Hymns of Mother Night

Homeworld: The Labyrinth of Dreams

 

Spells

  Name   Type
Before the Thought, the Hand doth Move Alone Instant (special)
Great Weaver, Hear my Prayer for Blessed Sleep Readied (packet)
Her Sheltering Hand Night Terrors Circumscribe Instant (caster)
The Seat of Wonder, Innocence, and Sin Instant (special)
Comfort’s Cousin, In Infant Arms Adored Instant (special)
Not Heard, Not Seen, Unbeknownst to Trouble Readied (touch)
We are but Shapes in Flesh, a Hairsbreadth Thin Instant (caster)
The Priestess Fair Stoops to Scribe the Circle Circle
Against the Arc of World-Declaiming Light Instant (special)
Summon Thoughts of Sun-Pierced and Vaulted Sky Instant (special)
Yet Found Within an Uncut, Perfect Star Readied (touch)
Make of Your Mind a Cold and Savage Place Instant (caster)

 

 

Rituals

Name   Duration
Dedication of the Hymns 1 minute
All-Well and Good-Night 10 minutes
Star-River Songs 10 minutes
Dawn Confessions 10 minutes
Like the Dead 15 minutes
The Lurker Below 5 minutes
Twisted Passageways 10 minutes
Codex of Nightmares 5 or 15 minutes
Architect of Imagination 15 minutes
Builder of Worlds 15 minutes
Friends Everlasting 10 minutes
Each Face a Mirror 5 minutes

 

Sublime Spells

The magic of the Dream is powerful, but in the waking world the school is limited.  Spells from this school may only be cast once per day.  Canonically, while in the Dream space the Hymns have no such limitation–being the primary means by which Dreamers construct their strange reality–note that intrusions of the Dream into the physical world are quite rare. The title of an individual spell is simply a particular line from its verbal, as are activation verbals for readied effects.

 

“Flubbing” a spell verbal does not count towards a spell’s once per day restriction, though the charge/activation is lost as normal.

 

Practical Rituals

Hymns of Mother Night rituals generate charges as all other rituals do, but unlike other rituals all but one have minor magical effects that, power-wise, roughly correspond to a single activation of a readied effect.  The Earthbound, in particular, practice the rituals most often, as it is their only connection to the Dream, and the rituals themselves help to protect the Dreamers while in their reverie.  Note that unless stated otherwise, bonuses afforded by completing rituals will not stack with themselves.

As an additional requirement to cast any Hymn or perform any other ritual, the practitioner must perform the “Dedication” ritual once per day.  Note that this serves as an introduction to the spell verbals, which are four-line poetic verses that exalt the mysterious, central figure of the Labyrinth of Dreams.

Any effects which automatically activate rituals will allow you to gain charges from Hymn rituals as normal, but they do not grant any other ritual bonuses.  Hymns of Mother Night rituals are invalid choices for Annotations rituals.

 

 

 

Spells

 

Before the Thought, the Hand doth Move Alone

Type

Instant (special)

Requirements

The item this spell creates must be marked with a lavender ribbon or other clear indicator that it is a manifestation of this spell.

Casting Verbal

Before the thought, the hand doth move alone,

Its Animus by waking world unknown,

This greatest sculptor of protean clay,

By sleeping mind leads waking genius home.

Description

After speaking the quatrain, the caster manifests a single object made out of pure dreamstuff.  Such an object must be a standard craft or tinkering production item whose production or twist cost (whichever is highest) cannot exceed the caster’s Mastery.  Note that no ingredient prerequisite is necessary to create the item.  The item will persist until sunset or used up (in the case of alchemicals or the like), or it is shattered/destroyed, whichever comes first.  Note that Lumencraft items are not valid subjects for this spell, nor are superior quality/masterwork/signature items.

 

Great Weaver Hear My Prayer for Blessed Sleep

Type

Readied (packet)

Requirements

none

Casting Verbal

Great Weaver hear my prayer for blessed sleep,

That balms the violent weal of grimmest day;

Let your kind voice as weightless blanket creep,

O’er drifting souls that starlit oceans stray.

Activation Verbal

(title)

Description

This spell manifests a number of activations equal to the caster’s Mastery which can be thrown as packet-based effects that cause Sleep as a mental effect to whomever is hit.  Sleep lasts for 5 minutes during which the target is completely incapacitated.  They may only be woken by an effect that explicitly breaks ongoing Mental Effects: jostling them or yelling at them (outside of using a FoCharisma) will not awaken them, nor do Killing Blows.

 

Her Sheltering Hand Night Terrors Circumscribe

Type

Instant (caster)

Requirements

none

Casting Verbal

Those Motley and derange’d beasts attend,

Her sheltering hand night terrors circumscribe;

Their lust for child dreams and widow-tears,

Tranquil drifts away with morning’s rise.

Description

This spell grants the caster an enchantment which, until sunset, allows them to call up to their Mastery in uses of Etiquette on mythical beings (legendary creatures), Fae (not Bogies), and creations of the Dream.  Only one use may be applied to the same individual target per minute.  

Alternately, while this spell is active the caster can “burn” one of its Etiquette uses to call a resist against a Sleep, Stun, or Basic FoCharisma effect.

 

The Seat of Wonder, Innocence, and Sin

Type

Instant (special)

Requirements

A staff member must be in attendance when this spell is cast.

Casting Verbal

No stony Labyrinth hall, though cunning craft,

Compares in madness and confounding whim,

To dreamer’s mind in convolution born:

The seat of wonder, innocence, and sin.

Description

This spell calls into being a “reflection” of the caster’s inner self: a creation of the dream that knows the caster more intimately than they know themselves.  The summoning is simply a mental projection that cannot be physically hurt or bound in any fashion.  Generally, the apparition will attempt to impart the wisdom of self-knowledge to the caster, and may be consulted about particular courses of action as the caster sees fit.  The caster may make a number of direct, unavoidable questions of the image equal to their mastery, which must be answered as if they were valid Investigation questions, but the image is not omniscient and only knows the mind of the caster and its unconscious drives. Note that the image is a valid target for Her Sheltering Hand, and any mundane uses of etiquette are usable in this fashion by the caster, if they have access to them.  

As with all divinations, this casting requires a staff member, and as a result it may take some time before it can be resolved, much like an Encounter tag.  The staff member playing the image may end the encounter at any time during the discussion, disappearing in a white flash.  This spell may be cast only once per event.

 

Comfort’s Cousin, in Infant Arms Adored

Type

Instant (special)

Requirements

A stuffed or carved animal representation of the dream form.  It must have a lavender ribbon collar or other, similar adornment indicating its nature.

Casting Verbal

Comfort’s cousin, in infant arms adored,

Kindly poppet, asleep by waking world

In Dream belies a fiery dragon’s mein:

Restrain’d might an all-protecting ward!

Description

This spell calls into being an inanimate representation of the caster’s Dream familiar.  Though without the impressive power, intelligence, and majesty the creature has while within the dream, its presence in the waking world imparts some tangible benefits to the caster while they are in direct, physical contact with it.  Upon every casting of the spell, which lasts a number of hours equal to the caster’s Mastery, the caster must choose two of the following abilities for the familiar:

+1 Mastery to all other Hymns

A Boon effect should the character pass on

A level of Enhanced Healing

A free Feat of Learning during any investigation

Concealment, as per the Survival ability

+2 Treatment to any applied to the caster

These abilities only apply while the caster is holding the familiar directly in their arms (doing so does not invalidate the Concealment gesture, fyi).

While the spell is active, if the familiar phys rep is Broken, the caster immediately becomes critical.  If it is shattered, the spell ends and the caster dies as if just undergoing a Killing Blow.  If it is Destroyed, the spell ends and the caster dies with their soul passing on.

 

 

Not Heard, Not Seen, Unbeknownst to Trouble

Type

Readied (touch)

Requirements

In order to remain Invisible, the recipient must keep their flattened palms together, raised over their head, or the spell ends immediately. Nothing can be held while maintaining this gesture, meaning the recipient must drop all held items in order to activate the effect.  The caster must inform recipients of the requirements and limitations of this spell as it is granted to them, if asked.

Casting Verbal

An unsuspected jaunt, no fare-thee-well,

Not heard, not seen; unbeknownst to trouble,

On recalcitrant seas a ship must tack,

Its Ghostly sails unfurled, though vision lacks.

Activation Verbal

(spell title)

Description

Once this spell is cast, the caster gains a number of activations equal to their Mastery.  When the activation verbal is spoken and an activation spent, the willing recipient of the spell gains an enchantment that they may “burn” at any time in order to become Invisible, saying “Invoke invisibility” as they do so.  If the enchantment is not used, it lasts until sunset, and of course will not stack with itself nor Sublime Air.

While invisible , a character cannot be attacked or directly sensed in any way (even through sound), however, they can only make a limited number of steps.  Under the effects of this spell, taking more than 10 steps will end it prematurely. Perceptive characters, though they cannot spend a Feat of Perception to discover the Invisible, will still know that something is not quite right in their general area. Invisible characters may not block entrances or deliberately intercept attacks for others, nor otherwise interpose themselves as if they were a barrier. Those under this spell become visible if they run, attack, cast/use a spell, speak, or drop the required gesture. When this effect ends, for whatever reason, the user must announce “I Appear” in a loud voice.

 

 

We are but Shapes in Flesh, a Hairsbreadth Thin

Type

Instant (caster)

Requirements

Note the makeup/costume requirements below. You can buy all types of costumes at this Cosplay Store.

Casting Verbal

We are but shapes in flesh, a hairsbreadth thin,

Our selves as others see, just silken masks:

Wholly affectation, that shadow’s art,

Hides inner life from out, but not the cracks.

Description

This spell allows the caster to transform themselves, for a number of hours up to their Mastery, into another general class of being, taking on its advantages, disadvantages, and appearance requirements.  As defined by this spell, those classes and their requirements are as follows:

Category Effects Requirements
Human None None
Dark Fae “Wink” upon death. Glitter (lots)
Spirit Immaterial 1x (no step limit) Decorative Mask
Accursed +5 Max Vitality.  Cannot be Coaxed. Pallid, deathly complexion and scars
Dream Random (see staff) Bizarre costuming and makeup

This spell must be cast while alone, and does not resolve until the caster has fully undertaken the costume/makeup requirements of the being they choose to emulate.  Obviously, you cannot take on an identity you already possess.  Each type of being besides human has fairly obvious roleplaying requirements: if you do not have the wherewithal to abide by them, do not chose that form.  Note that spells and effects that target specific classes of beings will work if transformed into that class.  Weirder interactions with spells are FOIP with staff presence.   This spell may not be used to impersonate a specific being.  If the character dies and has their soul pass on, the spell ends at their resurrection.

 

The Priestess Fair Stoops to Scribe the Circle

Type

Instant (circle)

Requirements

The caster must lay the circle phys-rep during the concentration requirement.  When the spell ends, it must be taken up immediately.  Where visibility is an issue, the circle must be marked at regular intervals with purple glowsticks.  These lights are considered part of the circle phys rep and may not be used separately from it.

Casting Verbal

The Priestess fair stoops to scribe the circle,

Surrenders kith and kine to fate portend;

The chosen shall know dream’s revelation,

And monsters with the Sentinels contend.

(after 1 minute concentration)

Description

Upon laying this circle, which may measure five yards per point of Mastery, the caster must intone the quatrain after one minute of concentration.  Once cast, the caster then must immediately designate by touch a number of participants up to their Mastery.  After this, said participants become completely incapacitated and are drawn inside, though they remain conscious and may speak as normal.  They will become afflicted with revelations from the Dream, while at the same time creatures from the dream will attempt to enter the circle and slay them.  Having protectors is well advised!

Note that the casting of this spell is treated like turning in an encounter tag: it has to be fit in the schedule and may take some time to resolve.  The number of participants directly affects the power of the revelations, the number and power level of the monsters and other dream manifestations, and the length of the scene itself.  This spell may be cast only once per event.

 

 

Against the Arc of World-Declaiming Light

Type

Instant (special)

Requirements

The phys-rep for this spell must be a small decorative lantern, capable of accepting a light.  The lantern must be a tagged item made with the Artistry specialty, of Accomplished work or better.  Alternately, it may be created as a Large Miscellaneous Tinkered device, assuming it is looks the part, or of Dreamstsuff itself.  Upon casting, the lantern must be tied with a number of lavender ribbons equal to the caster’s Mastery.  The light within may be of any color.

Casting Verbal

How timorous, how unsure the beasts of Night,

Do shrink away, as skitters in the dark;

Against the arc of world-declaiming light,

The sleeper wakes, and arrow finds its mark.

Description

This spell immediately transforms a mundane lantern into a Dreamlight, whose basic function is to provide a persistent, powerful light source until the next sunset.  Any real-world lights such as chemical glowsticks, LEDs, or incandescents can be active within the lantern once the spell is cast, with no color or activation restriction (basically, this spell is the only thing that allows you to get around the rule preventing actual flashlights/lanterns as portable light sources in-game).  Note that ridiculously bright or annoying lights are not allowed, nor are actual flames, of course.  If the lantern has a nice purple light and looks particularly interesting, staff may grant it an additional ribbon upon casting.  

The caster of this spell may spend at least 3 seconds untying one of the ribbons bound to the lantern, and upon touching this ribbon to a Sleeping or Subdued character, they may call “Invoke: Awaken”, immediately removing the condition.  Alternately, they may remove a ribbon as a touch effect to call “Invoke: Stabilize” on any critical character.  Though the light may be carried by anyone, only the caster may call upon its other abilities.  Do note that creatures of the dream react very unpredictably around Dreamlights.

If a Dreamlight no longer bears any ribbons, the spell immediately ends.  While the spell is active, the Dreamlight is immune to Break effects.  Shatter and Destroy effects, however, will immediately dispel the enchantment.

 

 

Summon Thoughts of Sun-Pierced and Vaulted Sky

Type

Instant (touch)

Requirements

A Dreamcatcher phys-rep of some sort.  It must be an Art object of Accomplished or better quality (or made from dreamstuff).  The caster must indicate on the dreamcatcher itself the hour of the spell’s expiration.

Casting Verbal

Summon thoughts of sun-pierced and vaulted sky

Though weary-handed, reach for wayward cloud;

Catch it fast above, for then coldest stone,

Makes warmest bed, and you no softer lie.

Description

This spell enchants a Dreamcatcher placed over the caster’s bed or sleeping area for a number of Hours equal to their Mastery.  If the caster is fully on the bed and inside its covers with no limbs exposed,   Fae (not Bogies), creatures of the Dream, and mythical beings (legendary monsters) from any World may not harm them with physical attacks or packet-based spells.  Note that this effect is limited in much the same fashion as The Dark Lords’ Fetters.

During the spell’s duration, any other Hymns of Mother Night Spell cast under its influence (i.e. in the bed) costs no charge if intoned after at least 1 minute of concentration.  Note this does not ameliorate the 1/day limit, of course.

Finally, any 15 minute ritual performed under this spell’s influence has its duration reduced by 5 minutes, to a minimum of 10.

 

Yet Found Within an Uncut, Perfect Star

Type

Readied (touch)

Requirements

Recipients of this spell must bear a lavender star on their forehead or cheek during its duration, else it ends immediately

 

Casting Verbal

We walk with heavy steps on broken stone,

Gray multitudes and naught but shifting time;

Yet found within an uncut, perfect star,

With each unlike the last, though glows in kind.

 

Activation Verbal

(spell title)

Description

This spell generates a number of activations equal to the caster’s Mastery, which may be spent to grant a willing target +2 Artifice.  During its duration, the bearer of this effect may burn the enchantment to gain +2 Attuned or Mastery for the purposes of a Prophetic vision or Divination spell, respectively.  This enchantment lasts until sunset or used, where applicable.

Upon activating this spell, the caster must mark the recipient with the star after at least 3 seconds concentration.  While under this enchantment, Fae (not Bogies), creatures of the Dream, mythical beings (legendary monsters) from any World, and other oddities will identify the user as a Dreamer, for all that that entails.

 

Make of Your Mind a Cold and Savage Place

Type

Instant (caster)

Requirements

none

Casting Verbal

Make of your mind a cold and savage place,

Where smiles fall and laughter fades and dies;

With no voice save your own, compose, in time,

No music that without the silence cries.

Description

For a number of hours equal to their Mastery, the caster may, during an investigation, call an additional Heroic FoLearning for each missing participant.  That is to say, if the caster and one other person call an investigation, the caster generates a free Heroic feat of Learning towards that investigation.  If the caster investigates something alone, they get two Heroic feats instead.

Although this spell’s effects are usable during any sort of formal investigation, if the subject of the investigation happens to be about resolving a particular metaphysical problem or abstraction, an aspect of that problem may very well manifest itself after the investigation concludes, for good or ill.

 

 

Rituals

 

Dedication of the Hymns

(1 minute)

Speak the title lines of each spell from this school, reordering them if you wish to make of them a poem of strange meaning.  Note:  In order to do any other ritual in this school or cast any spell, you must perform this ritual once per day.  

 

All-Well and Good-Night

(10 minutes)

Tuck at least three of your friends and loved ones in, saying pleasant things to them, promising bright things on the morrow, and wishing them good-night.  At ritual’s completion, gain +1 to your current and maximum Vitality as a non-stackable effect until the next time you regain Vitality through any means.

 

Star-River Songs

(10 minutes)

Sing or play gentle music for those on their way to sleep.  At the end of this ritual’s completion, gain +1 to your Mastery as a standard enchantment until you cast your next spell.  

 

Dawn Confessions

(10 minutes)

Listen to and provide interesting feedback on a description of a friend’s dream or nightmare.  Ask them probing questions in the hopes of generating insight.  At the end of this ritual, gain a free feat of Perception for use on your next investigation or until sunset, whichever comes first.

 

Like the Dead

(15 minutes)

Take a nap in the least comfortable place you can tolerate.  (If that just means a bed, then don’t bother with this ritual) During this ritual’s duration you must actually sleep or at the very least say nothing and keep your eyes closed.  At the end of this ritual, gain a free Mental Resist until used or until sunset as a standard enchantment.

 

The Lurker Below

(5 minutes)

Thoroughly check under the beds of at least three friends and loved ones for the presence of monsters.  If you actually find a creature of the dream under one (no impostors), you may gain an “invoke: haste!” effect exactly as Grasshopper’s Far Leap, complete with the dodges equal to your mastery.  Otherwise, once you complete the ritual, gain a free point of extra prowess until you restore or gain Prowess by any means.

 

Twisted Passageways

(10 minutes)

With  chalk on pavement, or rocks on the ground, craft a maze of some complexity and have at least one person walk through it with you.  At ritual’s completion, gain a free basic FoAgility usable only for negotiating jumping hazards and circle/wall boundaries.  The feat is a standard enchantment and lasts until sunset or until used, whichever comes first.

 

Codex of Nightmares

(5 or 15 minutes)

For at least 5 minutes, sketch a figure from your nightmares and codify some of its abilities, limitations, and hideous desires in a sort of “compendium.”  Alternately, study your previous drawings for 15 minutes.  At ritual’s completion, you gain an extra investigation until sunset (or used) applicable only to fantastic art, bizarre diagrams, or mad scribblings.

 

Architect of Imagination

(15 minutes)

Work on an ongoing set of complex rules for an original board, card, or social game.  If you ever finish this project, you may play said game with others for this ritual’s duration instead.  Upon completing this ritual, gain a free FoLearning usable only at your next investigation, or until sunset, whichever comes first.

 

Builder of Worlds

(15 minutes)

Work on the extensive geography, ecology, and general structure of an imaginary world of your own creation.  If you complete this project, you may show others the details and answer questions about it for the ritual’s duration.  Upon completing this ritual, gain a free FoAttunement usable only at your next investigation or until sunset, whichever comes first.

 

Friends Everlasting

(10 minutes)

Have an animated conversation with your Dream Familiar or an imaginary friend in a public place.  At ritual’s end, gain a free FoCharisma usable only to talk someone out of a mental effect.  The feat lasts until sunset or used, whichever comes first.

 

 

Each Face a Mirror

(5 minutes)

Mirror someone else’s accent, modes of speech, and general mannerisms for the duration of this ritual, which must be in the presence of at least six other people.  Although you may be gently parodic, gross insults will fail the ritual immediately.  Upon ritual’s completion, you may spend a natural feat to restore one of your subject’s natural feats, and they may then reciprocate if they wish.  You may not use the same subject for this ritual more than once per day.

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