Fae Cards

The Fool

Prism- Allows the Daydreamer to cast any spell they learn as fae magic instead. Cast at up to ranks in this card.
Nightmare: Allows the caster to cast any fae spell they learn as any other kind of magic they know instead. Cast at up to ranks in this card.


The Magician

Heart’s desire- “42” This Card allows the Daydreamer to create a real small object either they or a target wants. The more ranks, the more complicated or larger the object. It remains for 1 day per rank.
Nightmare: This card allows the daydreamer to make a small object they or a target wants disappear, that they can touch. The more ranks the more complicated or larger the object. It disappears for 1 day per rank.


The High Priestess

Fortune Telling- The Dreamer may read a sign from some phenomenon or Divination tool. This will grant 1 insight into past, present or future events from the Storyteller. These will be posed vaguely, or as riddles and are up for interpretation.
Nightmare: The nightmare may read a sign from some phenomenon or divination tool. This will allow them to ask one yes or no question of the storytellers per rank.

The Empress

Healing Balm- Heals and repairs any being you can touch, living or dead and any object from any type of damage for ranks in this Card. May also be made into an ointment when added to a lotion, balm or salve.
Nightmare: Damage any being, living or dead for ranks in this card (spellball). May also be made into a poison.


The Emperor

Mesmerize
A living being gains an intense liking of you. The Daydreamer must have higher ranks in Mesmerize than the target has in Determination to work. The Mesmerized target will follow the Daydreamers commands for minutes per rank of Mesmerize unless it would cause them direct harm. Afterward, the Mesmerized will feel that the Daydreamer is somehow magical or mysterious and have a positive view of them. If the daydreamer directly attacks or endangers someone, they have Mesmerized it immediately breaks and they will now be Immune to further Mesmerize from that Daydreamer. Caster by Spell ball.
Nightmare: A living being gains an intense fear of you, doing all they can to flee from your presence for 10 count per rank.

The Hierophant

Domain/ Hospitality- The Daydreamer consecrates an area that is clearly defined and clearly claimed as their own. It may be a physical dwelling, or an area marked out with clear markers. Then if someone enters their Domain, they are subject to its powers. The Daydreamer may use one effect on the area per rank. Their Domain is active as long as they spend at least half of each week there. They may also spend a déan to keep their domain active when they are leaving for a time with intention to return.
Nightmare: Makes your personal space your domain. Cancel ranks ongoing effects within ten feet of you with a rank lesser than the rank of this, the cancellation lasts for five minutes. Ties are settled with rock paper scissors.


The Lovers

Attunement - Ties the daydreamer to a person, place, or thing you can touch, making it so that whatever happens to it, the daydreamer will be the first to know. The Daydreamer may hold a number of attunements equal to rank or know more information about the condition of their ties. One rank is enough to know if they are mortally wounded, a second will alert them to danger. The Daydreamer must write their name or a personal symbol or otherwise mark on the Tie.
Nightmare: Severe the ties of attunement from one target (spell ball.)


The Chariot

Broomsticks- Animate an object you can touch to perform a task. They will perform one task or a task once per rank.
Nightmare: Paralyze one target (spellball or touch). The paralysis lasts for ten seconds per rank.

Strength

Supernatural physique- The Daydreamer can dream themselves improvements to their body. Adding their ranks in this card to any Attribute, or any number of attributes for the scene. In some cases, Skills might be able to be boosted at Storyteller discretion.
Nightmare: Reduce an attribute or number of attributes for a total equal to ranks of a target you can touch by ranks for the remainder of the scene. In some cases, Skills might be able to be reduced at storyteller discretion.


The Hermit

Walls talk - Talk to objects and plants, whether or not they possess the mouth to speak or the mind to think. They will answer one question per rank.
Nightmare: Mute a target, rendering then unable to speak for 10 count per rank (spellball)


Wheel Of Fortune

Fair Is Foul- Meddles in the affairs of fate slightly, granting a little good luck to themselves or an ally. In the event of a tie, the Daydreamer wins. Can be used once per rank per day.
Nightmare: Meddles in the affairs of fate slightly, inflicting a little bad luck to themselves or an ally. In the event of a tie, the target loses. Can be used once per rank per day.


Justice

Fae Tongue- Ties a target to the oldest of Fae bans. A target you can touch cannot deliberately lie for one minute per rank.
Nightmare: A target you can touch may only lie for one minute per rank, even if they normally cannot lie.


The Hanged Man

Copy Cast- Allows the daydreamer to remember a spell they have seen cast in the last day per rank of this Card and cast said spells at this card’s Rank. No matter what the spell type was, it is now effectively fae magic.
Nightmare: Prevents the target from using their most recently cast spell for one minute per rank (Spellball.)

Death

Metamorphosis- The art of changing a thing. The Daydreamer can perform one change per rank on themself. Allows dramatic changes to one’s appearance, changes shape, growth or removal of limbs, changes in size, making oneself larger than life, or fantastically small. Will last for up to 1 day unless dispelled.
Nightmare: Change a target you can touch. You can perform one change per rank on the target. Allows dramatic changes to one’s appearance, changes shape, growth or removal of limbs, changes in size, making people the target larger than life, or fantastically small. Will last for up to 1 day unless dispelled. 

Temperance

Pixie Dust- Allows a target to fly at approximately their walking speed. For 1 minute per rank or may double that speed for an additional rank per minute. May also cast this on an object, plant or animal which will move under the Daydreamer’s control.
Nightmare: Allows the caster to ground a target (spellball.) A flying target hit by this spell is forced to the ground and takes ranks damage, they are also unable to take flight again for ten count per rank.

Devil

Standing Circle- Marking a circle of protective wards, that provides resistance against supernatural forces that attempt to breach the circle for ranks in this Card in Protection. Or the Daydreamer may tie any other Card to their Ward instead.
Nightmare: Break one ward you can touch, of a rank lower than the rank in this, ties are settled with rock paper scissors.


The Tower

Feeble- The Daydreamer marks a target (spell ball), calls Feeble and their rank in this card. And for the remainder of combat the target takes ranks extra damage every time they are damaged.
Nightmare: Mark a target you can touch, they take ranks less damage for the remainder of combat.


The Star

Ringing Ears- The Daydreamer can hear their name when spoken by someone they have met. They may hear a few words to a few sentences around their name per rank. Generally, this is used to spy on others, or for allies to call for help.
Nightmare: Send a message to someone who's name you know and whom you have met. Only the target can hear your words. A few sentences around their name per rank.


The Moon

Illusions- The Daydreamer alters an existing one sense per rank at a time, such as exchanging one sound for another, or faking invisibility from a cover of shadow. The Daydreamer may use multiple ranks on one effect to make it stronger.(spellball)
Nightmare: Remove one sense from the target for one minute per rank.

The Sun

Radiance: The Daydream may create a light bright enough to blind the target for 10 seconds per rank, illuminate a 10ft x 10ft room for 1 minute per rank or cause 1 rank of light Damage to a creature susceptible to it per rank.
Nightmare: Create an area of magical darkness blinding all within. Plunge a 10ft X 10ft room into darkness for one minute per rank.


Judgment

Geas- The Daydreamer produces an Oath with someone they can touch, requiring a person to fulfill an action; breakers of this Oath will suffer from phantom damage equal to ranks in this Card until corrected or the Daydreamer lifts it, usually by the target asking for forgiveness and the Daydreamer giving it.
Nightmare: The Nightmare produces a Ban on someone they can touch, requiring a person to abstain from doing a certain action; violators of the ban will suffer from phantom damage equal to ranks in this card until corrected or the nightmare lifts it. Usually by the target asking for forgiveness and the nightmare giving it.

The World

Memento mori- The restless spirits of the undead no longer dream, but still feel the yearning for it. Using this Card, a Daydreamer can give all types of undead they can touch Dreams for nights equal to ranks in this Card. This will heal all types of damage dealt to the undead at a rate of 1 per rank in this card. Wraiths made using a Dream Press, as well as some tethered spirits will find rest this way, slipping into the Dreaming forever.
Nightmare: Take away a living creature you can touch’s ability to dream for one day per rank. As such their déan does not refresh until they are able to dream again, they will be tired and irritable.


Suit Of Cups

Page Of Cups

Dream Sending - Sends a dream into a target's mind. The caster can specify a word or two per rank, but the content will take on a life of its own from there. May interfere with sleep or change the target’s mind on something at Storyteller’s discretion. Can heal a rank of mystic damage or produce a déan per rank. If the target is also a Dreamer, then the Caster must win an opposed Determination check against the target.


Knight Of Cups

Peaking - See what a target is dreaming, though in the broken and confused nature most dreams are presented in. Can watch for 1 minute per rank or find additional clarity per rank. If the target is also a Dreamer, then the Caster must win an opposed Determination check against the target.


Queen Of Cups

Phantoms - Blur the lines between a subject's waking and sleeping lives, by causing them to encounter their dreams as harmless shadows while awake. 1 Phantom per rank. If the target is also a Dreamer, then the Caster must win an opposed Determination check against the target.

King Of Cups

Interfering- Enter a dream directly, allowing the caster and the target to interact with one another while inside. If the target is also a Daydreamer, then the Daydreamer must win an opposed Determination check against the target. Daydreamer can remain in the target’s dream for 1 minute per Rank.


Suit Of Pentacles

Page Of Pentacles

Commune- The Caster gains insight into the natural environment of the area. They can learn of safe edible resources, water or shelter within a 1,000ft radius per rank. They can find a safe path through the natural environment or track something passing through it for about 1,000ft. Or they can ally their ranks in this Card to a check relevant to finding medicinal or magical resources.

Knight Of Pentacles

Good Food- The Caster collects a magical item of food from the environment that is about 1 inch. It could be lichen, bark, roots, or leaves but is most commonly a Berry. It will restore 1 Health point and 1 meal’s worth of nutrition and water per rank in this card, or any combination of “berries” equaling the total ranks in this Card.

Queen Of Pentacles

Natural Acceleration- The Caster may accelerate and direct the natural flow of the natural world in a 10ft radius per rank.  They may cause plant growth or accelerate it causing things to grow large or bear fruit out of season, split the earth to make a cave, bring in the tide, push salt or contaminates out of water, light fire in wet conditions or extinguish one, create a storm, direct lightning or bend light! Effects depend on what is attempted and at what rank in this card, up to Storyteller discretion.


King Of Pentacles

Druid Grove- The Caster invigorates an area of about 1,000ft radius per rank with dreaming, animating it with a level of sentience and self-preservation. The Daydreamer has no real control over how the Grove will react, but it will generally protect itself from outsiders, or alert the Daydreamer of their presence. Per rank of this Card, the Daydreamer may spin illusions to make the protected hidden, add more guardians or increase their strength or other offensive protections.



Suit Of Swords

Page of Swords

Animal Trait- The Caster may gain one benefit from the shifter chart of their choosing. This benefit lasts for a minute per rank, or the daydreamer may choose to gain an additional benefit per rank. The Daydreamer grows appendages, if necessary, but otherwise retains their normal shape.


Knight of Swords

Stone Prison- The Caster casts a spell ball that traps a target inside of a dome of nature. Stone is the default, however, whatever is in the area could be used. This dome lasts for 1 minute or until released, it has a shield rating equal to Ranks and can be broken as per shield rules. Alternatively, it can be cast on the Daydreamer or an ally, coating them in a protective armor of the environment that will last the combat.


Queen of Swords

Elemental Blade- The Caster may take up a bit of nature and extend it into a weapon. A Sword is traditional, but it can be any Melee weapon that the Dreamer can imagine. This weapon deals damage equal to Ranks in this Card+ déan +Strength or Perception if it is a finesse weapon. Each type of nature used may have bonuses to certain circumstances, for example, a sun blade deals an additional damage to undead creatures. This can also be applied to an existing weapon, adding Ranks in this Card+ déan to the existing non magical weapon. When applied to something blunt it is referred to as a shillelagh. 


King of Swords

Primal - The Caster calls from the dreaming a pure manifestation of one of the elements. This Primal can use its power in various ways to assist the Dreamer as is appropriate to their element. A Water Primal may call forth a river, or a rain, a Fire Primal may start an Inferno. If called for combat, the Primal will remain active for 1 minute per rank in this Card and can deal damage equal to Ranks in this Card+ déan of elemental damage. It can only be “hurt” by elemental attacks appropriate for its element such as water against a Fire Primal and has “Health Points” equal to Ranks in this Card+ déan. If brought to zero, it returns to the Dreaming.


Suit Of Wands

Page Of Wands

Passage - By poking a small hole into the dreaming, the Caster steps from one side of a physical barrier to the other. The hole stays open for a 10 count per rank.

Knight Of Wands

Skip - The Caster slips into the Dreaming temporarily to Skip from one place to another safely. They must be able to see where they are exiting. In an event, the player puts their weapon over their head, or otherwise indicates that they are “Out of Character” and as quickly as is safe moves to up to 10 paces per Rank.


Queen Of Wands

Homing- The Caster can mark a single natural object, such as a tree or standing stone, anywhere in the world as a homing stone. The daydreamer can step from any object that matches directly to their marked tree.  Standing Stones and Trees are the most common, the object must be larger than the Daydreamer. May be used Ranks per session.


King Of Wands

Silver Path - The Caster may find the location of a Silver Path and travel it safely throughout the Dreaming. They can do this while sleeping or when they would usually be lost in the dreaming. Combining this with Homing can make permanent roads called Lei lines through the Dreaming. Ranks give 100 miles traveled or number of people that can travel with the Dreamer in any combination.