Difference between revisions of "Oneiromancy (skill)"
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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. | 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. | ||
{{SkillHeader}} | |||
{{SkillTableRow |Fate |Inept |0 |The power to shape the future itself. }} | |||
{{SkillTableRow |Deathsight |Inept |0 |Attune yourself to the Underworld. }} | |||
{{SkillTableRow |Starlight |Inept |0 |Strike with astral fire. }} | |||
{{SkillTableRow |Haruspicy |Novice |0 |Gut instincts are rarely wrong. }} | |||
{{SkillTableRow |Chill |Novice |0 |Winter's bite is cold and sharp. }} | |||
{{SkillTableRow |Nightsight |Novice |50 |Nothing can hide in the darkness. }} | |||
{{SkillTableRow |Scry |Apprentice |0 |Sharpen your third eye. }} | |||
{{SkillTableRow |Night |Capable |0 |Create darkness in the room. }} | |||
{{SkillTableRow |Shroud |Capable |40 |Perform many actions in secret. }} | |||
{{SkillTableRow |Bells |Adept |0 |The tintinnabulation of the bells. }} | |||
{{SkillTableRow |Fumes |Adept |25 |Incite the air to mercurial instability. }} | |||
{{SkillTableRow |Nightmares |Adept |62 |Play upon the fears of Darkness' servants. }} | |||
{{SkillTableRow |Unspool |Adept |75 |Undo them, just a bit. }} | |||
{{SkillTableRow |Athame |Skilled |10 |A blade made of dream and memories. }} | |||
{{SkillTableRow |Lifevision |Skilled |20 |Allows you to see many hidden beings. }} | |||
{{SkillTableRow |Redoubt |Skilled |60 |Specialized concealment. }} | |||
{{SkillTableRow |Assimilate |Skilled |80 |Consume the memories of the dead. }} | |||
{{SkillTableRow |Medium |Gifted |0 |Communicate with the dead. }} | |||
{{SkillTableRow |Symbol |Gifted |0 |Designate an oneiric symbol. }} | |||
{{SkillTableRow |Tapestry |Gifted |33 |Perceive when the threads of fate grow thin. }} | |||
{{SkillTableRow |Diminution |Expert |0 |Give your body over to dreams. }} | |||
{{SkillTableRow |Impart |Expert |25 |Share the secrets of fate with another Oneiromancer. }} | |||
{{SkillTableRow |Intoxication |Virtuoso |0 |Beguile, ensnare, and degrade. }} | |||
{{SkillTableRow |Mask |Virtuoso |11 |A macabre mask of memory. }} | |||
{{SkillTableRow |Disjunct |Virtuoso |33 |Further separate the soul from the body. }} | |||
{{SkillTableRow |Inevitability |Fabled |0 |Space and fate conspire to hold them fast. }} | |||
{{SkillTableRow |Glaciation |Fabled |9 |A song of night and ice. }} | |||
{{SkillTableRow |Truesleep |Fabled |27 |The Fae curse of eternal slumber. }} | |||
{{SkillTableRow |Reverence |Fabled |55 |Meditate upon those who came before. }} | |||
{{SkillTableRow |Defiance |Fabled |73 |Maybe you'll take them with you. }} | |||
{{SkillTableRow |Continuance |Mythical |0 |Renew and raise up one who has died. }} | |||
{{SkillTableRow |Dreamwalk |Mythical |31 |Assume a ghostly, astral form. }} | |||
{{SkillTableRow |Vanquish |Mythical |62 |The deathly art of Ka-la-kai. }} | |||
{{SkillTableRow |Remembrance |Transcendent |0 |One bound by fate may persist past death itself. }} | |||
|} | |||
{{Anchor|Fate}} | |||
{{Skill_detail | |||
|skill = Fate | |||
|description = The power to shape the future itself | |||
|syntax = FATE | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Deathsight}} | |||
{{Skill_detail | |||
|skill = Deathsight | |||
|description = Attune yourself to the Underworld | |||
|syntax = DEATHSIGHT [OFF] | |||
|detail = Using this ability, you will be linked with the Underhalls, allowing you to sense those | |||
who perish and pass through it. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Starlight}} | |||
{{Skill_detail | |||
|skill = Starlight | |||
|description = Strike with astral fire | |||
|syntax = STARLIGHT <target> | |||
|detail = "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. | |||
When used against another player, the starlight will grow in power with further training in | |||
Oneiromancy. The damage is further increased 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. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Haruspicy}} | |||
{{Skill_detail | |||
|skill = Haruspicy | |||
|description = Gut instincts are rarely wrong | |||
|syntax = DISSECT <organ> FROM <creature> DISSECT <organ> INTO SLICES AUTOPSY | |||
<creature> | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Chill}} | |||
{{Skill_detail | |||
|skill = Chill | |||
|description = Winter's bite is cold and sharp | |||
|syntax = CHILL <target> | |||
|detail = 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. | |||
|cooldown = | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Nightsight}} | |||
{{Skill_detail | |||
|skill = Nightsight | |||
|description = Nothing can hide in the darkness | |||
|syntax = NIGHTSIGHTNightsight will allow you to see normally while under the cover of | |||
|detail = darkness. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Scry}} | |||
{{Skill_detail | |||
|skill = Scry | |||
|description = Sharpen your third eye | |||
|syntax = SCRY <player> | |||
|detail = "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. | |||
|cooldown = | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Night}} | |||
{{Skill_detail | |||
|skill = Night | |||
|description = Create darkness in the room | |||
|syntax = NIGHT | |||
|detail = Draw forth the blackness of the Astral void to swamp your location in magical shadows. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Shroud}} | |||
{{Skill_detail | |||
|skill = Shroud | |||
|description = Perform many actions in secret | |||
|syntax = SHROUD | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Bells}} | |||
{{Skill_detail | |||
|skill = Bells | |||
|description = The tintinnabulation of the bells | |||
|syntax = BELLS | |||
|detail = By drawing on the orange sphere, you may bring about the vainglorious tintinnabulation of | |||
the bells. | |||
Your clamorous campanology will drive all those who hear it from the location as they flee from the | |||
noisome din. Those who are deaf will instead have their hearing restored. | |||
|cooldown = | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Fumes}} | |||
{{Skill_detail | |||
|skill = Fumes | |||
|description = Incite the air to mercurial instability | |||
|syntax = FUMES and BREEZE CLOUD | |||
|detail = 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. | |||
|cooldown = | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Nightmares}} | |||
{{Skill_detail | |||
|skill = Nightmares | |||
|description = Play upon the fears of Darkness' servants | |||
|syntax = NIGHTMARE <target> | |||
|detail = Fate : 250 | |||
Speak 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. | |||
|cooldown = | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Unspool}} | |||
{{Skill_detail | |||
|skill = Unspool | |||
|description = Undo them, just a bit | |||
|syntax = UNSPOOL <target> and UNSPOOL RELEASE | |||
|detail = Fate: 100 | |||
Unspool 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. | |||
|cooldown = | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Athame}} | |||
{{Skill_detail | |||
|skill = Athame | |||
|description = A blade made of dream and memories | |||
|syntax = DRAW ATHAME FROM <corpse> IMPEL ATHAME AT <target> [<venom>] | |||
|detail = 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. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Lifevision}} | |||
{{Skill_detail | |||
|skill = Lifevision | |||
|description = Allows you to see many hidden beings | |||
|syntax = LIFEVISION | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Redoubt}} | |||
{{Skill_detail | |||
|skill = Redoubt | |||
|description = Specialized concealment | |||
|syntax = REDOUBT | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Assimilate}} | |||
{{Skill_detail | |||
|skill = Assimilate | |||
|description = Consume the memories of the dead | |||
|syntax = DRAW MEMORIES ASSIMILATE MEMORIES | |||
|detail = Fate 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Medium}} | |||
{{Skill_detail | |||
|skill = Medium | |||
|description = Communicate with the dead | |||
|syntax = GRAVETELL <person> <message> REPLY <message> | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Symbol}} | |||
{{Skill_detail | |||
|skill = Symbol | |||
|description = Designate an oneiric symbol | |||
|syntax = SYMBOL <item> SCRY SYMBOL | |||
|detail = Fate : 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Tapestry}} | |||
{{Skill_detail | |||
|skill = Tapestry | |||
|description = Perceive when the threads of fate grow thin | |||
|syntax = TAPESTRY | |||
|detail = Fate : 150 | |||
By attuning yourself to the great tapestry of fate upon which all threads are woven, you may sense | |||
when someone falls low on health or mana. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Diminution}} | |||
{{Skill_detail | |||
|skill = Diminution | |||
|description = Give your body over to dreams | |||
|syntax = DIMINUTION SOLIDIFY | |||
|detail = Fate: 100 | |||
By 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Impart}} | |||
{{Skill_detail | |||
|skill = Impart | |||
|description = Share the secrets of fate with another Oneiromancer | |||
|syntax = IMPART <oneiromancer> | |||
|detail = 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. | |||
|cooldown = | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Intoxication}} | |||
{{Skill_detail | |||
|skill = Intoxication | |||
|description = Beguile, ensnare, and degrade | |||
|syntax = INTOXICATION [OFF] | |||
|detail = Fate : 100 | |||
Channel 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Mask}} | |||
{{Skill_detail | |||
|skill = Mask | |||
|description = A macabre mask of memory | |||
|syntax = DRAW MASK FROM <corpse> | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Disjunct}} | |||
{{Skill_detail | |||
|skill = Disjunct | |||
|description = Further separate the soul from the body | |||
|syntax = DISJUNCT <target> | |||
|detail = Fate : 300 | |||
For 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 is increased to | |||
two points per affliction after the sixth. | |||
You must have unspooled your target's threads before you are able to disjunct them. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Inevitability}} | |||
{{Skill_detail | |||
|skill = Inevitability | |||
|description = Space and fate conspire to hold them fast | |||
|syntax = SUMMON FIELD OF INEVITABILITY | |||
|detail = Fate : 100 | |||
Alter 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 | |||
======================================== | |||
10% - The caster is fleeing combat, there or not. | |||
40% - The caster is not present. | |||
60% - 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. | |||
|cooldown = | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Glaciation}} | |||
{{Skill_detail | |||
|skill = Glaciation | |||
|description = A song of night and ice | |||
|syntax = GLACIATION [OFF] | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Truesleep}} | |||
{{Skill_detail | |||
|skill = Truesleep | |||
|description = The Fae curse of eternal slumber | |||
|syntax = TRUESLEEP <player> | |||
|detail = Fate : 1000 | |||
Pronounce 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. | |||
|cooldown = | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Reverence}} | |||
{{Skill_detail | |||
|skill = Reverence | |||
|description = Meditate upon those who came before | |||
|syntax = REVERENCE FOR THE DEAD SCRY GRAVEYARD | |||
|detail = In 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Defiance}} | |||
{{Skill_detail | |||
|skill = Defiance | |||
|description = Maybe you'll take them with you | |||
|syntax = DEFIANCE | |||
|detail = Fate : 400 | |||
Adopt 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Continuance}} | |||
{{Skill_detail | |||
|skill = Continuance | |||
|description = Renew and raise up one who has died | |||
|syntax = CONTINUANCE <player> | |||
|detail = Fate : 500 | |||
Utilising 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Dreamwalk}} | |||
{{Skill_detail | |||
|skill = Dreamwalk | |||
|description = Assume a ghostly, astral form | |||
|syntax = DREAMWALK and HUMAN HAUNT <target> | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Vanquish}} | |||
{{Skill_detail | |||
|skill = Vanquish | |||
|description = The deathly art of Ka-la-kai | |||
|syntax = VANQUISH <target> | |||
|detail = 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. | |||
|cooldown = | |||
|target = Players only | |||
|required = | |||
}} | |||
{{Anchor|Remembrance}} | |||
{{Skill_detail | |||
|skill = Remembrance | |||
|description = One bound by fate may persist past death itself | |||
|syntax = REMEMBRANCE | |||
|detail = Fate : 3000 | |||
Unshackled 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 = 15 minutes (when triggered) | |||
|target = | |||
|required = | |||
}} | |||
[[Category:Skills]] | [[Category:Skills]] |
Latest revision as of 18:03, 25 September 2024
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.
Skill | Rank | Percent | Description |
---|---|---|---|
Fate | Inept | 0 % | The power to shape the future itself. |
Deathsight | Inept | 0 % | Attune yourself to the Underworld. |
Starlight | Inept | 0 % | Strike with astral fire. |
Haruspicy | Novice | 0 % | Gut instincts are rarely wrong. |
Chill | Novice | 0 % | Winter's bite is cold and sharp. |
Nightsight | Novice | 50 % | Nothing can hide in the darkness. |
Scry | Apprentice | 0 % | Sharpen your third eye. |
Night | Capable | 0 % | Create darkness in the room. |
Shroud | Capable | 40 % | Perform many actions in secret. |
Bells | Adept | 0 % | The tintinnabulation of the bells. |
Fumes | Adept | 25 % | Incite the air to mercurial instability. |
Nightmares | Adept | 62 % | Play upon the fears of Darkness' servants. |
Unspool | Adept | 75 % | Undo them, just a bit. |
Athame | Skilled | 10 % | A blade made of dream and memories. |
Lifevision | Skilled | 20 % | Allows you to see many hidden beings. |
Redoubt | Skilled | 60 % | Specialized concealment. |
Assimilate | Skilled | 80 % | Consume the memories of the dead. |
Medium | Gifted | 0 % | Communicate with the dead. |
Symbol | Gifted | 0 % | Designate an oneiric symbol. |
Tapestry | Gifted | 33 % | Perceive when the threads of fate grow thin. |
Diminution | Expert | 0 % | Give your body over to dreams. |
Impart | Expert | 25 % | Share the secrets of fate with another Oneiromancer. |
Intoxication | Virtuoso | 0 % | Beguile, ensnare, and degrade. |
Mask | Virtuoso | 11 % | A macabre mask of memory. |
Disjunct | Virtuoso | 33 % | Further separate the soul from the body. |
Inevitability | Fabled | 0 % | Space and fate conspire to hold them fast. |
Glaciation | Fabled | 9 % | A song of night and ice. |
Truesleep | Fabled | 27 % | The Fae curse of eternal slumber. |
Reverence | Fabled | 55 % | Meditate upon those who came before. |
Defiance | Fabled | 73 % | Maybe you'll take them with you. |
Continuance | Mythical | 0 % | Renew and raise up one who has died. |
Dreamwalk | Mythical | 31 % | Assume a ghostly, astral form. |
Vanquish | Mythical | 62 % | The deathly art of Ka-la-kai. |
Remembrance | Transcendent | 0 % | One bound by fate may persist past death itself. |
Fate | The power to shape the future itself | |
Syntax: | FATE | |
Details: | 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. |
Deathsight | Attune yourself to the Underworld | |
Syntax: | DEATHSIGHT [OFF] | |
Details: | Using this ability, you will be linked with the Underhalls, allowing you to sense those
who perish and pass through it. |
Starlight | Strike with astral fire | |
Syntax: | STARLIGHT <target> | |
Works against: | Both players and NPCs | |
Details: | "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. When used against another player, the starlight will grow in power with further training in Oneiromancy. The damage is further increased 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. |
Haruspicy | Gut instincts are rarely wrong | |
Syntax: | DISSECT <organ> FROM <creature> DISSECT <organ> INTO SLICES AUTOPSY
<creature> | |
Details: | 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. |
Chill | Winter's bite is cold and sharp | |
Syntax: | CHILL <target> | |
Works against: | Players only | |
Details: | 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. |
Nightsight | Nothing can hide in the darkness | |
Syntax: | NIGHTSIGHTNightsight will allow you to see normally while under the cover of | |
Details: | darkness. |
Scry | Sharpen your third eye | |
Syntax: | SCRY <player> | |
Works against: | Players only | |
Details: | "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. |
Night | Create darkness in the room | |
Syntax: | NIGHT | |
Details: | Draw forth the blackness of the Astral void to swamp your location in magical shadows. |
Shroud | Perform many actions in secret | |
Syntax: | SHROUD | |
Details: | 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. |
Bells | The tintinnabulation of the bells | |
Syntax: | BELLS | |
Works against: | Players only | |
Details: | By drawing on the orange sphere, you may bring about the vainglorious tintinnabulation of
the bells. Your clamorous campanology will drive all those who hear it from the location as they flee from the noisome din. Those who are deaf will instead have their hearing restored. |
Fumes | Incite the air to mercurial instability | |
Syntax: | FUMES and BREEZE CLOUD | |
Works against: | Players only | |
Details: | 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. |
Nightmares | Play upon the fears of Darkness' servants | |
Syntax: | NIGHTMARE <target> | |
Works against: | Players only | |
Details: | Fate : 250
Speak 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. |
Unspool | Undo them, just a bit | |
Syntax: | UNSPOOL <target> and UNSPOOL RELEASE | |
Works against: | Players only | |
Details: | Fate: 100
Unspool 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. |
Athame | A blade made of dream and memories | |
Syntax: | DRAW ATHAME FROM <corpse> IMPEL ATHAME AT <target> [<venom>] | |
Works against: | Both players and NPCs | |
Details: | 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. |
Lifevision | Allows you to see many hidden beings | |
Syntax: | LIFEVISION | |
Details: | 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. |
Redoubt | Specialized concealment | |
Syntax: | REDOUBT | |
Details: | 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. |
Assimilate | Consume the memories of the dead | |
Syntax: | DRAW MEMORIES ASSIMILATE MEMORIES | |
Details: | Fate 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. |
Medium | Communicate with the dead | |
Syntax: | GRAVETELL <person> <message> REPLY <message> | |
Details: | 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. |
Symbol | Designate an oneiric symbol | |
Syntax: | SYMBOL <item> SCRY SYMBOL | |
Details: | Fate : 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. |
Tapestry | Perceive when the threads of fate grow thin | |
Syntax: | TAPESTRY | |
Details: | Fate : 150
By attuning yourself to the great tapestry of fate upon which all threads are woven, you may sense when someone falls low on health or mana. |
Diminution | Give your body over to dreams | |
Syntax: | DIMINUTION SOLIDIFY | |
Details: | Fate: 100
By 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. |
Impart | Share the secrets of fate with another Oneiromancer | |
Syntax: | IMPART <oneiromancer> | |
Works against: | Players only | |
Details: | 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. |
Intoxication | Beguile, ensnare, and degrade | |
Syntax: | INTOXICATION [OFF] | |
Details: | Fate : 100
Channel 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 | A macabre mask of memory | |
Syntax: | DRAW MASK FROM <corpse> | |
Details: | 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. |
Disjunct | Further separate the soul from the body | |
Syntax: | DISJUNCT <target> | |
Details: | Fate : 300
For 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 is increased to two points per affliction after the sixth. You must have unspooled your target's threads before you are able to disjunct them. |
Inevitability | Space and fate conspire to hold them fast | |
Syntax: | SUMMON FIELD OF INEVITABILITY | |
Works against: | Players only | |
Details: | Fate : 100
Alter 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 ============================10% - The caster is fleeing combat, there or not. 40% - The caster is not present. 60% - 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. |
Glaciation | A song of night and ice | |
Syntax: | GLACIATION [OFF] | |
Details: | 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. |
Truesleep | The Fae curse of eternal slumber | |
Syntax: | TRUESLEEP <player> | |
Works against: | Players only | |
Details: | Fate : 1000
Pronounce 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. |
Reverence | Meditate upon those who came before | |
Syntax: | REVERENCE FOR THE DEAD SCRY GRAVEYARD | |
Details: | In 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. |
Defiance | Maybe you'll take them with you | |
Syntax: | DEFIANCE | |
Details: | Fate : 400
Adopt 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. |
Continuance | Renew and raise up one who has died | |
Syntax: | CONTINUANCE <player> | |
Details: | Fate : 500
Utilising 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. |
Dreamwalk | Assume a ghostly, astral form | |
Syntax: | DREAMWALK and HUMAN HAUNT <target> | |
Details: | 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. |
Vanquish | The deathly art of Ka-la-kai | |
Syntax: | VANQUISH <target> | |
Works against: | Players only | |
Details: | 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. |
Remembrance | One bound by fate may persist past death itself | |
Syntax: | REMEMBRANCE | |
Cooldown: | 15 minutes (when triggered) | |
Details: | Fate : 3000
Unshackled 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. |