Mancy

Mancy is a common use in the land of Aelfrun. Originally created by the sub-creator of death, "Necron", who later on made a new type of mancy known as Necromancy, the manipulation of dead or decaying material. later on, after full approval to be added to the dream dimension by the creators of magic and time, this encouraged "The Void" to make a set of his own mancies, with the help of Galactor, the creator of magic. over the period of 10 years around thousands of mancies were created. as of now Aelfrun and its people are limited to only so many. in order for one to become a mancer, like all other magic, must attune to the void. the void is a surprisingly a very peaceful and quite place, however, this is only so for people who relax for that people who are athletic and dont take time to rest and relax are likely to freak out or fail constantly. if one can reach the stage of, "attunement", they now have to enter a series of tasks that are thrown at them. for example, if one wishes to attune to hydromancy, the void will take control of the mind and make a illusion of them self, or a servant in which it'll cast questions and problems to show if your worthy or not to use the mancy your trying to attune to. after attunement and becoming attuned the mancer forgets completely what the void servant looked like, and nor has anyone been able to write or explain its form during attunement.

'*Tiers*
A Mancer can exceed through five Tiers: Novice, intermediate, expert, Master and Arch-mage. Mancer tiers needing approval will have **P/V** next to it. please keep a long distance of two to four weeks between each progression.

Novice: after attunement and are successful, the mancer starts at stage one, Novice. they are fairly weak with their mancy and can hardly do anything. for a pyromancer, they could make a flame as big as a candles flame, or make the air in a two feet radius warmer

Intermediate: A very sharp turn for power, as Mancers at this stage are now just starting their new era of power. for example, commonly found for using golems, would be able to make one such as carnomancers.

**V/A** Expert: after intermediate, your power and capabilities increase dramatically. An example, an electromancer can have a higher chance at causing fatal blows to others with the use of two bolts. after reaching Expert one could cast spells in multiple places at once.

**V/A** Master: Like Expert, a Master's range of abilities increases. mancer's at this stage can be commonly found at the school of Mystics or anywhere else, acting as mentors for lower tiers. around this time of a mancer's progression, It is well known for them to study harder about their mancy and its abilities, to be prepared for the next and last tier **Known** to the land of Aelfrun, Arch-mage.

**V/A** Arch-mage: Arch-mage requires approval from the Manager/owner, then given to staff to vote on. IF approved, congratulations. Arch-mage mancer's have reached a level that allows the user to perform incredible abilities, from massive fireballs, to creating huge tornados.

**Mancies: Playable**

* **Pyromancy**

* **Zaniomancy**

* **Electromancy**

* **Aeromancy**

* **Tempomancy**

* **Carnomancy**

* **Necromancy**

* **Atmamancy**

* **Terramancy**

* **Herbomancy**

* **Hydromancy**

* **Cyromancy**

* **Telemancy**

**Mancies: require approval(A) or Unplayble and restricted to staff only(U)**
* **Spatiomancy(U)**

* **Chronomancy(U)**

* **Flectomancy (A)**

* **Erembomancy(U)**

* **Pestamancy(A)**

* **Hemomancy(A)**

* **Ferromancy(U)**