This new type of crafted dream lets a changeling bestow one use of a contract they know upon the dreamer.
Dice Pool: Intelligence + Occult, and activating the contract
Action: Prolonged (takes a full night of active work)
Effect: The dreamer gains a single use of the contract
One especially powerful use of a crafted dream is to grant the use of a contract to the dreamer. Making this kind of dream is an involved process which takes all night. First, the oneiromancer must craft the dream in just the right way so as to trap the essence of the contract. At the end of the night, they must succeed at an Intelligence + Occult test or the effort is wasted. With the dream in place, the oneiromancer activates the contract they wish to bestow, paying the entire activation cost; the catch never applies. No matter the successes gained, the oneiromancer can only try to activate the contract once.
The content of the dream usually reflects the way in which the oneiromancer understands that contract. For example, an Elemental Fireheart bestowing Claok of the Elements might craft a dream involving cozy blankets of hot coals and flame, while the dream created by a Wizened Smith bestowing the same contract is likely to include fireplaces, hearths, and other symbols of controlled fire.
If the dreamer does not meet the prerequisites for using the contract (i.e. not enough Mantle), then the oneiromancer may appease the Contract by paying the difference themselves. If they do, then the dreamer does not suffer any consequences when they use the contract later. If all or part of the difference is left to the dreamer to pay, they suffer the full consequences.
If a character's Mantle or Court Goodwill rating is ever below the amount required for a particular clause, he must pay the difference in extra Glamour points every time he uses it. This extra cost cannot be circumvented in any way, even if the character is somehow able to use a catch or otherwise reduce the cost of the clause. In addition, the clause can no longer generate an exceptional success result: even if the player rolls exceptionally well, the extra successes are still counted but the result is treated as equivalent to a regular success and receives no additional benefits.
Repeated use of a clause without meeting the Mantle or Court Goodwill prerequisites nettles the appropriate Court. If a character uses a clause that he is no longer "entitled to" within the sight of a member of the appropriate Court, the Court becomes wroth with him. He can no longer gain any bonus Social dice from appropriate Merits when dealing with members of that Court, until he has somehow regained their favor (usually by accomplishing some difficult task for the Court's benefit).
-- Changeling: The Lost 149
When the dreamer wakes, they gain a single use of the contract. The character must roll as normal to activate this contract (and the catch can apply to this activation), but any successes they score in excess of the oneiromancer's activation roll are ignored. If it is not used, the contract fades from the character's mind the next time they sleep.