Order Name: Mancers
Sub-Orders: –
Patron God/Founder(s): –
Renown Members: –
Feats of Power: Mancers, while known for their overwhelming power, generally can’t perform more than simple spells, making their feats of power rarer or at least lacking spectacle.
Restrictions: Bloodlines from Fury beings.
Power Source: Blood.
Forming Source: Fury Fonts.
The Drain: The use of their power drains their Personality, losing themselves to it and taking on characteristics of their Fury Font, their culture exalts and/or denounces. It builds up over time, eroding the person and making them a pawn of a greater power. The Drain causes blood to embody the fury font they are bound to, increasing ‘toxicity’ for the user while further bolstering their powers. Many Mancers love to ride the line of their blood, literally burning, melting, rotting, or freezing its way out of their veins with the utmost of their raw power.
Tools of Trade: –
Mancers have no formal institutions; their magic stems from the blood of djinn and a connection to the Fury Plane. Of the magic paths, they have the most power, and those who try to fight them head-on will find their endurance worn out, their power nothing but sand in their fingers, and bury their foes in Fury power.
Mancers have no special traits or powers restricted to a single element, and very basic spells aligned with it. They can command one of the following: Fire, Ice, Earth, Wind, Electricity, Acid, Force, Magic, Order, Chaos, Life, or Death.
Mancers are driven towards power, though many also pursue places of isolation among their elements. Some journey to Conceptual or Fury Planes to find stronger connections to their power.
Mancers are driven to places that align with their Fury Plane, but can seek places of grandeur or positions of power. Ultimately, they set up in places where their energy element is dominate such as Conceptual or Fury Planes. Here, they can build towers that concentrate power on them.
Mancers have no formal ranks.

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