Oneiromancy (skill)

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
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Deathsight Attune yourself to the Underworld
Syntax: DEATHSIGHT [OFF]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using this ability, you will be linked with the Underhalls, allowing you to sense those

who perish and pass through it.

Note: {{{note}}}

Starlight Strike with astral fire
Syntax: STARLIGHT <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Haruspicy Gut instincts are rarely wrong
Syntax: DISSECT <organ> FROM <creature> DISSECT <organ> INTO SLICES AUTOPSY

<creature>

Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Chill Winter's bite is cold and sharp
Syntax: CHILL <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Nightsight Nothing can hide in the darkness
Syntax: NIGHTSIGHTNightsight will allow you to see normally while under the cover of
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: darkness.
Note: {{{note}}}

Scry Sharpen your third eye
Syntax: SCRY <player>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Night Create darkness in the room
Syntax: NIGHT
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Draw forth the blackness of the Astral void to swamp your location in magical shadows.
Note: {{{note}}}

Shroud Perform many actions in secret
Syntax: SHROUD
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Bells The tintinnabulation of the bells
Syntax: BELLS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Fumes Incite the air to mercurial instability
Syntax: FUMES and BREEZE CLOUD
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Nightmares Play upon the fears of Darkness' servants
Syntax: NIGHTMARE <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Unspool Undo them, just a bit
Syntax: UNSPOOL <target> and UNSPOOL RELEASE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Athame A blade made of dream and memories
Syntax: DRAW ATHAME FROM <corpse> IMPEL ATHAME AT <target> [<venom>]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Lifevision Allows you to see many hidden beings
Syntax: LIFEVISION
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Redoubt Specialized concealment
Syntax: REDOUBT
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Assimilate Consume the memories of the dead
Syntax: DRAW MEMORIES ASSIMILATE MEMORIES
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Medium Communicate with the dead
Syntax: GRAVETELL <person> <message> REPLY <message>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Symbol Designate an oneiric symbol
Syntax: SYMBOL <item> SCRY SYMBOL
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{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.

Note: {{{note}}}

Tapestry Perceive when the threads of fate grow thin
Syntax: TAPESTRY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Diminution Give your body over to dreams
Syntax: DIMINUTION SOLIDIFY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Impart Share the secrets of fate with another Oneiromancer
Syntax: IMPART <oneiromancer>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Intoxication Beguile, ensnare, and degrade
Syntax: INTOXICATION [OFF]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Mask A macabre mask of memory
Syntax: DRAW MASK FROM <corpse>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Disjunct Further separate the soul from the body
Syntax: DISJUNCT <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Inevitability Space and fate conspire to hold them fast
Syntax: SUMMON FIELD OF INEVITABILITY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Glaciation A song of night and ice
Syntax: GLACIATION [OFF]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Truesleep The Fae curse of eternal slumber
Syntax: TRUESLEEP <player>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Reverence Meditate upon those who came before
Syntax: REVERENCE FOR THE DEAD SCRY GRAVEYARD
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Defiance Maybe you'll take them with you
Syntax: DEFIANCE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Continuance Renew and raise up one who has died
Syntax: CONTINUANCE <player>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Dreamwalk Assume a ghostly, astral form
Syntax: DREAMWALK and HUMAN HAUNT <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Vanquish The deathly art of Ka-la-kai
Syntax: VANQUISH <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Players only
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Remembrance One bound by fate may persist past death itself
Syntax: REMEMBRANCE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 15 minutes (when triggered)
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}