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===Incubomancy=== Masters of illusion, manifestations and control systems through fear, Incubomancers can read and manipulate dreams. Their most demanding powers include creating solid objects and creatures that fade away after a short time, as well as transforming the caster into a phantasm, either ghostly wolves or birds, and cause real mental harm with illusory weapons. (Credit: [https://forum.rpg.net/showthread.php?829251-Interest-Discussion-Duskengrim-Fantasy-Fate-Core&p=21923975#post21923975 MrPrim]) *'''Aspects.''' Your Works are as Ephemeral as Dreams, Masters of Fear and Illusion, There is Truth in Visions *'''Skills.''' **Create +4 **Learn +3 **Change +2 **Destroy +1 *'''Stunts.''' *'''Casting Skill.''' Provoke or Empathy **'''Make Firm.''' Your powers of vision and dream are so strong, you can actually make them manifest into tangible reality. Once per session create advantage with Create to summon medium objects. These last one scene. Session-lasting ephemera can be generated through a more arduous ritual involving a Challenge. **'''Dream Fiend Incarnate.''' You can make real your most hideous nightmares for a brief time. Once per session, you may use your school’s Create skill to summon a being of your imagination that disappears at the end of the scene. On a tie, create an Average (+1) nameless NPC, two Average (+1) or one Fair (+2) On a complete success, three Average (+1) or one Good (+3) on a success with style. You may forgo your own actions to control theirs, or provide teamwork bonuses, but may never roll more than one action per turn. **'''Horrific Transformation.''' Once per session, you may use your school’s Change skill to create a Phantasmic Wolves or Ghostly Birds aspect on yourself. You cannot affect or be affected by physical attacks while in this state, but you may engage in mental conflicts. **'''Despair.''' As long as you have planted some seed of nightmarish horror appropriate to your victim, you may make mental attacks with Destroy.
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