Those that tread the abstract


Magicians that are able to physically delve into Adrem, Grand Consciousness and manipulate dreamscapes and nightmares. Often times they do this to learn more about others or help heal traumas; be warned of Dreamwalkers with ill intent. Even with the power they wield, a Dreamwalker is unable to enter another's mind without express permission, else their magics fall flat.

Many memetic beings can find those that awaken to be delicious prey, which is another reason many communities train and venerate Dreamwalkers.

Main Stat: Psyche


Psyche is a Dreamwalker’s most important stat that most of their abilities and traits revolve around, with a growth cap of 8.

Overview


This is a calling that supports other characters by limiting their own actions and offering protections. Delving allows you to remain out of sight of your enemies while allowing you to still help your allies.

Traits


Armor of Dreams


While delving, your PA reduces instead of the dreamer’s when they would take PA damage. This effect does nothing if you are at 0 PA.

Collective Unconscious


You are considered to be next to the dreamer in the turn order while delving to initiate coordinated attacks.

Ephemeral Shimmer


When you use TP to reroll, a target gains a +1 bonus to their next roll for 1 MTP. If you are delving, this can only affect the dreamer.