Oneiromancers
Oneiromancers are a branch of mages, deriving their powers from the eldritch landscape known as the Astral Realm - a subsidiary realms of Chaos ruled by Omei, the Imago. Though they find no home in any particular guild, they hold an association with the Council of Duiran and by extension, align with the forces of Spirit.
Through the skill of Oneiromancy, practitioners gain power over fate and dreams. Hyalincuru is the ancient art of paper folding, elevated to an eldritch magic through ambient spirit. Their tertiary skill, that of Contracts, involves negotiating with the Fae Nobles of the Astral Realm and forming bargains in exchange for power over the entities that dwell therein.
Adventurers seeking to learn the arts of the Oneiromancer should seek out Beau Greva in the Seer's Wood. For a fee of 40 credits, they will share knowledge of the Astral. (LEARN ONEIROMANCER FROM BEAU at v62953)
While adventurers may practice these skills within their guilds, new Oneiromancers who begin through the introduction cannot join a guild until they have met the relevant multiclassing prerequisites. Namely, they will require Virtuoso level of skill in Oneiromancy, Hyalincuru, and Contracts, or Transcendent level in two of the three.
Oneiromancer Skills
Shrouded in mystery and secrets, the art of Oneiromancy is thought to be one of extraplanar sorcery, concerning itself with channeling the power of the Astral Realm. Its practitioners wield a combination of starlight and other chaotic magic, taking control of fate itself and manipulating its threads. Experts in the skill are said to know the twin secrets of dream and memory, bartering them like currency with the Astral Fae to unlock even higher echelons of the esoteric craft.
Oneiromancy
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Deathsight
DescriptionSyntax: DEATHSIGHT [OFF]
Using this ability, you will be linked with the Underhalls, allowing you to sense those who perish and pass through it.
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Fate
DescriptionSyntax: FATE
Fate is the hallmark of the Oneiromancer's art, subtly weaving its threads in order to arrange your desired outcome. Your abilities are not limitless, however, and acts of Oneiromancy will steadily wither your power. This ability allows you to see at a glance how much power over fate you have remaining.
You may also CONFIG this to show upon your prompt.
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Starlight
DescriptionSyntax: STARLIGHT <target>
"Even the smallest, most infinestimal parts of the Astral Realm are living, aware, and possessed of boundless appetites."
Even a budding Oneiromancer has the power of the stars at their fingertips. With a simple gesture, you may direct a surge of astral fire to sear an opponent's flesh, inflicting magic damage. The amount of damage dealt will become more powerful if you have unspooled your opponent's threads.
While this ability does not scale very well with the target's maximum health, it deals a high level of base damage. This renders it more effective against lower health targets than most other abilities. Further, the equilibrium time incurred is reduced if the target's constitution is less than their statpack default.
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Chill
DescriptionSyntax: CHILL <target>
For firewalls:
CHILL <direction>
CHILL FIREWALL [direction]"They say that blue's for skies, sorrows, solemnity, peace, and prayer - but no one ever called it warm."
You may compel a surge of biting cold from the Astral blue to riddle your target with ice. They will become frozen over time, triggering three times before the effect dissipates.
The astral blue will also aid you in removing firewalls, snuffing them out with but a command of the gelid cold.
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Haruspicy
DescriptionSyntax: DISSECT <organ> FROM <creature>
DISSECT <organ> INTO SLICES
AUTOPSY <creature>With a scalpel in hand, you can use this skill to extract organs from a fresh, undefiled denizen corpse. The organs can then be cut into smaller slices at your delight.
Performing an autopsy upon the corpse will let you know what kind of organs you can extract, although you will occasionally find a tumor instead of a organ.
The higher your skill in Oneiromancy, the more slices you can obtain when cutting up an organ.
The organs and slices have no mechanical benefit, and are mostly for your pleasure to do with as you please.
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Nightsight
DescriptionSyntax: NIGHTSIGHT
Nightsight will allow you to see normally while under the cover of
darkness. -
Scry
DescriptionSyntax: SCRY <player>
"Where we're going, we don't need acuity pills."
Call upon your third eye to seek out the threads of another, granting you knowledge of their precise location. So potent is the Oneiromancer's sight, that you may sense someone from almost anywhere in the realm.
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Night
DescriptionSyntax: NIGHT
Draw forth the blackness of the Astral void to swamp your location in magical shadows.
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Shroud
DescriptionSyntax: SHROUD
Cover yourself in a shroud of concealment, preventing nearby eyes from discerning your actions. You will be able to leave and enter a location without notice, plus a few other common actions will be hidden.
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Bells
DescriptionSyntax: BELLS
By drawing on the orange sphere, you may bring about the vainglorious tintinnabulation of the bells. Your clamorous campanology will shatter the courage of those who possess it, and those who do not will flee from the noisome din.
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Fumes
DescriptionSyntax: FUMES and BREEZE CLOUD
By murmuring the songs of the serpent, you may bring forth green fumes to infuse the air with poison. All who remain within the noxious cloud shall be poisoned and asphyxiated by it.
Even you are not safe from the virulent haze, and you may summon a refreshing breeze to remove it should you so wish.
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Nightmares
DescriptionSyntax: NIGHTMARE <target>
Fate : 250Speak the ancient prayers of Ka-la-kai and strike down your enemy with terrible nightmares, inflicting greater pain based on time's relative position to the midnight hour.
So potent is the intermingling of the violet sphere and the blackness of the Dreamworld, that most magical barriers will be powerless to withstand your proffered nightmare.
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Unspool
DescriptionSyntax: UNSPOOL <target> and UNSPOOL RELEASE
Fate: 100Unspool the strands of another, rendering them more vulnerable to your dream-fashioned prescience. You may only unspool the strands of one person at a time.
Once the unspooling has begun, it will take five seconds for the threads to fully come loose. At this point, the target's maximum health and mana will be reduced by 10%, and you will find you are able to impress upon them the full weight of your fateweaving.
Should you find yourself unspooled, you may MEDITATE to restore balance, or the Oneiromancer may choose to re-spool it.
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Athame
DescriptionUsage: DRAW ATHAME FROM <corpse>
IMPEL ATHAME AT <target> [<venom>]The athame, a ceremonial blade, is the traditional tool and weapon of the hedge mage, widely employed by occultists, shamans, sorcerers, and witches of various stripes. In the Oneiromancer's tradition, it is associated with the element of fire.
By tapping into the dreams and memories of the fallen, you may bargain with the Nobles to receive the gift of a silver athame in return. Aside from its ceremonial uses, you may IMPEL it at a target to attack them.
This blade may be envenomed to afflict your target, and must be wielded and bear your mark in order to be effective.
This skill cannot be dodged, nor is it affected by the aura of rebounding.
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Lifevision
DescriptionSyntax: LIFEVISION
Your attunement with life essence allows you to see all living things within your sight, regardless if they are hidden or not. It will additionally provide some measure of protection against illusions, allowing you to occasionally tell if they are fake.
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Misfortune
DescriptionSyntax: MISFORTUNE <target> <ARMS or LEGS>
MISFORTUNE <target> <LEFT|RIGHT> <ARM|LEG>
MISFORTUNE <target> THROATBy weaving the threads of fate just so, you may pronounce a curse of misfortune upon your enemy, causing their limbs to become crippled or their throat to shrivel.
Your power is such that you may specify precisely where misfortune strikes, or allow fate itself to decide based on your simple directions of the arms or the legs. The latter will cause the effect to be hidden from your target, at a cost of increased equilibrium recovery on your part.
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Redoubt
DescriptionSyntax: REDOUBT
By spinning an unseen redoubt from tendrils of spirit and shadow, you may conceal your aura from those who would seek to read it. The redoubt will additionally provide some measure of defence against subjugators who may attempt to locate you.
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Assimilate
DescriptionSyntax: DRAW MEMORIES
ASSIMILATE MEMORIESFate does not always yield its power freely. If you find yourself beside a corpse on the ground that has not been defiled, you may extract the memories from it. Once drawn from the body, these memories can then be assimiliated and offered in trade to the Astral nobles of the green sphere, whereupon you shall be granted with refreshed power over fate. The greater the experience of the adventurer, the more replete the memories, and in turn, the greater reward in fate.
Memory is ubiquitous, and you need not have brought about the death of whomever owned the corpse.
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Symbol
DescriptionSyntax: SYMBOL <item>
SCRY SYMBOLFate : 100
By tethering your soul to an object, the silver sphere will allow you to sense it from anywhere in the world. So profound is this bond that only one oneiric symbol may be designated at any one time.
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Medium
DescriptionSyntax: GRAVETELL <person> <message>
REPLY <message>While you stand within a graveyard, you can use your closeness to death to communicate with recently-departed souls that yet linger within the Underhalls. They will not be able to communicate with you unless you initiate communication with them first. In order for one of the dead to speak back with you, they must make use of REPLY.
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Diminution
DescriptionSyntax: DIMINUTION
SOLIDIFY
Fate: 100By channeling the darker hues of the Astral spectrum, you may soften your frame to one of ghostly, star-like ephemerality. This state will afford a measure of immunity against cutting and blunt attacks, though the form resists cutting more starkly.
The Astral provides nothing for nothing, however, and your health will slowly ebb away while the dimunition remains in effect.
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Impart
DescriptionSyntax: IMPART <oneiromancer>
Your control over fate's manifold threads now allows you to impart some of your knowledge upon a fellow practitioner of the arts. Utilise this ability to suffuse them with greater power at a cost of your own. This is an imprecise act, and some of the residual energies will dissipate in the process.
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Intoxication
DescriptionSyntax: INTOXICATION [OFF]
Fate : 100Channel an intoxicating aura from the Astral Realm to ensnare and degrade enemies around you. Damage inflicted through this aura will not awaken sleeping opponents, though maintaining it will incur a persistent drain upon your mental reserves.
Additionally, it will give your enemies one of the following afflictions:
Vomiting, dizziness, or dementia. -
Mask
DescriptionSyntax: DRAW MASK FROM <corpse>
The use of masks in ceremony and ritual predates remembrance, expressing Immortal sublimity while humbly concealing the mortal mien.
The Oneiromancer may exchange remnants of dream and memory for an Astral mask, which will slightly bolster your resistance from all types of damage when worn.
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Disjunct
DescriptionSyntax: DISJUNCT <target>
Fate : 300For each affliction blighting your target, you may disjunct their body and deprive them of constitution, causing them to become enfeebled in the Cradle's grasp. This drain cannot remove more than 12 points of constitution, and will also give the withering affliction, providing at least one point of constitution is drained.
You must have unspooled your target's threads before you are able to disjunct them.
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Inevitability
DescriptionSyntax: SUMMON FIELD OF INEVITABILITY
Fate : 100Alter the threads of fate just so, and you may bend reality towards the inevitable. While active, fate itself will - for a time - have a chance to prevent your enemies from departing. So potent is your Oneiromantic portent, that the scene of inevitability will remain even if you perish.
Mercurial as ever, the chance for fate to bind your foe is conditional:
Chance Requirement
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10% - The caster is fleeing combat, there or not.
30% - The caster is not present.
50% - The caster is present and in a corporeal state.Manifesting inevitability within a graveyard will catalyse the memories of the dead, causing the bent reality to linger for considerably longer.
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Glaciation
DescriptionSyntax: GLACIATION [OFF]
Empower your fateweaving with glacial melodies of the Astral Realm and your starlight shall become empowered with ice, dealing cold damage with a chance to freeze the opponent.
While the glaciation defence remains active, you will become more resistant to fire damage.
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Truesleep
DescriptionSyntax: TRUESLEEP <player>
Fate : 1000Pronounce a vile curse of the Fae upon your target and condemn them to suffer the unthinkable: inevitable, eternal slumber. This curse will leech away at their soul and consciousness, stealing their essence away to the Dreamworld at a slow, inexorable pace.
Should the victim perish while under the curse's effects, they will find they are unable to save themselves through abilities that prevent death, and further leave behind a defiled corpse.
After death, the curse will then spread itself to an ally of the deceased who is present, though its duration will be cut in half. This will not occur if the remaining duration is less than five seconds.
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Reverence
DescriptionUsage: REVERENCE FOR THE DEAD
SCRY GRAVEYARDIn certain graveyards, you may offer up prayers for the dead and extract the residual memories from the bones of the fallen. Taking in these memories will slowly regenerate your power over fate until it becomes full.
In order to find a graveyard suitable to this purpose, you can SCRY GRAVEYARD to find the closest one in your area, assuming one exists.
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Defiance
DescriptionSyntax: DEFIANCE
Fate : 400Adopt a defiant posture and, while this defence remains active, you will enact vengeance upon all enemies present should you die, assailing them with beads of red energy from the Astral Realm. The capricious red will always strike the person who slew you, regardless of whether you consider them an enemy.
This ability will also trigger when you are saved from death by the Remembrance skill. Please see AB ONEIROMANCY REMEMBRANCE for more information.
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Continuance
DescriptionSyntax: CONTINUANCE <player>
Fate : 500Utilising your considerable power over fate, you may manipulate the threads in order to forestall the destiny of another, returning them to life.
Should your target fail to accept the continuance in a timely manner, their body will simply crumble away as their alternative future becomes lost to death.
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Dreamwalk
DescriptionSyntax: DREAMWALK and HUMAN
HAUNT <target>Fate : 500
By calling on the grace of the violet sphere, you may cast off the fetters of corporeal existence and enter a state of dreamwalking. While your freedom is severely limited, you will find that very little can harm you.
While dreamwalking, you may haunt the minds of another by plaguing them with astral nightmares.
Dreamwalking is incredibly taxing upon your willpower and, should it run out, you will lose the ability to regain physical form and become scattered on the loom of fate. You may regain your body with HUMAN.
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Vanquish
DescriptionSyntax: VANQUISH <target>
If you have unspooled the threads of your enemy's fate and they suffer from four withered limbs, you may wield shadow and starlight to vanquish them utterly in honour of Ka-la-kai.
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Remembrance
DescriptionSyntax: REMEMBRANCE
Fate : 3000Unshackled by the vagaries of time or death, fate transcends both and allows the fully trained Oneiromancer to spin threads of myriad colours about their soul in order to protect themselves from death. Should you fall, the Astral Realm will conspire to remember you as you were: restoring you back to full health and mana and cleansing you of any afflictions.
You will not be able to use this skill if you are protected from death already, or are in cooldown from use of the starburst tattoo.
Cooldown Remembrance (when triggered): 15 minutes
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Roleplaying an Oneiromancer
Oneiromancers are not trained - these astral mages began to awaken to their potential after 498 MA, practicing their first fumbling arts by instinct. They are aligned with the cause of Spirit, seeking to preserve memory, meaning, and color against Shadow's relentless advance, and the ways in which they choose to confront it are as many and varied as the colors they command.
What is the Astral Realm?
The Astral Realm is a subplane of Chaos, that which winds through and around existence like an amorphous shell. This realm is ruled by Omei, the Imago, having been conquered by Her order, the Chromatic Court, in Midsummer of the year 498 MA. The Realm is composed of seven spheres of differing hues, with Yellow standing at the center and Red, Orange, Green, Blue, Violet, and Silver orbiting it at increasing distance.
All seven spheres hang suspended within the Astral void, a ceaseless midnight sky full of stars of different colors. Oneiromancers draw from the Astral's colorful variety, forming channels from its heart to summon the potential and power of Chaos across the multiverse.
What is the Dreamworld?
The Dreamworld is a subplane of the Prime Material Plane, and has existed for nearly as long as the Prime itself - beginning small, but multiplying in size and dimension as mortal awareness of its Goddess, Omei, came to light in the Midnight Age.
Now the Dreamworld is a sprawling, mutable plane, host to a thousand secrets and places. It serves as the seat of the Imago's power, as well as a bridge between the Prime and the Astral Realm.
The sources of the Oneiromancer's arts include:
- Opening direct channels to the Astral Realm and its seven spheres.
- Manipulating ambient spirit to empower shapes folded from paper.
- Trading with the Nobles, Fae denizens of the Astral Realm.
Oneiromancers are defined by their broad, versatile command of magic, drawing upon potent, transformative extraplanar force to enact their will throughout the multiverse. Whether it's manipulating ambient spirit to bring paper to life, opening channels to draw upon Chaos, or negotiating with Nobles, cleverness, caution, and strength of will are paramount.
Visual style of the class:
Oneiromancers move as though dancing, opening their channels by way of expressive physical motion. The precise details of these gestures might vary between mages, since individual expression lies at the core of the arts, but are essentially imitative, seeking to evoke the power they summon by mimicking or embodying its force.
Side effects of the class:
The Hyalincuru practiced by the Oneiromancers serves to ground them in the present, tying their power to specific, tactile actions. This is important, given the wide variety of elements they draw upon. Drawing upon ambient spirit may, over time, render even a calm personality more excitable, erratic, or volatile.
Moreover, employing Oneiromancy and Contracts too extensively can lead to an Oneiromancer losing distinction between dreams and reality, unsure whether they're awake or not - because both consciousness and sleep can feel like a lucid dream.
Roleplaying the class:
Oneiromancers may comprise a range of archetypes, ranging through warlocks, witches, and planar travelers, and the arts they've learnt may be a result of studying with another Oneiromancer, or independent experimentation. The closest thing to a central tradition consists in the Oneiromancy practiced by Omei, the Imago's order, but many Oneiromancers wander outside Her purview, realizing mortal dreams upon their own terms.
Entity lore:
The Astral entities summoned by Oneiromancers are comprised of a myriad number of 'individuals' - chaotic creatures which have united into a single whole. Most have been influenced by the Goddess' conquest as well as Dendara, taking on a Fae aesthetic, but they are ultimately beholden to the same countermeasures as an Indorani's entities, since they share an identical material basis.