Mancer

From HollowWiki
This page is an UNOFFICIAL CLASS page.

It contains important info about this class. Admin approval is required, those seeking to write a character of this class must first submit an application.

Official Classes Unofficial Classes


Mancer is the term given to a subset of Mage where the practitioner only has one discipline of magic that he or she follows. An official example already in Hollow of this is the Necromancer. These "Mancers" are proficient in their particular discipline.

If you wish to be one of these types listed below, please submit an application for RP class to the administrative staff.

The Types

Multiple mancies may be dabbled in simultaneously (Ex. pairing aeromancy with hydromancy to create a storm mage), but whether or not they’re mastered entirely is up to the mage that wields them. Below, each mancy is laid out with a brief explanation of each one. Should you have further questions beyond what’s written here, please direct your inquiries to the admin via hmail.

Aeromancer

Probably the most useful of all the mancing disciplines, aeromancers specialize in bending the air and the wind to their will. Using magic, aeromancers can bring hurricane force winds to bear on the battlefield. They are, however, mostly peaceful. The people who follow this discipline are often active and social, using a small cloud of air to float them around from place to place.

Examples: List of known Aeromancers

Opposite: Terramancer


Carnomancer

The art of flesh magic is a rather dangerous thing, that even the most evil of mages shy away from at times. It’s used to bend and break bone and sinew, to craft the bodies of the living and dead into golems, terrible abominations that can wreak havoc on the masses. A form of blood magic, the person typically wielding such would likely have an expert knowledge of the body, no matter the species of creature, or at the very least know where to find it. Despite the utter destruction it can create, it can also surprisingly be used for healing, typically for those amongst the undead that do not have the advanced healing factor that vampires do.

  • Requires admin approval. Please contact them via hmail if you’d like your character to become a carnomancer.

Examples: List of known Carnomancers

‘’’Opposite:’’’ None


Chronomancer

Chronomancers are usually mages who specialize in time related spells and abilities like teleportation or time travel. Most run of the mill chronomancers merely have minor abilities such as traveling to the day before to find a lost object. Although it is the most difficult discipline to ever master, its rewards are indeed great.

Examples: List of known Chronomancers

Opposite: Spatiomancer


Cryomancer

Cryomancers are mages who specialize in ice magic, often freezing things down to the bone. They have a love of the cold and appreciate the harshness of below-zero temperatures. They are often cold, strange to outsiders, and tend to live high in the mountains where the snowing never stops.

Examples: List of known Cryomancers

Opposite: Pyromancer


Electromancer

Electromancers are basically addicted to electricity. Their magic almost demands it as they constantly use electricity in their magic. This discipline's element is extremely hard to control but when they do, it can have devastating results. It is said the followers of this art are sometimes so fanatical that they go into lightning storms just to get hit with a bolt of lightning, while others are rather twitchy and anxious from the electrical charges that run through their body.

Examples: List of known Electromancers

Opposite: Flectomancer


Flectomancer

This particular discipline involves artifacts. Also known as "tinker mages", flectomancers are indeed tinkerers and create artifacts that do just about anything. Mostly, this art involves building a rather complex artifact and using magic to make it function. They can create a wide variety of things, from aether bombs to small mechanical animals. If given enough of their artifacts and proper materials, flectomancers can be a force to be reckoned with.

Rules of Flectomancy
The following is a clarification of the rules which went into effect on August 2012 regarding clockwork/mechanical items. These are not new rules, but rather intended to more clearly elaborate on what is and isn't acceptable.
  • Mechanical/clockwork items do not work without magic due to Hollow's unique physics
  • The larger the item, the more magic is required to power it; things larger than you can easily carry require a great deal of conscious magical effort. Humanoid sized objects, or larger, will not work regardless of the Mage.
  • Only Flectomancer's (Mages who have specialized in enchanting mechanical/clockwork constructions to make them fuction) can create clockwork/mechanical items. Flectomancers must submit an application to the RP Board for approval prior to RPing the class.
  • Those items must be of a reasonable size and can not be analogues of modern appliances/weapons or designed to bring a "Steampunk" aspect into the game. (No reproductions of modern weapons, mech suits, war machines, robots, vehicles, engines, etc)
  • Clockwork/mechanical items require a kind of passive "power" from the Flectomancer to function, this means any Clockwork items created after these rules went into effect (August 2012) do not work unless in the presence of the Flectomancer.
  • Clockwork pets are a unique Flectomancy feat, requiring enchanting the item with a kind of primal autonomy much like Necromancers impart on undead, however; the clockwork pet still requires "power" from the Flectomancer to function, as with all clockwork items. (This means the Flectomancer can't make these pet items for other people as gifts, they won't work)

Examples: List of known Flectomancers

Opposite: Electromancer


Herbomancer

This discipline closely relates to Druids of Hollow but is actually quite different as it requires arcane magic instead of natural. These people have a particular love for plants. Herbomancers are, more often than not, botanists and experts on plants and their very nature. Typically good willed and at peace with themselves, Herbomancers use their magic to better plant life or even use plants to attack. But there are a few that use plants for more mischievous reasons and can use certain herbs and plants for very potent poisons and antidotes.

Examples: List of known Herbomancers

Opposite: Necromancer


Hydromancer

Closely related to cryomancy, hydromancy involves magic specifically influencing water or liquid. Hydromancers can cast magic on anything liquid. From the rain to the vast oceans, they are a most formidable foe when they are with their element. If a Hydromancer is powerful enough, he or she could even start a rain storm by collecting all the water vapor in the air to form clouds. Hydromancers tend to be drifters and great seafarers, but are not always so.

Examples: List of known Hydromancers

Opposite: Pyromancer


Lumomancer

Lumomancers are mages that can create or manipulate light. Many lumomancers are actually devout individuals, as light magic is inherently divine in nature, usually granted in some way by the god(s) they worship. It is possible for others to be born with such magic, likely a hereditary trait, or for ones not naturally gifted with magic to possibly learn it, though it is far more difficult to do so than it is learning elemental magic. There also may be some that go a more scientific route, learning the ins and outs of light itself, in order to replicate it by arcane means, like with illusions or pyromancy. Light magic, the divine sort, typically manifests in two types (solar and lunar) and can be used for restoration or destruction (ie: healing and combat), while the arcane replication tends to be used more as cantrips or crowd control-type situations. If shadow magic is used in conjuction with light magic, it can become highly unstable and volatile.

‘’’Examples:’’’ List of known Lumomancers

‘’’Opposite:’’’ Umbramancer


Necromancer

Necromancers are mages who specialize in the animation and manipulation of things no longer living. Common practices of the average necromancer include conjuring various skeletal parts (or in some cases, entire skeletons) for use to their advantage in a fight. It is thought that some necromancers have harnessed the ability to utilize soul magics and resurrect people from the dead, though these spells are now closely guarded by only the strongest Masters, making learning them neigh impossible. Despite common belief, they can actually be of any alignment, though they will almost exclusively be neutral or evil.


‘’’Examples:’’’ List of known Necromancers

‘’’Opposite:’’’ Herbomancer


Oneiromancer

An oneiromancer (also called a dreamweaver) is a manipulator of dreams, whether it's their own or someone else's. They can not only travel to another person's dreams, but design their own personal dreamscapes to be how they wish, though it disappears upon waking up. It takes a considerable amount of time for one of these mancers to grow their dreamscape larger than the average person's, which is why a dragon tends to have some of the largest known dreamscapes, because they hibernate for centuries--and in some cases, a millennia or more. As an oneiromancer's power starts to expand, they may gain the following abilities: to navigate the dream realm; to interpret omens and different aspects of one's dreams; to take naps on command; change their own forms within their dreams or someone else's; and create shared dreamscapes with willing participants. Master oneiromancers, however, may eventually learn how to create shared dreamscapes with unwilling participants; warp reality in their own dreams, in the astral plane to a degree; and are typically much better than other dreamweavers at influencing other people's dreams and dreamscapes.

  • Note: If you wish your oneiromancer to become a master of this mancy, please hmail the admin for approval. You may be asked to submit RPs that show your oneiromancer at work, learning and using their magic and growing in power.

‘’’Examples:’’’ List of known Oneiromancers

‘’’Opposite:’’’ None


Pyromancer

Pyromancers are mages that specify in fire magics. Pyromancy grants the wielder varying degrees of control over that specific element, things as simple as the creation of sparks when lacking tinder and flint (practical pyromancy) or the actual generation of wisps of flame, and other uses of a more battle oriented means: balls of flame, pyric columns and things which at time seem solely limited by the casters mind. Pyromancy is not to be mistaken with just a simple control of fire however, as those proficient in its use are more than capable of invoking heat (Oft to the point of spawning a flame or burning something- but that's besides the point). One thing that seems to be quite common amongst pyromancers is they (pardon the pun) tend towards being hot tempered, quite passionate and often unstable.

‘’’Examples:’’’ List of known Pyromancers

‘’’Opposite:’’’ Hydromancer


Spatiomancer

Whereas Chronomancy relates to bending time to the user's whim {The fourth dimension}, Spatiomancy focuses upon the manipulation both subtle and blatant of the threads which compose reality, essentially a warping or distortion of the third dimension. Spatiomancy is not a perfect art however. It does not create from nothing, or destroy something beyond repair- it simply manipulates that which is present. Alchemy in the attempt to transmute one element to another could be considered an exceedingly primitive form of spatiomancy. Teleportation, the breaking between two specific points in reality, is a relatively high form of spatiomancy.

While spatiomancy was an informally prohibited main class between the years of 2016 to 2023, the following guidelines have been written out to encourage fair roleplay between all players:

  • Spatiomancy cannot be used to access Praemia, Perdere, the Ascendi plane, or other "higher planes of existence".
  • Your character can aim to access other planes of existence that are not The Shadow Plane through roleplay for storytelling purposes, but achieving this is something you agree cannot happen.
  • Spatiomancy can only be used to access The Shadow Plane provided the player has demonstrated mastery of the Black Tides.
  • Using spatiomancy to access alternate realities where any character or item could be perceived as coming from one of these higher planes must be approved by Administration first.
  • Spatiomancy, due to it's high power capabilities, is a skill that requires in-character training and discipline. A novice or intermediate spatiomancer cannot, for example, teleport a whole building.
  • Just like any other magic, usage of this magic on another character must be done with the OOC consent of the character's player.

Examples: List of known Spatiomancers

Opposite: Chronomancer

Telemancer

Telemancers are a particularly gifted bunch, they have an intimate understanding with the mind. Their magic is a hard one to practice or even cast as it always has the potential of failing. Telemancers are profoundly efficient in the magic that involves influencing the mind, psychic magic if you will. They can erase memories, change personalities, or even reduce someone to the state that they were when they were an infant. Of course, this is temporary for if someone forgot something, all they need is to see that thing again to remember it. Although, some of the more permanent effects tend to be what the telemancer would plant in a given target's mind.


Examples: List of known Telemancers

Opposite: None


Terramancer

Terramancers are mages that specialize in the manipulation of the archetypal earth element. Common earth magics can involve the shifting, splitting, cracking, opening, movement, and transmutation of rock, soil, metal, crystals, sand, clay and other solid inorganic materials. An experienced terramancer can be a force to reckon with offensively or defensively - one cannot deny the unyielding power inherent within a true master of earth.

Examples: List of known Terramancers

Opposite: Aeromancer


Umbramancer

Also called shadow mages or shadowmancers, Umbramancers wield the shadows themselves and the elements connected to them, which are referred to as the Black Tides. Like lumomancy, umbramancy is an inherently divine magic, though that itself does not decide whether or not the magic-wielder is also devout. Umbramancy may also come in an arcane variety, as a mage or other type of class may try to replicate it with runes or illusions or some such, but this is rarer due to the fact that it's typically easier to just learn via those that dabble in all aspects of dark magic (ie: the various arts of necromancy). While most may wield it for every day purposes, there are others that hone their skills and even use it for combat, rather than just subtlety. If shadow magic is used in conjuction with light magic, it can become highly unstable and volatile.

‘’’Examples:’’’ List of known Umbramancers

Opposite: Lumomancer