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Dream Whisper

2 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (RitualRitual CastingRituals are a slow way to Cast Spells using material Components.)

Spell · CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. · Tier 2Tier 2 TierTier 2 is a Tier that represents skilled power baselines. · CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.

Part of Compel, Ritual

  • MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.

Dream Whisper is a CompelCompel SchoolCompel is a School of Spells that make a Target act, move, or behave in specific ways. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that sends a message into a Creature’sCreature TargetCreatures are animate Targets, distinct from inanimate Objects. dreams.

Core Rule—Dream Whisper

  • Send a one-way message into the Creature’sCreature TargetCreatures are animate Targets, distinct from inanimate Objects. dreams.
  • If the CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. is asleep, it receives the message immediately. Otherwise, it receives the message the next time it falls asleep.
TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
OriginOrigin StatOrigins are the points where Effects are created.
SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
ReachReach StatReach is the Range an Effect extends from its Origin.
Unlimited
TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. you know by name
DurationDuration StatDurations are the lengths of time Effects last.
10 minutes (FocusFocus CastingFocus is a sustained state of concentration you keep up by spending Action Points on each of your Turns.)

TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.

SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
You know when the message is delivered.
SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
You don’t know when the message is delivered.
FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..

ComponentsComponent CastingComponents are Consumable materials needed to Cast Rituals. a feather and sand

Source Player Codex