Spells of Waking
Sorcerers have long sought to bridge the gap between the worlds. The following two spells allow travel from the Waking World to the Dreamlands, though the second is one-way.
THE GATE OF ONEIROLOGY
Costs a variable number of POW to cast, and a like number of magic points and one Sanity point to use. Takes a number of hours equal to the POW expended to cast. This spell resembles the Gate spell. However, it opens a physical pathway to the Dreamlands. When the gate is created, the maker must know the part of the Dreamlands he intends to open it onto. He must have visited the site himself, and know its relationship to at least one other area of Dream. The spell requires the sacrifice of 4 permanent POW and opens a permanent gate to the chosen spot. Travel through such a gate is two-way for investigators from the Waking World, but things originating in the Dreamlands cannot pass through it.
It is possible to build such a gate to a Dreamlands beside Earth’s own. This costs an amount of POW equal to the cost for traveling to the spot’s waking equivalent (see Call of Cthulhu). For instance, if an investigator, having once visited there, wished to build a gate of Oneirology to Yuggoth’s Dreamlands, it would cost him 9 POW, since the Earthly Yuggoth (Pluto) is around 5 quadrillion miles away.
THE GATE OF DREAMS
Costs a variable number of POW to cast, and a like number of magic points and one Sanity to use. Takes a number of hours equal to the POW expended to cast. This spell, which is very similar to the Gate of Oneirology, creates a permanent gateway to the Dreamlands. However, it does not allow someone from the Waking World who crosses into the Dreamlands to return, ever. The Gate of Dreams moves any being to Earth’s Dreamlands, transubstantiating the Dreamlands equivalent for the traveler’s earthly body. Alas, the Earthly body dies irretrievably after taking the thirteenth step past the gate; no return from the Dreamlands is possible after then. As an investigator proceeds into the gate any who views his progress will see him appear to fade slowly away, and a corpse version of the traveler slowly begin to coalesce into existence at the entrance to the gate. The traveler will appear to remain quite solid to himself, but will be able to see his own corpse forming if he looks back. If the investigator decides to turn around before taking his thirteenth step beyond the gate he may return to the Waking World.
The requirements for familiarity with the desired location for the gate to open onto are the same as for the Gate of Oneirology, but because this spell is somewhat more limited in its usefulness, it requires only half as much POW (round any fractions up) be sacrificed. For example, a Gate of Dreams which opens onto Ulthar would only require 2 POW be sacrificed while a Gate of Dreams to a site in Yuggoth’s Dreamlands would require 5. It is possible to distinguish between the two types of Gates on a successful Cthulhu Mythos roll. The only known way to pass through a Gate of Dreams and be able to return is with the silver key or the key to the gates of wonder in the traveler’s possession. The traveler must bear either key with him on both his entrance to and exit from the Dreamlands or else he will become a permanent resident just as if he had entered without a key to begin with. It is possible for someone to enter with one Key and leave with the other.
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