Auramancy Canon

Authors: Pharthan


An auramage is a technomancer in control of electromagnetism. This gives even the most basic of auramages a wide range of abilities, be it controlling metal, light, plasma, chemistry, electricity, or even atomic reactions. Auramancy is one of the most popular forms of technomancy for it’s relative ease of use and diversity with even the most basic of rigs, and the ease of constructing a simple “rig” with equipment accessible to nearly everyone.



Often auramages are driven by passion, energy, and excitement. They are as much thrill seekers as they are students of their ways.  Using sensors, magnetic fields, and compact generators they are able to manipulate and controls energy fields around their bodies allowing them to create vibrant and powerful displays of energy.

Many auramages are simply interested in the light shows they can pull off as they show boat around the streets of cities and towns performing their arts to the laughter and applause of gleeful onlookers.  Want a dragon made out of lighting?  No problem.  Want an iron ball launched high into the air through magnetism?  Easy as cake!  The thrill and excitement of their craft is what drives them, not some code of honor or belief in a higher cause.

On the field, auramages can create blasts of energy and heat to attack their foes and create shields for themselves and their allies to hide behind.  Some have even been known to master kinetic energy and weaponize a length of metal pipe and some ball bearings into makeshift rail gun.  “Whatever feels good” is the way to fight for an auramage.


While their “powers” universally allow them control of electromagnetics, and it is not uncommon to specialize in any one form of utilizing the powers of auramancy; some auramages choose to put resources into specific control of the certain facets.


The most common, as it allows for the most versatility and least gear specialization, a magnetomage is one who specializes in control of metals and magnetism. While still capable of controlling light or plasma, a magnetomages focuses his skills into being closer to that of a gravmage, except with magnetism at his side. This often constitutes more fine control of objects they can control than their gravitic counterparts, and magnetomancy is often far more powerful for the same power cost; as such, magnetomages are often used as killers of gravmages when necessary. They are notorious for becoming human rail-guns, launching even the most unassuming of objects at tremendous speeds with devastating results.

The more daring use magnetomancy to “fly” around urban areas, using the metal around them to “push” and “pull” themselves about, turning themselves into projectiles for the purpose of locomotion.


A photomage is an auramage who dedicates his studies and practice to the manipulation of light, both visible and non-visible. Many photomages are skilled at turning themselves “invisible” by bending light around them, others choose to be able to focus light into a laser that they can manipulate at will. Many photomages’ rigs include light sources of great variety to produce that which they control. Photomages are useful for entertainment, as they can not only manipulate images, but generate them as well; as such, they are also typically quite useful in espionage.

As well, photomages can perform quite well in electronic warfare quite similarly to a jammer, disrupting radars and diverting radar and laser-guided munitions. Those more practiced and more educated on specific equipment’s inner workings can even create false signatures; a good photomage can completely hide a military unit or make a false one appear to be present.

Much about a photomage is little different from that of a magnetomage, apart from light-sources and equipment calibration, though some may use metamaterials to make their craft easier.


Pyromancy was an offshoot of auramancy utilizing the manipulation of fire. It is typically quite short-lived when it gains popularity, as a pyromage is one who simply distorts plasma through electromagnetic fields, and the power requirements to generate plasma is often prohibitive without the use of a plasma weapon, and the usefulness of fire is often limited to combat roles and some showmanship. This requirement and difference in rig construction is often the only difference between a pyromage and a magnetomage.


By its very nature, Electromancy rarely manifests outside of a tethered form; in all technicality almost any form of auramancy involves electromancy, pure electromancy often involves attempts at directing electrical shocks at one’s enemies. Like pyromancy, this usually requires such high power requirements as to be illogical, as directed electrical attacks also require arc-shaping electrical fields that could be used to do the job intended via other means. For this reason, like pyromancy, electromancy often goes unused.

Unlike pyromancy, the more experienced and educated electromages use it like a well played game of chess upon the battlefield, charging objects at their whim. A small piece of metal finding all of its electrons removed and put into a piece on the other side of an opponent can generate forces and velocities bordering on the incomprehensible; the most average of electromancers turn everyday objects into violent projectiles just as well as the finest of gravmages, albeit with more planning and foresight. Some take shortcuts to this, using whips or grapple-lines to drain or charge targets so that their projectiles have motive force. While difficult to execute, the returns for successful practice of electromancy arguably have the largest effects of any form of technomancy.


Atomages are normally quite rare. Aside from genetic biomancy, atomancy, an offshoot of auramancy, requires some of the most scientific know-how, discipline, and specific gear, often leaving them unable to perform much of the auramancy granted to other the other schools. It unfortunately also has few martial applications.

An atomage is studied and capable of manipulating things on the molecular and atomic level – some even quantum. Many jokingly consider themselves alchemists, as they are directly able to transmute one element into another, provided they have the necessary atomic material. The irony behind this joke is that atomancy often requires the mage to have a good understanding of chemistry and physics as opposed to mystical arts, though many do seek out to create gold as one of their first endeavors upon obtaining the necessary rig. Once they are skilled enough to do so, most atomages have little trouble directly turning one substance into another, fissioning and fusing elements back and forth one sometimes an even macroscopic scale. This requires a level of computing power that often leads them to delve into datamancy, at least for the brain-power.

Atomancy has little use in a battlefield, as the range of an atomage is quite limited, the uses likewise limited, and the gear specifically tailored in order to turn the mage into a human particle-accelerator. Atomages find themselves most useful in laboratory settings, and many wealthy or well-backed scholars learn atomancy for it’s benefits.



As with gravimancy, tethered auramages, known as Incarnates, must rely on their own weight to manipulate objects, and similarly utilize large rigs. Due to the nature of electromagnetism and their fields, it is far easier for an auramage to transfer this load to any external rigs, and so require considerably less body modification than a gravmage. Unlike gravmages, however, tethered auramantic projectors are far more common than untethered, as it is natural for electro-magnetic field to provide feedback in the form of magnetoresistance.


Arcanes, mages who practice untethered auramancy, often prefer to perform their craft at a distance. Untethered auramancy projectors are more expensive than their counterparts, as they often require multiple tethered projectors and large hardware to compensate for the natural fields generated. The exceptions to this are electromancy and pyromancy. An untethered auramancer can control a number of electronics and electrical equipment at a distance, or toy with bolts of lightning like a plaything.


As with any balanced art of a technomantic school, a balanced auramage, known as a Tempest, is granted both the benefits and drawbacks of both the tethered and untethered forms, granting them unique abilities and versatility. This also results in the limited specialization of equipment due to the diversity of their projectors, though some find balanced roles to function quite well for certain specific jobs.


Quite similar to a Tempest, an Elemental is skilled at both tethered and untethered forms of technomancy, but has managed to skillfully craft the two together. For their complexity, a Master Auramancer’s rig and implants may cost as much as some starships. Many will compare an Elemental to a Tempest, and there is often little true distinction other than whatever test their guild requires; some Elementals may be considered Tempests by neighboring or rival guilds who do not view the tests performed by the Elemental’s guild as worthy.