The Oneiromancer of Aetolia

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 | |
|---|---|
| Tether | Spirit |
| City | Duiran (associated, no city guild) |
| Guild | None (apprenticeship through an existing Oneiromancer) |
| Skill sets | Oneiromancy, Hyalincuru, Contracts |
| Mirror class | Indorani (Shadow) |
| Sister class in guild | None |
| Signature mechanic | Astral channeling and Noble bargains |
| Best for | Players 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
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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 infinitesimal parts of the Astral Realm are living, aware, and capable of such 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.
DetailsTarget Location Same location
Damage Type Magic
Damage Source Arcane
Base Damage 600 + 5%
Base Damage (Denizen) 1044
Added Bonus Damage (Unspooled) x5%
Equilibrium Recovery 4.00 seconds
Equilibrium Recovery (Unspooled) 3.00 seconds
Equilibrium Recovery (Denizen) 3.50 seconds
RequirementsRequires balance and equilibrium.
Costs 80 mana to use.
Costs 25 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Chill
DescriptionSyntax: CHILL <target>
For firewalls:
CHILL <direction>
CHILL FIREWALL [direction]"They say that blue's for skies, sorrows, solemnity, serenity, and sanctity - but no one ever called it warm."
You may compel a surge of biting cold from the Astral blue to riddle your target with frost. They will gradually freeze 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.
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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 deep darkness that plays at the very edges of Astral and drown 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 noon.
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 <adventurer> [<venom>]
IMPEL ATHAME AT <denizen> [<direction>]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 those passed, 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.
Against denizens, venoms will not yield any results. To attack denizens in an adjacent location, you must specify the direction.
This skill cannot be dodged, nor is it affected by the aura of rebounding.
DetailsTarget Location Same location or adjacent
Damage Type Magic
Damage Source Agile
Damage 300 + 12%
Damage (Denizen) 1075
Bleeding 30
Balance Recovery 4.00 seconds
Balance Recovery (Denizen) 3.50 seconds
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
(Denizen) Considered a basic attack against denizens.
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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 malign the fortunes of your enemies against them, causing either their limbs to become crippled or their protestations to be choked by a crippled throat.
Your power is such that you may specify precisely which limb to cripple, 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. You will be able to resist up to eight attacks, and each attack will reduce the amount of protection the Astral will afford you.
Periodically, your ability to resist cutting attacks will be restored back to its original state. The Astral provides nothing for nothing, however, and your health will be drained depending on how much protection was lost.
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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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0% - 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 entwined with threads of white and blue, changing its damage to cold and adding 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 <target>
Fate : 500Pronounce 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, dealing poison damage to them as it whittles away at their resolve.
Should an adventurer 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.
DetailsTarget Location Same location
Fate Cost 500
Damage Type Poison
Damage Source None
Base Damage 100 + 3%
Armour Modifier 10%
Truesleep Duration 60 seconds
Truesleep Timer Every 10 seconds
Base Damage (Denizen) 200
Truesleep Duration (Denizen) 36 seconds
Truesleep Timer (Denizen) Every 6 seconds
Equilibrium Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 1000 mana to use.
Costs 500 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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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, weaving for them a second chance at 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 crippled 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
Hyalincuru
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Reifying
DescriptionSyntax: REIFY <symbol>
Actualise your shapes and make real their magical potential.
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Shaping
DescriptionSyntax: SHAPE <amount> <symbol>
At the core of Hyalincuru is the art of paper shaping. This ability allows you to transform simple paper into various shapes for later use in Oneiromantic powers.
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Rabbit
DescriptionSyntax: UNFURL RABBIT AT <target>
Induce uncontrollable curiosity in your target by showing them the shape of the white rabbit, forcing them to follow you.
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Cube
DescriptionSyntax: UNFURL CUBE AT <ME|player>
"It's not what's inside the box, but what could be."
The cube holds many secrets, and by unfurling it you may unleash a scintillating surge of Astral inspiration, infusing yourself or your target with a boon of mana as stars permeate your vision.
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Flower
DescriptionSyntax: UNFURL FLOWER AT <ME|player>
A symbol of growth and renewal, the flower will blossom in the target and restore some of their health.
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Fire
DescriptionSyntax: UNFURL FIRE AT <ME|player>
There are few problems that cannot be solved with fire. With this shape, you may throw off two afflictions by searing them from your body - or that of another. If the target has paresis or paralysis, this, and only this, will be cured first.
When cauterising your own maladies, there is a short period before you can utilise the cleansing fire again.
Cooldown (self only): 20 seconds
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Crane
DescriptionSyntax: UNFURL CRANE AT GROUND
A whooping crane lives within the Lady of Renewal's garden; and so, too, within the memories of the first Hyalincuru artists.
Elegant and majestic, the crane will lend you some of its own agility, allowing you to move more quickly between rooms by increasing your celerity.
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Star
DescriptionSyntax: ACTIVATE STAR
UNFURL STAR AT GROUNDThat which lingers in the heavens guides all who walk below. Activate the star shape and you shall have your own shepherd of the night to guide you home. Once activated in a location, you may unfurl the shape of the star to return to it, provided that you do so only when no others are present at your destination. The star shall guide your path once only, after which you must activate its power again.
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Top
DescriptionSyntax: UNFURL TOP AT <player>
The chaotic whirling of the spinning top will manifest a churning portal of cyan to summon an ally or someone you have afflicted with infatuation from anywhere in the local area.
If you have captivated your target with a favor shape, your summoning will stretch across the continent, regardless of the above conditions.
You will not be able to summon your target while they reside on a monolith sigil.
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Sphere
DescriptionSyntax: UNFURL SPHERE [affliction] AT <player>
Assail your foe with the chromatic Sphere, inflicting upon them a malady of the body. You may select the affliction delivered, else allow the Astral to decide and it shall be random.
The sphere of many colours is capable of afflicting the following:
Perplexity, clumsiness, asthma, vomiting, lethargy, ringing ears, superstition, and migraine.The Sphere can be dodged by those who are focused on melee attacks.
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Heart
DescriptionSyntax: UNFURL HEART AT <player>
The quintessential symbol of love, the heart will induce your target into becoming hopelessly besotted with you. While so deeply in love, they will attempt to seek you out, so profuse is the pain of separation from the target of their infatuation.
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Fan
DescriptionSyntax: UNFURL FAN AT <ME|player>
With a well-placed fan, you may resist the disfigurement affliction the next time it is delivered to you or a target, and leave those in pursuit wanting more...
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Wreath
DescriptionSyntax: UNFURL WREATH AT <target>
This shape will bring forth a wreath to enwrap your target, pulling them to the ground if they are standing. If they are vulnerable and unable to defend themselves, the wreath will encircle their whole body, entangling them in its grip.
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Hammer
DescriptionSyntax: UNFURL HAMMER [limb] AT <player>
The hammer is a symbol of raw strength, and by directing it at the limbs of your opponent you will cause them to eventually break from the trauma.
If you do not specify a limb, the hammer will act of its own accord, choosing one at random.
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Confetti
DescriptionSyntax: UNFURL CONFETTI AT GROUND
This shape will shower the location in colourful confetti from the Astral, leaving rubble strewn across the location which will delay anyone who attempts to leave.
Movement types requiring you to dash in some manner will no longer be effective, either into or out of the room.
You only may have conjured one set of rubble at a time, and must wait until it crumbles away before doing so again.
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Tandem
DescriptionSyntax: UNFURL <shape> [effect] AND <shape> [effect] AT <target>
When unfurling any Hyalincuru shape with a target, you may twist fate and unfurl a second shape of your choosing at the target. This cannot be the same shape twice; fate is not so easily duplicated.
The following shapes may be used in combination:
The rabbit, the diamond, the cardinal, the knight, the sphere, the heart, the hammer, the favor, the hourglass, the hypercube, and the chalice. -
Cardinal
DescriptionSyntax: UNFURL CARDINAL AT <target>
Cardinals live in the fey depths of the Morgun, guarding the border between the Prime and the Dreamworld.
When unfurled, the cardinal shall take flight and circle its target, choosing three random afflictions from them, removing them from the target. After a short while, the eldritch song will reach a coda and the three afflictions chosen will befall them in a flare of red.
When the cardinal returns the afflictions back on the target, if the target already has that affliction, then it will cripple a limb at random.
It cannot select impatience as one of the possible afflictions.
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Bowl
DescriptionSyntax: UNFURL BOWL <landscape> AT GROUND
Unfurl the bowl and bring forth ethereal scenery from its bottomless depths, transforming the landscape around you to one of your own choosing. This effect will persist for a short time and affects everyone.
The following landscapes are available to you:
* The Dreamscape: Those caught within the Dreamscape are periodically attacked by sentient nightmares. They will draw their target into sleep and then attack them from their dreams.
* The Soulscape: The land of the dead will attract souls to those still within the world of the living. Their touch will freeze the flesh of those they target.
* The Demonscape: Hell itself is brought into reality, summoning forth demonic figures that will attack and harm those that stand within.
* The Voidscape: The alien Voidscape is rife with creatures that little have heard of or even seen. They will instill the mind with madness, causing either hallucinations or mania.
To end this esoteric conjuration early, anyone may attack the bowl shape at the epicentre of the shifting landscape. Once it has been struck three times, the shape will deteriorate, shattering the nascent reality.
Cooldown: 3 minutes
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Diamond
DescriptionSyntax: UNFURL DIAMOND <venom> AT <target>
ACTIVATE DIAMOND <target>
RIP SHAPE FROM BODYDrawing on the Astral green and silver, unfurl a venom-laced diamond at your target and strike them down with haemophilia. The diamond will embed itself in the victim's forehead and then lie dormant in wait. After six seconds have passed, you may ACTIVATE the diamond to agitate it, afflicting your opponent with the venom you selected when unfurling it.
While your enemy may RIP the diamond from their body before it is activated, they will tear their flesh and bleed heavily in the process.
In addition to the regular venoms, you may also use the sumac and loki venoms with the diamond.
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Knight
DescriptionSyntax: UNFURL KNIGHT AT <player>
The symbol of the knight will bring the curse of justice upon your foe, such is its chivalrous compulsion.
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Arrow
DescriptionSyntax: UNFURL ARROW AT <target>
Even the detritus of the Astral Realm is resplendent. Invoke this shape to conjure a silver arrow to strike your target. The target must be within the same area and both you and the target must be outdoors.If your opponent is protected by a magical shield when the arrow strikes, the Astral detritus shall shatter it.
The Arrow can be dodged by those who are focused on ranged attacks.
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Chalice
DescriptionSyntax: UNFURL CHALICE AT <target>
The chalice will appear before your target and the liquid within will quickly begin to dry up. In doing so, it will force your opponent to clot away all that they are bleeding for at the rate of 4 mana for every 1 point of bleeding.
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Hourglass
DescriptionSyntax: UNFURL HOURGLASS AT <target>
Ever a historic symbol of time, the hourglass shape will bring down the curse of aeon upon your target, slowing their movement through the timestream and halting any active cooldowns they might have from counting down. Only if it successfully gives the aeon affliction will this skill go on cooldown.
Cooldown (on aeon): 8 seconds
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Cloud
DescriptionSyntax: UNFURL CLOUD AT ME
UNFURL CLOUD AT GROUNDWhen used on yourself, silver clouds will grant you the clouded defence, shrouding every third hypercube or sphere affliction.
Unfurling the cloud at the ground will obscure the location in darkness, causing your enemies to fumble blindly until - after a short delay - the clouds cause them to trip and fall.
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Favor
DescriptionSyntax: UNFURL FAVOR AT <target>
REJECT <favored>
FRIENDSHIPSThe favor, a symbol of ultimate meaning to its target but of little consequence to you, will ensure their rose-eyed devotion to you. They must consciously REJECT you in order to escape your hypnotizing sway.
Those who have enacted the favor will appear in your list of ALLIES, but they are not a true ally by any measurable means.
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Telescope
DescriptionSyntax: UNFURL TELESCOPE AT GROUND
TOUCH TELESCOPE <location>
CLOSE TELESCOPEUnfurl the Telescope and the world entire shall be at your fingertips, offering transport to an array of locations about Sapience. Do note, however, that even the untrained may close a formed tunnel, denying passage.
The locations available to you include:
- Enorian
- NStrand
- Duiran
- Farsai
- Mhojave
- Nithmia
- Pash
- Savannah
- Scidve
- Tundra
- Vashnar
- Withmia -
Faerie
DescriptionSyntax: UNFURL FAERIE AT GROUND
Lose yourself to fey impulse, shaping paper like quicksilver. Unfurling the faerie will summon one of the Astral Fae to assist you.
The faerie will hasten your unfurlings when they are flung at a target by 0.9 seconds. However, for each affliction the opponent has, this boon will be reduced by 0.18 seconds. Should no benefit remain due to the number of afflictions, the faerie will inflict your current target with misery and then depart.
The Astral Fae will eventually cease to assist you on its own regardless if its used or not.
The faerie will have no effect on your balance if your shapes are being pointed by your mirrormask.
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Hypercube
DescriptionSyntax: UNFURL HYPERCUBE [affliction] AT <player>
Unleash an impossible spectrum of eldritch colours at your target as you unfurl the hypercube, plaguing their mind with the unfathomable truth of four dimensions. This will afflict them with mental maladies. You may select the affliction yourself or allow fate to decide.
You can deliver one of the following afflictions with the hypercube:
Stupidity, confusion, recklessness, impatience, epilepsy, mania, weariness, and anorexia.The Hypercube can be dodged by those who are focused on melee attacks.
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Raven
DescriptionSyntax: ADJUST RAVEN TO <player>
UNFURL RAVEN AT <player>
THUMB RAVEN"An unkindness of ravens came to prey on the wounded, war-torn gore." -Tsol'aa poem fragment from pottery, author unattested.
A common harbinger of calamity, sorrow, malady, and demise, the raven of chthonic blackness will manifest an unkindness of paper carrion birds once unfurled. None can escape the flap of esoteric wings or the animate anguish of the eldritch mass once called, dying by a multiplicity of thin, sharp cuts.
In order to unfurl the raven at your enemy, you must first attune the raven's shape to their body and soul. This is done by adjusting the raven to your enemy five separate times. Once full attunement is achieved, simply unfurl it at your enemy and wait for the unkindness to arrive. You may not act while this process occurs and will be unable to dodge or divert any attacks aimed at you.
In order to discern how attuned a raven is, thumb a shape of the raven to see. These adjustments will last for multiple weeks at a time and are not tethered to any one folded shape. A combat arena will have an adverse effect on the raven's ethereality: adjustments will not transfer between it and Sapience proper, nor last as long.
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Manifold
DescriptionSyntax: OUTC SHEET AS <symbol>
Your skill in Hyalincuru has risen to the point where you are now able to draw blank sheets from your cache, instantly reified and folded in the shape of your choice. However, when the reification fades, so too will the shape.
Contracts
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Address
DescriptionSyntax: ADDRESS <entity> and ABORT
Arguably one of the more dangerous arts for mortal adventurers to countenance, the skill of Contracts allows the Oneiromancer to summon entities from the Astral Realm, a world of chaos over which Omei, the Imago, once held sovereignty as Empress before Her demise. Practising this skill requires striking bargains and making deals with an esoteric cadre of beings known as the Astral Nobles. These Fae aristocrats are not to be trifled with; they are immensely powerful and extremely cunning, more than capable of ensnaring the unwary or careless Oneiromancer into giving far more than they receive in return. Be warned.
In order to enter into an accord with one of the nobles, you must first find your way into the Astral Realm and seek them out. Once you have found the fae with whom you wish to bargain, you must request a formal audience by ADDRESSing them.
Should the noble feel that you are wasting their time, some may choose to attack you. Others may simply ignore you. If the noble believes you worth their time, they will grant the audience and commence a dialogue to negotiate payment for their services.
Answer these questions as you wish, but be warned that being thrifty may be viewed as an insult.
You may at any time ABORT this dialogue, risking the wrath of the noble or refusal to enter further discussion for your rudeness.
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Sovereignty
DescriptionMost contracts will result in the arrival of an entity from the Astral when you invite the respective Fae noble to uphold it. These entities can be difficult to control and many in number if your skill is sufficiently high.
Your expertise in contracts affords several methods of establishing control over your horde:
ENTREAT <entity> : Invite a Fae noble to aid you, summoning either the noble themself, or an entity of their preference.
ENTREAT ALL CONTRACTS : Invite all Fae noble with whom you have negotiated a contract to send their entities.
BANISH <entity> : Rescind the entity's current invitation, sending them back to the Astral Realm.
CALL ENTITIES : Call all invited entities to your side.You may also wish to review HELP LOYALTY as it holds many commands that will be useful to you in ordering your entourage.
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Contracts
DescriptionSyntax: CONTRACTS LIST and BREAK CONTRACT <contract>
If you prove successful in your negotiations with the Astral nobles, you will now have a contract with which you may invite them to aid you in your endeavours. By reviewing your list of contracts, you can easily discern how many times one of the Fae will respond to your invitation.
Should you wish to breach one of these contracts, you may do so prematurely.
It is advisable to review the individual abilities under AB CONTRACTS for each noble to learn how they will aid you upon being invited. In most cases, they will send an entity to assist you, but that is not always the case.
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Corridor
DescriptionSyntax: CORRIDOR
ENTER GATEWAYUsing this ability, you may open a corridor that leads to Sapient Chaos - and, deeper in, the Astral Realm - allowing you to travel there and negotiate a contract with one of the Fae nobles. Entering the corridor will cause it to close behind you.
In order to leave, you must seek the crossroads where Chaos once more borders upon the mundane.
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Tiptoe
DescriptionSyntax: TIPTOE
Subtlety is no stranger to the entities of the Astral, and with but a command you may order them to walk unseen. While shrouded, movements in and out of locations will go unnoticed.
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Cord
DescriptionSyntax: ORDER MIRRORMASK CHANNEL UNFURL [parameters]
By connecting yourself to your mirrormask with a cord of Astral silver, it is possible for you to order it to UNFURL hyalincuru shapes. You must be holding a folded shape of the type you wish to point, along with ensuring that any necessary requirements, such as it being reified, are met.
The shapes which may be used through your mirrormask are:
Cube, flower, fire, sphere, heart, fan, poppy, hammer, confetti, bowl, diamond, knight, arrow, hourglass, favor, telescope, and hypercube.Refer to AB HYALINCURU <shape> for more information.
- You may invite the following entities to aid you
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Sylphid
DescriptionUsage: ENTREAT SYLPHID
ORDER SYLPHID ACT"In order to understand the Astral void, I contract explorers capable of traveling in all three dimensions."
Amsatha will send to you a riotous sylphid to dance through the air.Ordering the sylphid to ACT will cause it to knock all players in the sky to the ground, but the sylphid cannot attack by any other conventional means.
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Lamia
DescriptionUsage: ENTREAT LAMIA
"Listen. If you need a distraction, I know someone. C'mere..."
When inviting Hraqa to aid you, the Fae will send to you a lunar lamia to seduce her target, cooing and whispering such that their mana will suffer. If the opponent's mana falls below 80% of its maximum, the crooning of the lamia will induce stupidity.
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Faunapod
DescriptionSyntax: ENTREAT FAUNAPOD
"People don't look down unless you make them."
Vog shall send to you a flowering faunapod of the Red Sphere, that will upset their mental equilibrium through touch.
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Sphere
DescriptionUsage: ENTREAT SPHERE
ORDER SPHERE DEFEND <limb>"The best defense is lots and lots of orbital momentum!"
The Errant Dvovion of the Red sphere will send you to an argent sphere which will defend a limb. This will reduce the amount of health damage you take by half when that limb is struck.
Valid limbs you can choose from are:
Head, torso, left arm, right arm, left leg, right leg.The sphere cannot attack others, it is only able to act in defence. It cannot prevent damage from abilities that bypass parry.
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Helminth
DescriptionUsage: ENTREAT HELMINTH
"Have you ever watched a mortal bleed out and die? Beautiful."
Jomunth, the Ravenous Chaos Lord of the Red Sphere, will provide aid with the services of a crimson helminth.
The helminth will attach itself to the body of your enemies when ordered to attack, preventing their blood from clotting.
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Hippalectryon
DescriptionUsage: ENTREAT HIPPALECTRYON
ORDER HIPPALECTRYON SEAR <icewall> [direction]"These creatures are my finest and most powerful creations. Use them wisely, the better to bring about the Age of Dawn."
The Lady of Garnets will send to you a grotesque hippalectryon of the Orange Sphere, wreathed in flame and searing with fiery force.
Its attacks will set your enemies ablaze with flames so potent that their reach extends to adjacent locations.
Walls of ice are nothing before the Orange, and with a simple order, the hippalectryon will sear one away.
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Sentinel
DescriptionUsage: ENTREAT SENTINEL
"We are alike in being guardians, although your Sentinels safeguard the wilds and mine safeguard machinery."
Ryb, the Indomitable, will send to you a chthonic sentinel to guard your other entities. When the sentinel is in the area, it will ward off attempts to banish or otherwise disturb your entourage. Its influence on mirrormasks is effective only when the two share a location.
The sentinel is wholly defensive in nature; it cannot attack others.
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Eye
DescriptionUsage: ENTREAT EYE
ORDER EYE REPORT"Know? You're asking me if I know? I see everything."
Invoking your bargain with Ghel of the Yellow Sphere shall bring to you a floating eye. While you may order this entity to attack your target, its true power lies in observation: asking it to REPORT shall inform you of vital data on your target.
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Blob
DescriptionUsage: ENTREAT BLOB
ORDER BLOB ENVELOP"Yes, illumination is nice, but it's not nearly as tasty as mortal flesh."
The light drinker of the Astral green will dispatch a quicksilver blob when invited. When the blob is ordered to attack someone, it will wrap its body around them, at which point you may order it to ENVELOP the target, causing applied poultices to incur a longer recovery period for a time.
Cooldown (envelop): 24 seconds
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Tegalid
DescriptionUsage: ENTREAT TEGALID
ORDER TEGALID HOME"It's not just important to know where you are - it's important to know where everything else is, too."
The Ochreous Emissary will send to you a celestial tegalid to help you return home. Wherever you extend the invitation will be considered home. At a later point, you may simple order the tegalid 'HOME' and you will return to that location.
The tegalid is only capable of aiding you with this travel, it cannot attack others.
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Puppeteer
DescriptionUsage: ENTREAT PUPPETEER
ORDER <target> <action>
ORDER <target> HALLUCINATE <text>"The secret to good leadership, in my opinion, is never giving your underlings the chance to refuse."
Mar, Magnate of the Yellow Sphere, will dispatch a gilded puppeteer from the Astral to assist you. When ordered to attack someone, its manifold fronds will latch on to their body. This will allow you to either order them to perform an action against their will, or hallucinate something of your choosing.
The puppeteer will take a short while before it has finished latching on, and each time it is ordered, the entity will need to spend another short while to reassert its control over the host.
You may order the puppeteer while off balance.
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Snaretongue
DescriptionUsage: ENTREAT SNARETONGUE
"Do you have anything to eat, mortal? Don't worry - I can get it myself."
Inviting Ranna to aid you will bring a verdant snaretongue to your side. Ordering the snaretongue to attack will cause it to attach itself to your target's throat, causing some of their drunk elixirs to be slurped away. Functionally, this will reduce the victim's ability to heal from said elixirs.
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Quetzal
DescriptionUsage: ENTREAT QUETZAL
ORDER QUETZAL CROON
ORDER QUETZAL WINGBEAT
ORDER QUETZAL SHIMMER"I understand that the quetzals on the Prime are far less interesting than mine."
Yollotl of the Astral Green will send you a quetzal to act as a fearsome battle mount. You may order the quetzal to act in three separate ways to perform a special attack on its focused target, but only every so often:
Effects:
* Crooning will either shatter their courage or stun the target if they lack it.
* The wing beat will cause health damage.
* Shimmer will remove insomnia. This shall not induce sleep, however.The quetzal cannot attack players by any other means, only through ordering it to use one of its three manoeuvres.
You may also ride the quetzal in battle by mounting it, and ordering it to fly via SPUR QUETZAL SKYWARD.
Cooldown (order): 16 seconds
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Mocker
DescriptionUsage: ENTREAT MOCKER
"This is what you primitive, two-legged imbeciles all look and sound like to me."
Cym, when invited, will dispatch an apish mocker of the Cyan Catacombs to fight alongside you. When ordered to attack, it will babble chaotic nonsense at your target and inflict afflictions upon them.
The possible afflictions are:
Hollow, epilepsy, vertigo, masochism, dementia, recklessness, slickness, claustrophobia, and shyness. -
Mirrormask
DescriptionUsage: ENTREAT MIRRORMASK
"Chaotic quicksilver can look like anything, anybody you want - if you will it so."
The angelic Blue Lady, Inasea, will send to you a mercurial mirrormask, which may be ordered remotely within the same area. The mask of mirrors cannot attack normally, but a range of options is available to you through its power:
In order to issue remote commands, you must specify 'mirrormask'.
ORDER MIRRORMASK CLOAK
* Enshrouds the mirrormask in a cloak that obscures entry and exit.ORDER MIRRORMASK SEEK <target>
* Seek out another player within the area.ORDER MIRRORMASK LOOK
* Look through the eyes of your mirrormask to examine the room it is in.ORDER MIRRORMASK EXITS
* Discern the exits of the room in which your mirrormask dwells.ORDER MIRRORMASK RETURN
* Return your mirrormask to you.ORDER MIRRORMASK CHANNEL <ability> [parameters]
* Channels an Oneiromancy ability.
* Valid abilities are: Starlight, Misfortune, Chill, Bells, Fumes, Unspool, Athame, and Vanquish.
* Refer to AB ONEIROMANCY <ability> for further details.
* The mirrormask may also channel some Vision abilities.
* Said abilities include: Aura, Sacral, Vibrations, and Traps.
* Refer to AB VISION <ability> for more information. -
Huntress
DescriptionUsage: ENTREAT HUNTRESS
ORDER HUNTRESS TRACK"I made them because I remember the Nightmare. I made them to be like She once was."
The starslayer shall send to you a radiant huntress to barrage your foe with needle-thin arrows of light.
Should your quarry be within a short distance, you may also order the huntress to TRACK whomever she is attacking, provided she is not already following anyone.
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Bridge
DescriptionUsage: ENTREAT BRIDGE
"The Astral's never far away - and I know how to make it even closer."
The Princess of the Dreaming Moon will, when invited, bring you to the Astral through a bridge of her own making after a few moments' pause.
This is much faster than fashioning a bridge of your own making, but you must possess full health and mana in order to invite Diantha to aid you.
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Cerberus
DescriptionUsage: ENTREAT CERBERUS
ORDER CERBERUS TRACK"I bred cerberuses for the Beastlords, long ago on the Prime. Now the Beastlords are gone, I'm an Astral Lord, and I breed cerberuses for Oneiromancers instead."
Viskein, the Cerberus Breeder, will lend you one of the many-mouthed to aid you. While fearsome, these beasts have limited stamina; after a certain number of attacks, it will return to the Astral for rest. Consequently, the cerberus must be ordered individually and will not follow a blanket ORDER LOYAL(S) command.
If the target of the cerberus is shielded, it will tear the barrier from them, otherwise it will attack with teeth and claws.
You may also order it to TRACK, allowing the beast to track down an enemy at a distance, provided it is not already following anyone. First order it to attack your target, followed by the order to track.
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Moth
DescriptionUsage: ENTREAT MOTH
"Don't let their size fool you. They're some of the most powerful beings in the Astral Realm..."
The Illuminator will send a chaos moth to aid you. When ordered to attack an enemy, the moth will seek out gaps in their defence and cripple an arm or a leg when it strikes.
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Maw
DescriptionUsage: ENTREAT MAW
SPELLBIND MAW
ENTER MAW"..."
Calliope, the Harmonist, mistress of the raw elements of Chaos, wields the power of the elemental maw - the ability to tear open the ground itself to reveal an Astral maelstrom. The complexity of the contract requires some time to invoke, but its rewards are considerable - agonizing suffering, and potentially death, for those you've declared your enemies.
Once the maw has been rent open, it must then be spellbound by you in order to acquire the necessary hunger of its function. The spellbinder's words are sacred, and you must not interrupt your focus with any ability requiring balance or equilibrium.
Other Oneiromancers with knowledge of this contract may spellbind the maw as well, minimizing the time lost to an interruption.
The maw hunts according to a specific pattern. The first time it attempts to devour someone, it will gain their attention: this is an attempt to freeze its prey in terror. On its second try, it will devour those whose feet rest upon the ground - only those who are standing, and under the effects of levitation elixir, will be spared. Note, however, that even an unsuccessful strike by the maw will strip the levitation defense. If three or more Oneiromancers have spellbound the maw, then it will ignore levitation, and pull them in.
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
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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