Dream Magic 273 of the Somnolent Sandman

Lore: In the realm of Saṃsāra, where dreams intertwine with reality, a peculiar artifact has emerged – the Somnolent Sandman. Crafted by a reclusive mage who delved into the depths of Dream Magic, this unique item harnesses the power to manipulate the dreamscape itself. Bearing an intricate design of interlocking gears and enigmatic runes, the Somnolent Sandman is a testament to the boundless potential of the Mind’s Eye.

Roleplay: Wielding the Somnolent Sandman, the user becomes a master of dreams, capable of shaping the subconscious realms with their affinity for Dream Magic. Whether seeking respite from the waking world or delving into the innermost desires of others, the Sandman grants its bearer the ability to traverse the dreamscape with ease. However, it is a tool that demands caution, for the line between dreams and reality can blur, and the consequences of tampering with the subconscious can be unpredictable.

  • Passive Magics:
    • Dream Attunement: The Somnolent Sandman resonates with the user’s affinity for Dream Magic, enhancing their connection to the dreamscape and granting them a heightened awareness of dream realms.
    • Lucid Dreaming: When slumbering, the user experiences vivid, lucid dreams, allowing them to exert greater control over the dreamscape and recall their experiences upon waking.
  • Active Magics:
    • Dreamwalk: By focusing their Mind’s Eye, the user can project their consciousness into the dreams of others, observing and interacting with the subconscious realms of those they encounter.
    • Dream Manipulation: Within the dreamscape, the user can reshape and mold the environment to their whims, creating or altering objects, landscapes, and even dream entities with the power of their imagination.
    • Dream Manifestation: With sufficient concentration, the user can bring forth tangible objects from the dreamscape into the waking world, though the duration and potency of such manifestations are limited.

Statistics:

  • Gear Slot: Head
  • Rarity: Common
  • Tier: 1
  • Affinity: Dream Magic

Tags: Dreamscape, Manipulation, Exploration, Manifestation, Subconscious

The Somnolent Sandman takes the form of an ornate headpiece, intricately crafted from a blend of tarnished silver and smoky quartz. Delicate filigree patterns reminiscent of swirling dream clouds adorn the surface, with hints of ethereal mist seeming to swirl within the quartz crystals.

At the center of the headpiece rests a large, oval-shaped quartz gemstone, its depths shimmering with an otherworldly glow. Surrounding this central gem are a series of interconnected gears, each etched with intricate runes that seem to shift and morph as if caught in a perpetual dance.

Thin chains of silver weave through the gears, creating an intricate web that extends from the headpiece, allowing it to be securely worn. The chains are adorned with smaller quartz crystals that catch the light, casting a dreamlike shimmer across the wearer’s face.

Despite its delicate appearance, the Somnolent Sandman exudes an aura of ancient power, as if it holds the secrets of the dreamscape itself within its intricate design.

Activation Perceptions:

  • Activation Perception of Sight:
    • Perceived: Ethereal mist swirling within the quartz crystals
    • Description: Upon activating the Somnolent Sandman, the wearer’s vision is enveloped by wisps of ethereal mist that dance within the quartz gemstones, creating a dreamlike haze.
    • Positives: Heightened awareness of dream realms, ability to perceive dreamscapes more vividly.
    • Negatives: Potential disorientation or distortion of normal vision.
  • Activation Perception of Sound:
    • Perceived: Faint chimes of distant bells
    • Description: A soft, melodic chime echoes in the wearer’s ears, akin to distant bells ringing in a dreamscape, signaling the activation of the Sandman’s powers.
    • Positives: Subtle auditory cue indicating successful activation, potential to enhance dream-related sounds.
    • Negatives: Potential distraction or interference with other auditory perception.
  • Activation Perception of Smell:
    • Perceived: Fragrance of night-blooming jasmine
    • Description: A delicate, intoxicating fragrance reminiscent of night-blooming jasmine wafts around the wearer, evoking a sense of entering the realm of dreams.
    • Positives: Pleasant aroma, potential to enhance dream-related scents.
    • Negatives: Potential distraction or overwhelm of other olfactory senses.
  • Activation Perception of Taste:
    • Perceived: Lingering sweetness on the tongue
    • Description: A subtle, sweet taste lingers on the wearer’s tongue, akin to the fleeting memory of a dreamlike delicacy.
    • Positives: Subtle sensory cue indicating activation, potential to enhance dream-related tastes.
    • Negatives: Potential distraction or interference with normal taste perception.
  • Activation Perception of Touch:
    • Perceived: Gentle caress of a cool breeze
    • Description: A soft, cool breeze seems to caress the wearer’s skin, reminiscent of the gentle touch of the dreamscape itself.
    • Positives: Subtle tactile cue indicating activation, potential to enhance dream-related sensations.
    • Negatives: Potential distraction or interference with normal tactile perception.
  • Extra-Sensory Perception of Dream Resonance:
    • Perceived: Pulsing energy emanating from the dreamscape
    • Description: The wearer becomes attuned to the pulsing energies of the dreamscape, sensing the ebb and flow of dream realms as if they were a living, breathing entity.
    • Positives: Enhanced awareness of dream realms, potential to sense dream-related disturbances or anomalies.
    • Negatives: Potential sensory overload or distortion of dream energies.
  • Extra-Sensory Perception of Subconscious Whispers:
    • Perceived: Faint echoes of subconscious thoughts
    • Description: Distant whispers, akin to the faint echoes of subconscious thoughts, can be perceived by the wearer, offering glimpses into the dreams and desires of others.
    • Positives: Potential insight into the subconscious minds of others, enhanced dream manipulation abilities.
    • Negatives: Potential invasion of privacy, distraction from other sensory inputs.

The Somnolent Sandman, with its potent Dream Magic capabilities, can be employed for both defensive and offensive purposes in various environments, leveraging the malleability of the dreamscape to the wearer’s advantage.

Defense:

  • In Urban Environments:
    • The wearer can create illusory barriers or fortifications within the dreamscape, shielding themselves from harm in the waking world.
    • They can manipulate the dreams of potential attackers, sowing confusion or disorientation, rendering them unable to act effectively.
  • In Natural Environments:
    • The wearer can reshape the dreamscape into treacherous terrain, conjuring obstacles or hazards to deter or impede pursuers.
    • They can summon dream entities or creatures to serve as guardians, defending the wearer from potential threats.
  • In Magical Environments:
    • The wearer can counter hostile dream manipulation by exerting their own influence over the dreamscape, nullifying or disrupting the effects of opposing Dream Magic.
    • They can create dream sanctuaries, shielded realms within the dreamscape where they can take refuge and recuperate.

Offense:

  • In Urban Environments:
    • The wearer can manipulate the dreams of key individuals, implanting suggestions or compulsions that serve their goals.
    • They can manifest dream constructs or entities to cause physical disruption or harm in the waking world.
  • In Natural Environments:
    • The wearer can reshape the dreamscape into hazardous terrain, creating treacherous obstacles or environmental hazards to impede or harm adversaries.
    • They can summon dream creatures or entities to act as offensive forces, attacking targets within the dreamscape or manifesting in the waking world.
  • In Magical Environments:
    • The wearer can counter opposing Dream Magic by disrupting or overwriting the dreamscapes of their adversaries, undermining their control and leaving them vulnerable.
    • They can create dream traps or illusions, ensnaring or deceiving their foes within the shifting realms of the dreamscape.

In all environments, the Somnolent Sandman’s offensive and defensive capabilities are limited only by the wearer’s imagination and their affinity for Dream Magic. By mastering the art of dream manipulation, the wearer can bend reality to their will, shaping the dreamscape into a formidable weapon or an impenetrable shield as the situation demands.

The Somnolent Sandman, a rare and enigmatic item of Dream Magic, is not something easily acquired through conventional means in the world of Saṃsāra. Its creation is shrouded in mystery, and its procurement often involves delving into the obscure corners of the realm’s markets and guilds.

One of the few known sources for obtaining the Somnolent Sandman is the Oneiromancer’s Consortium, a secretive guild of dream mages and scholars who have dedicated themselves to the study and mastery of Dream Magic. Located in the heart of the Dream Nexus, a shifting realm that exists between the waking world and the dreamscape, the Consortium’s members are among the most knowledgeable and skilled practitioners of this arcane art.

Within the Consortium’s labyrinthine halls, guarded by powerful wards and dream entities, a select few skilled artisans meticulously craft the Somnolent Sandman, imbuing each piece with the essence of Dream Magic. The process is painstaking, requiring rare materials from the dreamscape itself, as well as intricate rituals and incantations to bind the item’s power.

To acquire the Somnolent Sandman from the Oneiromancer’s Consortium, one must navigate a complex web of tasks, trials, and favors. Prospective buyers may be asked to undertake perilous journeys into the depths of the dreamscape, retrieve elusive dream artifacts, or even perform services for the Consortium’s enigmatic leaders, the Dream Wardens.

The cost of the Somnolent Sandman varies greatly, as the Consortium values not only material wealth but also knowledge, favors, and displays of prowess in Dream Magic. It is not uncommon for the price to be negotiated through a series of dreamscape challenges or the exchange of rare dream-forged materials.

Alternatively, for those unwilling or unable to deal with the Oneiromancer’s Consortium, there exists a thriving black market for Dream Magic artifacts, often operating in the shadowy corners of Saṃsāra’s largest cities. Unscrupulous merchants and dream traffickers may offer the Somnolent Sandman at exorbitant prices, risking the wrath of the Consortium and the instability of illicitly obtained dream artifacts.

In these shadowy markets, the Somnolent Sandman’s cost can range from entire fortunes to priceless relics or even the bartering of souls, as the desperation and greed of both buyers and sellers know no bounds. However, such transactions come with great risk, as the item’s power may be unstable or corrupted, and the consequences of crossing the Oneiromancer’s Consortium can be severe.

Regardless of the source, acquiring the Somnolent Sandman is a feat reserved for only the most determined and resourceful individuals in the world of Saṃsāra, for to wield such an artifact is to hold the power of dreams – a power that can shape reality itself.

Forging the Dream Weaver’s Sandman

  • Materials Needed:
    • A shard of ethereal quartz, harvested from the depths of the Dreamscape
    • Strands of moondust, collected under the full lunar eclipse
    • A vial of dream essence, distilled from the concentrated dreams of a thousand sleepers
    • A length of tarnished silver chain, forged by a master dreamsmith
  • Tools Required:
    • An arcane dreamforge, imbued with the essence of Dream Magic
    • A set of dreamwrought tools, crafted from the bones of ancient dream entities
    • A tome of Oneiric Incantations, containing the ancient rituals of dream manipulation
  • Skill Requirements:
    • Mastery of Dream Magic, with an affinity for dream manipulation and manifestation
    • Knowledge of Dreamscape Metallurgy, to forge and shape ethereal materials
    • Proficiency in Arcane Rituals, to channel and bind the dreamscape’s energies
  • Crafting Steps:
    • Purification Ritual: Under the light of the full moon, perform the Ritual of Lunar Cleansing, using the tome’s incantations to imbue the materials with the pure essence of dreams.
    • Forging the Dreamwoven Band: Stoke the arcane dreamforge with the concentrated dreams of a thousand sleepers, bringing the ethereal flames to life. Using the dreamwrought tools, carefully shape and forge the tarnished silver chain into an intricate band, weaving strands of moondust into its design.
    • Gemstone Infusion: Place the shard of ethereal quartz into the heart of the dreamforge’s flames. Chant the Incantation of Dreamscape Binding, channeling the forge’s energies into the gemstone, imbuing it with the ability to resonate with the dreamscape.
    • Arcane Assemblage: As the forge’s fires reach their zenith, swiftly assemble the Dreamwoven Band and the infused gemstone, using the dreamwrought tools to bind them together with the dreamscape’s essence.
    • Dream Manifestation: With the arcane assemblage complete, invoke the Rite of Dream Manifestation, pouring your mastery of Dream Magic into the forged item. As the rite reaches its climax, the Somnolent Sandman will take shape, its ethereal powers awakened and bound to your will.
    • Final Attunement: Once forged, the Somnolent Sandman must be attuned to its wielder through a personal ritual, establishing a bond between the artifact and the wearer’s dream affinity, allowing them to harness its full potential.

With each step imbued with the essence of dreams and the arcane knowledge of the Oneiromancers, the forging of the Somnolent Sandman is a feat reserved for only the most skilled and dedicated practitioners of Dream Magic. Handled with care and mastery, this artifact grants its wielder the power to shape the dreamscape itself, blurring the lines between reality and the realm of dreams.

Dreamer’s Lament
A Saga of the Somnolent Sandman

In the mists of antiquity, when dreams and reality intertwined like threads in a tapestry, a tale of wonder and woe echoed through the ages. It spoke of the Somnolent Sandman, an artifact of immense power, forged by a reclusive dreamer whose name has been lost to the sands of time.

This dreamer, it is said, possessed an affinity for Dream Magic unmatched by any in the realm of Saṃsāra. With a mind’s eye that could bend the dreamscape to their whims, they crafted the Somnolent Sandman, an arcane headpiece imbued with the essence of dreams themselves.

For years uncounted, the dreamer wielded the Sandman’s power, exploring the vast expanse of the dreamscape and shaping its realms with their boundless imagination. Dreams became their canvas, and reality their palette, as they wove intricate tapestries of wonder and fantasy.

Yet, as their mastery over the dreamscape grew, so too did their arrogance and hubris. The dreamer began to believe themselves invincible, untethered from the constraints of the waking world. They delved deeper into the dreamscape, pushing the boundaries of their power and challenging the very fabric of existence.

In their folly, the dreamer dared to defy the gods themselves, seeking to reshape the dreamscape in their own image. But the gods, ever vigilant, took notice of this mortal’s audacity and swiftly moved to curtail their ambitions.

In a clash of wills that shook the very foundations of the dreamscape, the dreamer’s hubris was shattered, their power over the dreamscape stripped away. As punishment for their arrogance, the gods decreed that the Somnolent Sandman would forever be a double-edged blade, granting its wielder immense power over dreams, but also binding them to the consequences of their actions.

Thus, the once-mighty dreamer was cast adrift, their mind’s eye dimmed, and their coveted Sandman forever beyond their grasp. The tale ends with the dreamer’s lament, a haunting whisper that echoes through the ages, warning all who would wield the Somnolent Sandman of the perils of unchecked ambition and the price of defying the gods.

Moral of the Story: “Tread lightly in the realms of dreams, for even the mightiest of dreamers can be humbled by the gods’ decree. Wield the Somnolent Sandman with wisdom and humility, lest you too succumb to the dreamer’s lament.”

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Artifact Name: The Somnolent Sandman

  • Type: Magical Artifact
  • Effects:
    • Dream Attunement: Grants +20% to Dreaming skill checks.
    • Lucid Dreaming: Allows the user to control their dreams, making it possible to gain insights into mystical or investigative problems.
    • Dreamwalk: Enables astral projection into others’ dreams for observation or interaction. Requires a successful POW roll against the target’s POW if unwilling.
    • Dream Manipulation: Allows the user to alter the dreamscape within their or another’s dream. Use requires a successful Dreaming skill check.
    • Dream Manifestation: Objects or creatures from dreams can be brought into reality for a short duration (1D6 rounds). Success depends on a difficult (-20%) Dreaming skill check.
  • Rarity: Rare
  • Sanity Loss: 1D4 sanity points for initial bonding, plus potential additional loss from misuse or overuse.

Blades in the Dark

Item Name: The Somnolent Sandman

  • Type: Arcane Implement
  • Quality: Exceptional
  • Effects:
    • Enhanced Dreaming: Provides +1d to Consort or Sway actions related to dreams or the subconscious.
    • Dream Entry: Spend 1 stress to enter the dreams of another, allowing for observation or subtle manipulation.
    • Manifest Dream: Spend 2 stress to create minor items or effects from the dreamscape in the physical world. Effect lasts until the end of the scene.
  • Usage: Carrying the Somnolent Sandman counts as 2 load. Its use in missions can attract unwanted attention from supernatural entities or dreamers.

Dungeons & Dragons (5th Edition)

Item Name: The Somnolent Sandman

  • Type: Wondrous Item, legendary (requires attunement)
  • Properties:
    • Dream Attunement: While attuned, the user gains advantage on saving throws against spells and effects that would affect their dreams or sleep.
    • Lucid Dreaming: The user can enter a lucid dream state during a long rest, allowing for spell recovery as if in a short rest.
    • Dreamwalk: As an action, enter the dreams of a sleeping creature you can see. The target must succeed on a DC 18 Wisdom saving throw or be subject to a dream conversation or battle.
    • Dream Manipulation: While in a dream, you can reshape the environment or create objects as if casting the dream spell without using a spell slot.
    • Dream Manifestation: Once per long rest, you can attempt to bring an object from a dream into reality. The object must be no larger than 3 cubic feet and lasts for 1 hour.

Knave

Item Name: The Somnolent Sandman

  • Slot: Head
  • Effects:
    • Dream Sense: +3 bonus to all rolls related to understanding or interpreting dreams.
    • Enter Dream: Can enter the dreams of others if they are sleeping in the same location. No roll required for willing subjects; otherwise, make a contested roll against the target’s Will.
    • Manipulate Dream: Can alter the dream’s landscape or narrative. Requires a successful roll against the target’s Will if they are unwilling.
    • Manifest Dream: Once per day, the user can attempt to bring a small, non-magical item from a dream into the waking world. It lasts for 10 minutes.

Fate

Somnolent Sandman (Artifact)

  • Aspects: Intricately Crafted Dream Conduit; Blurring the Lines Between Dreams and Reality
  • Skills:
    • Dreamweaving: +4 (Allows the user to manipulate dreams and create vivid dreamscapes. Can be used to gather information, influence others subtly, or create illusions.)
    • Perception of the Ether: +3 (Enhances awareness of dream realms and other dimensions of thought and existence.)
  • Stunts:
    • Dreamwalk: Once per session, the user can enter the dreams of another character, provided there is a narrative justification.
    • Lucid Dreaming: The user gains an additional +2 when using Dreamweaving to manipulate their own dreams or the dreams of others they are deeply connected with.
  • Conditions:
    • Overextended [ ]: Mark this condition to use Dreamwalk outside the usual session limit. Clear it by facing consequences in the dreamscape or reality due to misuse.

Numenera & Cypher System

Somnolent Sandman (Artifact)

  • Level: 6
  • Form: Ornate headpiece with quartz and silver filigree
  • Effect: Grants the ability to manipulate the dreamscape. Users can enter and alter the dreams of others, create items from dreams with temporary reality, and sense dream disturbances.
    • Dreamwalk: User can project their consciousness into another’s dreams. Costs 3 Intellect points.
    • Dream Manipulation: Can alter the scenery or events within a dream. Costs 2 Intellect points per significant change.
    • Dream Manifestation: Once per day, create a minor item from someone’s dream, making it real for up to one hour.
      • Depletion: 1 in 1d10 (Roll after each use of Dream Manifestation. On a 1, the artifact becomes inactive for one day.)

Pathfinder (2e)

Somnolent Sandman

  • Type: Wondrous Item (Headpiece)
  • Level: 4
  • Traits: Enchantment, Magical
  • Activation: Command, once per day
  • Effects:
    • Dreamwalk (Action): The wearer can enter the dreams of a sleeping target within 60 feet. The target can resist with a Will save against the wearer’s Spell DC.
    • Dream Manipulation (Free Action): While in a dream, the wearer can alter the dream’s environment or narrative. Using this ability within someone’s dream requires the wearer to succeed at a DC 20 Arcana or Occultism check.
    • Dream Manifestation (Action): The wearer can attempt to bring an object from a dream into reality. The object lasts for 10 minutes and cannot be larger than 1 cubic foot. Requires a successful DC 25 Arcana or Occultism check.

Savage Worlds

Somnolent Sandman

  • Item Type: Magical Artifact (Headgear)
  • Effects:
    • Dreamwalk: The wearer can enter the dream of anyone within a range of 100 feet who is sleeping. This is considered a Dramatic Task with a Performance or Persuasion of difficulty 8.
    • Dream Manipulation: Within the dream, the wearer can make any changes they wish, treating it as a contested roll against the target’s Spirit. Success allows minor alterations, a Raise allows significant changes.
    • Dream Manifestation: Once per session, the wearer can materialize an object from the dream world into reality. This requires a successful Weird Science roll; the object remains for 1d6 rounds.

Shadowrun (6th Edition)

Somnolent Sandman (Magical Artifact)

  • Type: Focus (Dreamweaver)
  • Rating: 4
  • Activation: The user must spend an Edge to activate the Somnolent Sandman for the duration of one night.
  • Abilities:
    • Dreamwalk: Allows the user to enter the dreams of a target within a certain range (100 meters). The target must resist with Willpower + Logic against a threshold equal to the user’s Magic attribute.
    • Dream Manipulation: Once inside a dream, the user can manipulate the environment or narrative. This requires an Opposed Test between the user’s Magic + Arcana and the target’s Willpower + Logic.
    • Dream Manifestation: The user can attempt to bring a small, non-mechanical object from the dream into reality. This requires a successful Magic + Conjuring Test with a threshold of 4. The object remains for 1 hour before fading away.

Starfinder

Somnolent Sandman (Hybrid Item)

  • Item Level: 6
  • Slot: Head
  • Price: 8,500 Credits
  • Bulk: L
  • Usage: 1/day
  • Abilities:
    • Dreamwalk: As a full action, the user can target a creature within 60 feet that is asleep. The user enters the target’s dream, establishing a mental link for communication or manipulation.
    • Dream Manipulation: While in the dream, the user can make limited alterations to the dream’s landscape or narrative, requiring a successful Mysticism check against a DC of 15 + the target’s CR.
    • Dream Manifestation: The user can attempt to create a tangible item from the dream, requiring a successful Mysticism check (DC 20). The item can be no larger than 1 cubic foot and lasts for 10 minutes.

Traveller (Mongoose 2nd Edition)

Somnolent Sandman (Psionic Amplifier)

  • Type: Miscellaneous
  • TL: 12
  • Cost: 100,000 Credits
  • Abilities:
    • Dreamwalk: Requires the user to have the Telepathy skill. The user can enter the dreams of a sleeping individual within a range of 30 meters. The target can resist with a difficult (-2) INT or EDU save.
    • Dream Manipulation: Within the dream, the user can attempt to manipulate events or scenery with a challenging (-1) Telepathy skill check.
    • Dream Manifestation: The user can try to bring an object from the dream into reality with a very difficult (-3) Telepathy skill check. Success allows the object to exist for up to 10 minutes.

Warhammer Fantasy Roleplay (4th Edition)

Somnolent Sandman (Arcane Artifact)

  • Type: Talisman
  • Rarity: Very Rare
  • Abilities:
  • Dreamwalk: The bearer can use a Channeling Test to enter the dreams of a sleeping target within line of sight. The target may resist with a challenging (-10) Willpower Test.
  • Dream Manipulation: Once within a dream, the bearer can alter its course with an Opposed Channeling vs. Willpower Test, allowing them to create or modify dream elements.
  • Dream Manifestation: The bearer can attempt to bring an object from the dream world into reality with a hard (-20) Channeling Test. The object remains for a number of rounds equal to the bearer’s Magic characteristic before vanishing.