[FOCI]

Cypher System Rulebook 1e
Your dreams are more vivid than other people’s. When you dream, those dreams linger on, and when the time is right, you can loose them into reality to impress, confuse, or scare other creatures. You’ve learned the oneiromancer’s craft, which means that you know the secret of lucid dreaming, of gauging the dream state in others, and of mixing herbal elixirs that bring about a restful, dream-filled sleep.
Your clothing probably reflects the eclectic dreamland where you spend so much of your time, including several layers, bright silk ribbons, and odd symbols that made sense when you were dreaming them.
Spinners and paradoxes are most likely to explore the land of dreams.
Ardeyn clothing (or recursion-appropriate clothing), one weapon of your choice, bound journal, ink, a pouch filled with various needful herbs, and 40 crowns.
The target gets turned around, and its next attack is modified by one step to its detriment.
You are refreshed by your dream and recover 4 points to one of your Pools.
You pull an image from a dream into the waking world and place it somewhere within long range. The dream lasts for up to one minute, and it can be tiny or fill an area an immediate distance in diameter. Though it appears solid, the dream is intangible. The dream (a scene, a creature, or an object) is static unless you use your action each round to animate it. As part of that animation, you could move the dream up to a short distance each round, as long as it remains within long range. If you animate the dream, it can make sound but does not produce odor. Direct physical interaction or sustained interaction with the dream shatters it into dispersing mist. For example, attacking the dream shatters it, as does the strain of keeping up appearances when an NPC moves through a dream scene or engages a dream creature in conversation for more than a couple of rounds.
Action to initiate; action to animate.
You are trained in tasks related to sleep and mixing natural elixirs to help creatures fall asleep.
You steal a previous dream from a living creature within short range. The creature loses 2 points of Intellect (ignores Armor), and you learn something the GM chooses to reveal about the creature—its nature, a portion of its plans, a memory, and so on.
You create a dream object of any shape you can imagine that is your size or smaller, which takes on apparent substance and heft. The object is crude and can have no moving parts, so you can make a sword, a shield, a short ladder, and so on. The dream object has the approximate mass of the real object, if you choose. Your dream objects are as strong as iron, but if you do not remain within long range of them, they function for only one minute before fading away.
You add 2 points to your Intellect Pool.
You pull someone into a daydream, substituting a dream of your own creation for the target's reality for up to one minute. You can affect a target within long range that you can see, or a target within 10 miles (16 km) that you have hair or skin clippings from. To all outward appearances, an affected target stands (or lies) unmoving. But inside, the substituted reality (or dream within a dream, if the target was sleeping) is what the target experiences. If the target is under duress, it can attempt another Intellect defense roll each round to break free, though the target may not realize its state. Either the dream unfolds according to a script you prepared when you used this ability, or if you use your own actions (forcing you into a similar state as the target), you can direct the unfolding dream from round to round. Using this ability on a sleeping target eases the initial attack.
Action to initiate.; if you direct the dream, action to direct per round.
You pull a horrifying creature from your worst nightmare into the waking world and sic it on your foes. The nightmare persists each round while you use your action concentrating on it (or until you disperse it or it is destroyed). It has one of the following abilities, which you choose when you call it.
Nightmare: level 5; health 15; inflicts a moderate wound (5 points)
Action to initiate., action each round to concentrate.
You and your allies can step into a chamber of dreams, decorated as you wish, that contains a number of doors. The doors correspond with other locations within the recursion that you have visited or know reasonably well. Stepping through one of the doors delivers you to the desired location. This is a difficulty 2 Intellect-based task (which could be modified upward by the GM if the location is warded).
Instead of applying Effort to reduce the difficulty, you can apply Effort to key a door to another recursion you've visited (the difficulty of the task is 2 plus the recursion's level). On a success, the door acts as a temporary translation gate, sending you and any allies to wherever you were when you last left that recursion (and you probably lose access to the Awakens Dreams focus in the new recursion).
Action to step into chamber; Action to move through a door in the chamber.
GM Intrusions: A stray dream breaks free and comes after you. You begin sleepwalking. Your dream double tries to replace you. Allies have bad dreams after you use certain abilities.