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Codex: Mancers
POWER: This class of mutation allows a person the ability to manipulate an element to their purposes. The severity of their powers can vary widely as can the price.
PRICE: The price of being a 'mancer is contingent on what the person is able to manipulate. Pyromancers, for example, burn from the inside out while hydromancers run the risk of completely liquefying themselves if their powers get out of hand. The powers of a 'mancer are typically tied directly to their emotions, becoming more difficult to control the more worked up a person becomes.
KNOWN VARIATIONS: Fire, water, electricity, smoke, metal
KNOWN 'MANCERS:
The first name here is scratched out violently
Hero: Pyromancer Mutation Class 10
Dr. Arkalian: Electromancer Mutation Class 5
POWER: This class of mutation allows a person the ability to manipulate an element to their purposes. The severity of their powers can vary widely as can the price.
PRICE: The price of being a 'mancer is contingent on what the person is able to manipulate. Pyromancers, for example, burn from the inside out while hydromancers run the risk of completely liquefying themselves if their powers get out of hand. The powers of a 'mancer are typically tied directly to their emotions, becoming more difficult to control the more worked up a person becomes.
KNOWN VARIATIONS: Fire, water, electricity, smoke, metal
KNOWN 'MANCERS:
The first name here is scratched out violently
Hero: Pyromancer Mutation Class 10
Dr. Arkalian: Electromancer Mutation Class 5