The Flowers of Heaven and the Sand of Dreams
By Kenneth Scroggins November 7, 1994The two talismans described here would fit well with The Dreamers.
The Flowers of Heaven
"What if you dreamed that you walked the fields of heaven, and that you plucked a beautiful flower there?
And what if you woke up the next morning, and you had that flower in your hand?
What then? Eh?
What then?"
— Samuel Taylor Coleridge
The flower can appear as any flower and can be as simple as a daisy, pure as a lily or intricate as a chrysanthemum. The color is sometimes different for each person who sees it and sometimes the same for all. It can perform one miracle (as per the Faith Numina) per background point (for talismans, gifts, or fetishes) spent on it. With each miracle performed, the flower loses petals (which dissolve into sweet smelling smoke before touching the ground) but until all the miracles have been performed, the flower is fresh and covered with dew — even if it has been around for hundreds of years.
Characters in contact with the flower may develop Dream skill (from the Sabbat Players Guide) or Dream background (from Mage: the Ascension) by paying the appropriate experience cost, of course. Characters with True Faith can reduce difficulties for rolls involving their Faith by one whenever the flower is held in both hands and used in prayer.
Possible consequences for the characters who gain possession of the flower may arise: Spirits from the dreamlands or beyond could want the flower for whatever purpose or evil entities may seek to destroy the flower and anyone associated with it. Demons, the faithful, and the unholy all have good reasons to seek out the flower. Unusually, all the thorns and tribulations that go with these holy flowers seem to lead to salvation in one way or another.
The Pure Sand of Dreams
"You are right. This is a dream. But not a dream from which you will not waken. Not now. Not ever."
— Morpheus, from Neil Gaiman's Sandman
This is a very special kind of Tass/Talisman. It can create Talismans in addition to the normal uses for Quintessence. 5 point Talismans last for One round, 4 point Talismans last for One scene, 3 point Talismans last for One day, 2 point Talismans last for One phase of the moon (or one week) and 1 point Talismans last for One Moon (or one month). The Talismans are created on a one-to-one point basis and do not generate Paradox at night but act as Vulgar Magic with witness during the day (This assumes that the Tass was gathered at Night, when it is most plentiful. Dream sand gathered from daydreams works in the opposite fashion.).
Dream sand can be gathered by mages who enter the dream realms, a Mind 3 and Spirit 3 effect. The sand must be gathered using a Prime 3 effect to concentrate it from the dream itself. This does one point of non-aggravated damage to the dreamer per point of Dream sand taken. If the dreamer has all of their dreams stolen for an extended period, the dreamer may go mad, awaken normally or become a Marauder. Also, the theft of dreams attracts certain entities which guard dreams, as well as the dangers that may arise from within the dream itself.
Dream sand can generate a coincidental Mind Four effect and put people to sleep when it is sprinkled upon them. Mages should roll Dexterity plus Dream (background or skill) to properly target this effect (or use Prime 2). Botches will put the mage casting the sand to sleep. This effect is resisted with a Willpower roll. Only one person per point can be affected in this manner.
The sand can be used to create dream realms in the Umbra by a mage with Spirit 5, Prime 5 and Mind 4. The exact process is unknown, however.
