained from the sleep.
Pathfinder 2e
- Type: Wondrous Item, common
- Price: 50 gp
- Weight: 1 lb
Use:
- Dream Intrusion: Target must pass a Will save DC 17, or become Frightened 1 for 1 minute.
- Dream Disruption: If activated while target sleeps, they make a Will save DC 17, failure means no benefit from rest.
Savage Worlds
- Type: Magical Item
- Weight: 1 lb
- Cost: 50 gp
Use:
- Dream Intrusion: Opposed Spirit roll. On win, target gains “Agitated” status.
- Dream Disruption: Activated near sleeping target. Target must make a Vigor roll or suffer a level of Fatigue.
Shadowrun
- Type: Magical Focus
- Weight: 0.5 kg
- Cost: 50 nuyen
Use:
- Dream Intrusion: Opposed Willpower + Logic test. On success, target suffers -1 dice pool modifier for 1 minute.
- Dream Disruption: Activated near sleeping target, Willpower + Logic test to resist, failure removes benefits of rest.
Starfinder
- Type: Magical Item
- Weight: 1 lb
- Cost: 50 credits
Use:
- Dream Intrusion: Will saving throw DC 15. On fail, target becomes flat-footed for 1 round.
- Dream Disruption: If activated while target sleeps, Will saving throw DC 15, failure means no rest benefit.
Warhammer Fantasy Roleplay
- Type: Enchanted Object
- Weight: 1 lb
- Cost: 50 gold crowns
Use:
- Dream Intrusion: Willpower test vs. 50. On failure, target gains 1 Stress.
- Dream Disruption: Activated near sleeping target. Target must pass a Willpower test or gain a Fatigue condition.
