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The Oneiromancer of Aetolia

Oneiromancer of Aetolia class portrait

The Oneiromancer is Aetolia’s astral dream-mage, a Spirit-aligned class with no guild that draws power from the Astral Realm and the Dreamworld, wielding Oneiromancy (fate and dreams), Hyalincuru (paper-folding raised to eldritch magic), and Contracts (bargains with Fae Nobles).

At a glance
TetherSpirit
CityDuiran (associated, no city guild)
GuildNone (apprenticeship through an existing Oneiromancer)
Skill setsOneiromancy, Hyalincuru, Contracts
Mirror classIndorani (Shadow)
Sister class in guildNone
Signature mechanicAstral channeling and Noble bargains
Best forPlayers who want a guildless mage with extraplanar negotiation and dreamlike combat

Oneiromancers awakened after 498 MA, when Omei the Imago led the Chromatic Court to conquer the Astral Realm. Since then, mortals across Sapience have begun practicing fumbling first arts by instinct, learning to fold paper into sigils and to negotiate with the Nobles of the Astral courts.

This is one of Aetolia’s strangest and most personal classes. If you want to play a planar mage who answers to no guild and signs binding contracts with the Fae for power, the Oneiromancer is the only one of the 32 that lets you do it.

Origin and lore

The Oneiromancers derive their powers from the eldritch landscape known as the Astral Realm, a subsidiary realm of Chaos once ruled by Omei the Imago. The Realm is built from seven spheres of differing hues, with Yellow 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.

Unlike most Aetolia classes, Oneiromancers were not trained into existence by a guild. They began to awaken to their potential after 498 MA, practicing by instinct in the wake of Omei’s conquest of the Astral. Their arts spread person to person, master to apprentice, with no central authority.

Oneiromancers find no home in any particular guild, though they hold an association with the Council of Duiran and align with the forces of Spirit. To learn the class, an aspiring mage must apprentice to a practicing Oneiromancer. There is no Divine Patron and no formal initiation. The path is mortal and individual.

Skill sets

The Oneiromancer skill sets are Oneiromancy, Hyalincuru, and Contracts.

Oneiromancy is the primary art: power over fate and dreams, channeled directly from the seven spheres of the Astral Realm. By opening these channels, an Oneiromancer can summon transformative extraplanar force across the multiverse, drawing on the colored variety of Omei’s domain.

Hyalincuru is the ancient art of paper folding, elevated to eldritch magic through ambient spirit. Folded shapes serve as foci for power and ground the Oneiromancer in the present, tying their wide planar reach to specific, tactile actions. Without Hyalincuru’s tactile anchor, an Oneiromancer’s grasp on the waking world starts to drift.

Contracts is the negotiation art. Oneiromancers bargain with the Nobles of the Fae courts in the Astral Realm, forming pacts in exchange for power over the entities that dwell there. Astral entities summoned this way share a material basis with the Indorani’s Chaos entities and can be banished by similar countermeasures.

Skill abilities

Oneiromancy

Hyalincuru

Contracts

Visual style and identity

Oneiromancers move as though dancing, opening their channels through expressive physical motion. Individual expression sits at the core of the art, so the precise details of these gestures shift between mages, but the movements are always imitative: a mage seeking to evoke the power they summon by mimicking or embodying its force.

The visual signature is folded paper, dancing gestures, and the colored chaos of the Astral pouring through their work. Fae entities ambush from the edges of perception. Hyalincuru shapes catch the light.

Side effects of the work

Hyalincuru grounds the practitioner in the present and ties their power to tactile actions, which matters because the elements an Oneiromancer draws upon are wild and various. Drawing on ambient spirit, even with the paper anchor, may over time render a calm personality more excitable, erratic, or volatile.

Heavier consequences come from Oneiromancy and Contracts. Used too extensively, both can erode the line between dreams and waking life. An Oneiromancer who pushes too far may stop being able to tell whether they are asleep, because both consciousness and dream start to feel like lucid dreams.

Who plays this class

The Oneiromancer suits players who want a magic-heavy, planar-flavored class without the rigid structure of a guild. The roleplay frame is dreamlike, individualistic, and chaotic-good more often than not, though Omei’s Chromatic Court draws plenty of darker characters as well.

Mechanically, the class rewards players who like layered ritual and bargained-for power. Contracts adds a negotiation dimension few other classes have. Hyalincuru’s paper magic is unusual even within Aetolia.

If you want a tight-knit guild and weekly events, look elsewhere. If you want to wander Sapience as your own mage with your own deals, this is the class.

City and guild

The Oneiromancer has no guild. Aspiring Oneiromancers learn the art through apprenticeship with an existing practitioner and join the broader Duiran community by association rather than oath. Duiran’s Council recognizes them as Spirit-aligned allies, but the guild halls of the Pride, the Praadi, and the Sentaari remain elsewhere.

Joining the Oneiromancer ranks means committing to Spirit. You will not be able to actively hold any Shadow-aligned classes alongside it, though you can multiclass into other Spirit classes or any of the seven untethered classes. Race is independent of class, so you can play an Oneiromancer of any Aetolia race.

The Oneiromancer mirrors the Indorani, the Shadow-side dark sorcerers of Bloodloch. Both are guildless planar mages with deep ties to subplanes of Chaos. Oneiromancers draw on the Astral and the Fae Nobles. Indorani draw on Corrupt Chaos and the Chaos Lords. Same combat chassis, mirrored cosmology.

Frequently asked questions

The class works, but the guildless structure makes it harder to recommend as a first class. Without a guild, you miss out on the built-in mentorship and weekly activities that anchor newer players. Most veterans suggest picking it up as a secondary class after you have learned Aetolia’s combat basics elsewhere.

After graduating from the Academy, an Oneiromancer can communicate their interest to a guild that may accept them. The Oneiromancer class stays through any multiclassing, so guild membership and Oneiromancer practice can layer together.

The Astral Realm is a subsidiary realm of Chaos, conquered by Omei the Imago in Midsummer of 498 MA. It contains seven colored spheres suspended in a midnight Astral void. Oneiromancers form channels to these spheres to summon their power, similar in mechanism to how Indorani draw from Corrupt Chaos.

Other classes to consider

Three classes worth a look if the Oneiromancer profile interests you. Or see the full Aetolia class roster for the rest of the roster.

Indorani

The Shadow mirror, also guildless and planar. Necromancy, Tarot, and Domination. Pick Indorani if you prefer Corrupt Chaos to the Astral Realm and want to bargain with Chaos Lords rather than Fae Nobles.

Archivist

Spinesreach scholars who treat reality as a numerological problem. Geometrics, Numerology, Bioessence. Pick Archivist if you like the esoteric-scholar frame but want a guild structure and a Shadow tether.

Voidseer

The Sentaari class that practices Voidgazing, Cultivation, and Enlightenment. Pick Voidseer if you want a dream-and-void mage with a monastery structure to ground you. The mirror is Archivist, not Oneiromancer, but the conceptual neighborhood is close.

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