Lore: The Waking Nightmare amulet was created by a Dreamweaver named Myra, who sought to use her powers to combat the rising darkness in the realm of Saṃsāra. Haunted by her own nightmares, she infused her fears into the amulet, hoping to use it as a weapon against the forces of evil. Tragically, the darkness within the amulet proved too much for Myra to control, driving her to madness. The amulet was lost to time, waiting to be discovered by another who might be able to harness its power.
Roleplay: The wearer of the Waking Nightmare amulet feels a constant, unsettling presence at the edge of their consciousness. This presence fuels their aggression and determination, making them more effective in combat but less patient and more volatile in social situations. The amulet seems to feed off the wearer’s anger, growing more powerful as they give in to their rage.
Passive Magic:
- Nightmare’s Edge: The wearer gains a +1 bonus to attack rolls when they are suffering from a fear effect or are otherwise frightened, angry, or upset.
- Sleepless Vigilance: The wearer requires only half the usual amount of sleep and can maintain a state of alertness during their reduced sleep cycle.
Active Magic:
- Unleash Nightmare (1 charge): As a bonus action, the wearer can expend 1 charge to invoke the power of their nightmares, gaining advantage on their next attack roll and dealing an additional 1d4 psychic damage if the attack hits. The target must succeed on a DC 12 Wisdom saving throw or become frightened of the wearer until the end of the wearer’s next turn.
- Terrifying Resolve (3 charges): When the wearer fails a saving throw against a fear effect, they can expend 3 charges as a reaction to immediately reroll the saving throw with advantage. If they succeed, the source of the fear effect becomes frightened of the wearer for 1 minute, or until the end of their next turn if they have a CR of 10 or higher.
Statistics:
- Charges: 7 (regains 1d6 + 1 charges daily at dawn)
- Reliability: Unreliable (on a roll of 1-5 when expending the last charge, the item becomes inert until the next dawn)
- Attunement: Requires attunement by a creature with the Aggravated trait
Tags: Amulet, Aggravated, Dream Magic, Fear, Combat

The Dream Magic 437 of the Waking Nightmare amulet is a hauntingly beautiful piece of jewelry, crafted with a mixture of dark and shimmering materials. Its centerpiece is a large, oval-shaped obsidian stone, polished to a mirror-like finish and surrounded by an intricate silver frame. The frame’s design resembles twisting vines or tentacles, with small, glowing moonstones set at irregular intervals.
The amulet’s chain is made of interwoven strands of dark silk and fine silver wire, creating a pattern reminiscent of a spider’s web or the tendrils of a creeping nightmare. When worn, the amulet seems to emit a faint, eerie glow that pulsates in time with the wearer’s heartbeat, growing stronger when they experience intense emotions like anger or fear.
Upon close inspection, one can see the obsidian’s surface shifting and swirling, as if the nightmares trapped within are struggling to break free. The moonstones set in the frame emit a soft, ethereal light, providing a stark contrast to the darkness of the obsidian and symbolizing the eternal struggle between dreams and nightmares.
- Sight:
- Perception: The wearer sees the amulet’s obsidian center pulsating with a dim, eerie light that intensifies when they experience strong negative emotions.
- Description: The amulet appears to have a life of its own, reacting to the wearer’s emotional state and creating an unsettling visual reminder of its connection to their nightmares.
- Positives: The visual cue can serve as a reminder of the amulet’s power and the wearer’s emotional state, potentially helping them manage their anger or fear.
- Negatives: The eerie pulsating light might make the wearer feel uneasy or draw unwanted attention from others.
- Touch:
- Perception: The wearer feels a slight, almost imperceptible vibration when the amulet’s power is activated.
- Description: The vibration is similar to a rapid heartbeat, adding a tactile sensation to the amulet’s activation and reinforcing the connection between the wearer’s emotions and the amulet’s power.
- Positives: This tactile feedback can help the wearer recognize when the amulet’s power is active and provide a sense of control over their emotional state.
- Negatives: The vibration might be distracting or uncomfortable for the wearer, particularly during combat or other high-stress situations.
- Sound:
- Perception: Upon activating the amulet’s power, the wearer hears a faint, otherworldly whispering that seems to emanate from the obsidian stone.
- Description: The whispers are indecipherable but carry a sinister tone, as if the trapped nightmares within the amulet are trying to communicate with the wearer.
- Positives: The whispers can serve as an audio cue to confirm the amulet’s activation and provide an additional layer of immersion into the item’s dark nature.
- Negatives: The constant whispering might unnerve the wearer, potentially causing them to become more agitated or fearful.
- Smell:
- Perception: When the amulet’s power is activated, the wearer experiences a faint, fleeting scent of ozone, like the air after a lightning strike.
- Description: This unusual scent adds to the otherworldly and unsettling nature of the amulet, emphasizing the power that it contains.
- Positives: The scent can serve as an additional sensory cue to confirm the amulet’s activation and may become associated with the wearer’s heightened emotional state.
- Negatives: The ozone scent might be unpleasant or distracting for the wearer, particularly when they are trying to focus on other tasks.
- Taste:
- Perception: As the amulet’s power activates, the wearer experiences a brief, faint metallic taste in their mouth.
- Description: This taste sensation adds another layer to the amulet’s immersive activation, further reinforcing the connection between the wearer’s emotions and the item’s power.
- Positives: The metallic taste can serve as a unique sensory cue to confirm the amulet’s activation and may become associated with the wearer’s heightened emotional state.
- Negatives: The taste might be unpleasant or distracting for the wearer, particularly during combat or other high-stress situations.
- Extra-sensory perceptions:
- Empathy:
- Perception: The wearer feels a heightened sense of empathy towards others experiencing fear or anger.
- Description: This empathetic connection can create a deeper understanding of others’ emotions and motivations, providing insight into their behavior.
- Positives: The enhanced empathy can improve the wearer’s social interactions and ability to predict others’ actions.
- Negatives: The increased emotional sensitivity might overwhelm the wearer, causing them to become more susceptible to emotional manipulation or mood swings.
- Telepathy:
- Perception: The wearer can sense the thoughts and emotions of those around them more vividly when they are frightened or angry.
- Description: This telepathic connection provides deeper insight into the minds of others, particularly during moments of intense emotion.
- Positives: The telepathic sensitivity can grant the wearer valuable information and tactical advantages during social or combat situations.
- Negatives: The intensified telepathic connection might lead to mental fatigue or difficulty distinguishing between the wearer’s own thoughts and emotions and those of others.
- Empathy:
The Dream Magic 437 of the Waking Nightmare amulet can be used for both defense and offense in various environments, depending on the wearer’s needs and creativity. Here are some examples:
- Combat (Offense and Defense):
- In combat situations, the “Unleash Nightmare” ability can be used offensively to cause enemies to become frightened, giving them disadvantage on attack rolls and ability checks while they are within the wearer’s line of sight.
- The “Terrifying Resolve” ability can be used defensively to help the wearer overcome fear effects and potentially turn the tables on their enemies by causing them to become frightened instead.
- Social Encounters (Offense and Defense):
- During social encounters, the amulet’s abilities can be used subtly to manipulate the emotional state of others. The “Unleash Nightmare” ability can be used to cause a target to become frightened, making them more susceptible to intimidation or coercion.
- The “Terrifying Resolve” ability can be used defensively to protect the wearer from fear-based manipulation or to demonstrate their strength and determination in the face of threats or intimidation.
- Exploration and Investigation (Defense):
- While exploring dangerous environments or investigating mysteries, the amulet’s passive bonuses can help the wearer resist fear effects, allowing them to maintain their composure in stressful situations.
- The “Terrifying Resolve” ability can be used to overcome fear-based obstacles or traps, enabling the wearer to proceed where others might be too afraid to continue.
- Dream Realms and Psychic Landscapes (Offense and Defense):
- In the realm of dreams or psychic landscapes, the amulet’s powers could potentially be enhanced, allowing the wearer to manipulate the dream environment or confront dream-based threats more effectively.
- The “Unleash Nightmare” and “Terrifying Resolve” abilities could be used to manipulate the emotions of dream entities or other beings encountered within these realms, providing both offensive and defensive advantages.
In the world of Saṃsāra, the Dream Magic 437 of the Waking Nightmare amulet would likely be a highly sought-after and valuable artifact due to its unique and powerful abilities. Here are some possible ways it might be acquired or sold:
- Arcane Artifact Dealers:
- Specialized dealers who trade in magical artifacts and rare items might have the connections and resources to acquire or sell the amulet. In this case, the price would be heavily influenced by the dealer’s reputation, the amulet’s rarity, and the demand for such an item.
- Estimated Cost: 20,000 to 30,000 gold pieces, or equivalent value in trade goods or services.
- Black Market and Secret Auctions:
- Due to the amulet’s dark and potentially dangerous nature, it could also appear in less reputable circles, such as black markets or secret auctions catering to collectors of rare and forbidden artifacts.
- Estimated Cost: 15,000 to 25,000 gold pieces, or equivalent value in trade goods or services. However, the price might be higher or lower depending on the level of competition and the participants’ wealth.
- Powerful NPCs and Quest Rewards:
- The amulet might be obtained as a reward for completing a quest or task for a powerful non-player character (NPC), such as a Dreamweaver or a noble with an interest in magical artifacts.
- Estimated Cost: No monetary cost, but the NPC might require a significant favor or demand a dangerous mission be completed in exchange for the amulet.
- Hidden Treasures and Lost Tombs:
- Given its history, the amulet could be discovered in a long-forgotten tomb, hidden treasure hoard, or other ancient site tied to the Dreamweavers or powerful magical artifacts.
- Estimated Cost: No monetary cost, but the adventurers would need to invest time, resources, and face potential dangers to locate and retrieve the amulet.
Forging the Dream Magic Amulet of the Waking Nightmare
- Materials Needed:
- 1 Large oval-shaped obsidian stone (high quality)
- 4 Small moonstones
- 2 Feet of fine silver wire
- 1 Foot of dark silk cord
- 1 Vial of nightmare essence (extracted from a powerful nightmare creature or a Dreamweaver)
- 1 Set of dreamcatcher rings (3 rings of varying sizes)
- 1 Enchanted silver clasp
- Tools Required:
- Jeweler’s tools
- Silver smithing tools
- Fine wire cutters
- Needle and thread
- Engraving tools
- Magical essence infuser
- Skill Requirements:
- Proficiency in Jeweler’s tools
- Proficiency in Smithing tools
- Proficiency in Arcana or Dream Magic
- Minimum Dream Magic skill level of 5
- Crafting Steps:
- Purify Materials: Cleanse the obsidian stone, moonstones, and silver wire in a mixture of rare herbs and salt water to remove any impurities or negative energies.
- Prepare the Dreamcatcher Rings: Use the silver wire to wrap and secure the dreamcatcher rings together, creating a layered design. Attach the enchanted silver clasp to the top ring.
- Assemble the Amulet Base: Thread the dark silk cord through the dreamcatcher rings, creating a woven pattern reminiscent of a spider’s web. Secure the ends of the cord with a small silver cap.
- Attach the Stones: Carefully attach the obsidian stone to the center of the dreamcatcher, ensuring it is securely held in place by the woven silk and silver wire. Set the moonstones into the silver wire frame surrounding the obsidian stone.
- Infuse the Nightmare Essence: Using the magical essence infuser, carefully channel the nightmare essence into the obsidian stone. This process may take several hours and requires the crafter to succeed in a DC 15 Arcana or Dream Magic check.
- Engrave Runes: Using the engraving tools, etch the necessary runes and symbols of power onto the silver frame and obsidian stone. This requires a successful DC 12 Jeweler’s tools check.
- Enchant the Amulet: Perform the ritual to imbue the amulet with the desired magical properties. This process requires a DC 18 Arcana or Dream Magic check and takes 8 hours to complete. If successful, the amulet becomes a functional magical item with the specified Dream Magic properties.
Forgotten Tale of Myra and the Waking Nightmare
Once, in a time now lost to the sands of Saṃsāra, a Dreamweaver named Myra dwelt within the realm. Famed was she for her mastery over dreams and the magic that flowed through them. Yet, in those days, darkness seeped into the world, threatening to engulf it in a tide of despair.
Myra, in her wisdom, sought to combat this darkness. Forging an amulet of obsidian and moonstones, she imbued it with the essence of her own nightmares, hoping to turn the tide of shadows. The whispers of her dreams echoed within the stone, promising power and protection.
But as the shadows grew, so too did Myra’s fears. The nightmares within the amulet swirled and churned, feeding on her terror. Consumed by the darkness she had sought to control, Myra fell into madness. Lost was the amulet, swallowed by the sands of time, and with it, the tale of Myra faded into legend.
Through the ages, the story of Myra and her Waking Nightmare has been whispered by storytellers and sung by bards. The words, once clear and true, have become twisted and confused, the language of old now forgotten. Yet, the heart of the tale remains: a warning to those who would wield the power of dreams without heed.
Moral: Beware the power of dreams, for within them lie both wonder and terror. To master dreams, one must first master themselves, lest they be consumed by the darkness that lurks within.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition):
Name: Amulet of the Waking Nightmare
- Description: A mysterious amulet with an obsidian center and moonstone-studded silver frame. The wearer gains a +1 bonus to their Willpower and can enter the dreams of others or bring forth objects from their own dreams. Once per session, the wearer can use the amulet to induce a terrifying nightmare in a target, causing them to lose 1d4 Sanity points (requires a successful POW vs. POW roll). However, the amulet’s dark power takes a toll on the wearer, reducing their maximum Sanity by 1 point for each day they use its power.
Blades in the Dark:
Name: The Waking Nightmare
- Type: Demonic Artifact (Amulet)
- Powers:
- Enter Dreams: The wearer can enter the dreams of others, learning their secrets and manipulating their thoughts (requires a successful Attune roll).
- Nightmare Touch: The wearer can inflict a terrible nightmare on a target, causing them to suffer 1 stress and -1d to their next action (requires a successful Consort roll).
- Manifest Dreams: The wearer can bring forth objects from their dreams, creating temporary but real items (requires a successful Tinker roll).
- Drawbacks: Each use of the amulet’s power causes the wearer to gain +1 heat and suffer -1d to their next resistance roll as the nightmares within the amulet torment them.
Dungeons & Dragons (5th Edition):
Name: Amulet of the Waking Nightmare
- Wondrous Item, rare (requires attunement)
- This amulet has 3 charges and regains 1d4 – 1 charges daily at dawn. While attuned, you can use an action to expend a charge and cast one of the following spells:
- Fear (1 charge)
- Phantasmal Force (2 charges)
- Dream (3 charges)
- Curse: Each time you finish a long rest while attuned to the amulet, you must make a DC 15 Wisdom saving throw. On a failed save, you are haunted by nightmares and gain no benefit from the rest. You can attempt the saving throw again after a short rest.
Knave:
Name: The Waking Nightmare (Amulet)
- This amulet grants the wearer the power to manipulate dreams and nightmares. While wearing it, you can use your turn to perform one of the following actions:
- Invade Dreams: You can enter the dreams of a sleeping creature within 10 feet, learning their secrets or planting suggestions in their minds.
- Manifest Nightmare: You can force a creature within 10 feet to make a CHA saving throw. On a failed save, they suffer 1d6 stress damage and must flee from you for 1 round.
- Dream Item: You can create an object from your dreams, lasting until the end of the current scene or until you lose concentration (max 1 object at a time).
- Drawback: Each time you use the amulet’s power, you gain +1 Despair as the nightmares within the amulet torment you. If your Despair reaches 6, the amulet’s power becomes uncontrollable, and the GM takes over its use until your Despair is reduced.
Fate (Core):
Name: Amulet of the Waking Nightmare
- Aspect: “A Dreamweaver’s Amulet of Nightmares”
- Stunts:
- Dream Invasion: You can enter the dreams of others to learn their secrets or influence their thoughts, gaining +2 to create an advantage or overcome obstacles related to dream manipulation.
- Nightmare’s Touch: You can force a target to experience a terrifying nightmare, gaining +2 to attack with Will and inflicting a -2 penalty on their next action as they recover from the experience.
- Manifest Dreams: You can create temporary objects from your dreams, allowing you to use Craft to create advantages or overcome obstacles by conjuring dream items.
- Drawback: Each time you use the amulet’s power, you gain a “Haunted by Nightmares” aspect that can be compelled to introduce complications or obstacles related to the amulet’s dark influence.
Numenera & Cypher System:
Name: The Waking Nightmare (Artifact, Amulet)
- Level: 1d6 + 4
- Abilities:
- Dreamwalker: You can enter the dreams of a sleeping creature within short range, gaining access to their thoughts and memories.
- Induce Nightmare: You can force a creature within short range to experience a terrifying nightmare, inflicting 1d6 points of Intellect damage (ignores Armor).
- Manifest Dreams: You can create an object from your dreams, lasting for 1d6 + 1 rounds or until you lose concentration (max 1 object at a time).
- Depletion: 1 in 1d10 (roll once per use)
Pathfinder (2nd Edition):
Name: Amulet of the Waking Nightmare
- Type: magical amulet (invested, necromancy, occult)
- Activate: 1 minute (Interact)
- While wearing the amulet, you can use one of the following abilities:
- Enter Dreams: You can cast “dream message” (1st-level occult spell) as an innate occult spell.
- Nightmare’s Touch: You can cast “phantasmal pain” (3rd-level occult spell) as an innate occult spell.
- Manifest Dreams: You can create a non-magical item worth up to 5 gp for up to 1 hour (uses “prestidigitation” cantrip).
- Drawback: Each time you activate the amulet, you must succeed at a DC 20 Will saving throw or be affected by a “nightmare” spell for 1 hour after the activation ends.
Savage Worlds:
Name: The Waking Nightmare (Amulet)
- Rank: Veteran
- Powers:
- Dreamwalker: You can use “puppet” on a sleeping target at a range of Smarts x 2, allowing you to experience their dreams and influence their thoughts.
- Induce Nightmare: You can cast “fear” on a target within Smarts range, causing them to roll on the Fright Table with a -2 penalty.
- Manifest Dreams: You can create an object from your dreams, lasting for 3 rounds or until you lose concentration (max 1 object at a time).
- Drawback: Each time you use the amulet’s power, you gain a level of Fatigue as the nightmares within the amulet torment you.
Shadowrun (5th Edition):
Name: Amulet of the Waking Nightmare
- Type: Magical Focus (Amulet)
- Force: 4
- The amulet grants the wearer access to the following powers:
- Dream Link: You can create a telepathic link with a sleeping target, gaining access to their thoughts and memories.
- Nightmare: You can force a target within line of sight to experience a terrifying nightmare, causing them to suffer -2 to all actions for 1d6 turns.
- Manifest Dreams: You can create a non-magical object worth up to 500 nuyen for up to 1 hour.
- Drawback: Each time you use the amulet’s power, you must resist 2S drain as the nightmares within the amulet torment you.
Starfinder:
Name: The Waking Nightmare (Hybrid Item, Amulet)
- Level: 8
- Powers:
- Dream Invasion: You can use “mind probe” (2nd-level spell) on a sleeping target, gaining access to their thoughts and memories.
- Nightmare’s Touch: You can cast “phantasmal killer” (4th-level spell) on a target within medium range, causing them to become frightened and take mental damage.
- Manifest Dreams: You can create a non-magical item worth up to 1,000 credits for up to 1 hour.
- Drawback: Each time you use the amulet’s power, you must succeed at a DC 15 Will saving throw or become shaken for 1 minute as the nightmares within the amulet torment you.
Traveller (2nd Edition):
Name: The Waking Nightmare (Psionic Amulet)
- TL: 13
- Psionic Abilities:
- Dream Link: You can establish a psychic link with a sleeping target, allowing you to experience their dreams and learn their secrets (requires a successful Psionics check).
- Nightmare: You can force a target within line of sight to experience a terrifying nightmare, causing them to suffer -2 to all actions for 1d6 rounds (requires a successful Psionics check).
- Manifest Dreams: You can create a non-magical object worth up to Cr1000 for up to 1 hour.
- Drawback: Each time you use the amulet’s power, you must make an Endurance check or suffer 1 point of damage to a random characteristic as the nightmares within the amulet torment you.
Warhammer 40,000 (Dark Heresy 2nd Edition):
Name: The Waking Nightmare (Psychic Amulet)
- Craftsmanship: Best
- Psychic Powers:
- Dreamwalker: You can use “Mind Probe” on a sleeping target, gaining access to their thoughts and memories (requires a successful Focus Power Test).
- Nightmare’s Touch: You can use “Hallucination” on a target within line of sight, causing them to suffer Fear (2) for 1d5 rounds (requires a successful Focus Power Test).
- Manifest Dreams: You can create a non-magical object worth up to 1000 Thrones for up to 1 hour.
- Drawback: Each time you use the amulet’s power, you must make a Difficult (-10) Willpower Test or suffer 1d5 Insanity Points as the nightmares within the amulet torment you.
