Whatevermancy: Difference between revisions

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** In the ''[[Old World of Darkness]]'' ''[[Vampire: The Masquerade]]'', some vampire clans can learn Necromancy, which combines the historical divination aspect with the more modern pop culture raising zombies aspect. Also, Clan Tremere could learn the Path of Technomancy.
** The clanbook for the Mekhet in ''[[Vampire: The Requiem]]'' uses it correctly, however, outlining various methods of divination with "-mancy" as a suffix. This makes sense, as the Mekhet are the clan with the Discipline of [[Psychic Powers|Auspex]] and heavy occult trappings.
* The Ogre Kingdoms of ''[[Warhammer Fantasy Battle]]'' have Gut Magic, AKA "Gastromancy".
* ''Mage Knight'' miniatures had Technomancers, wizards who made mechanical golems and such, powered by a special mineral called Magestone. Death mages were also called Necromancers, and the 'Necromancy' ability specifically referred to returning a dead creature to play (especially a Zombie or Skeleton creature). Averted with their opposites, the Elementalists (who used the 'elements of nature' rather than the four classical elements). Oddly, the only actual Oracles in the game didn't have a specific -mancy.
* ''[[Shadowrun]]'' does this a lot, with ''technomancy'' (the magical [[Technopath|manipulation of the Internet]]) and ''cybermancy'' (the practice of keeping someone alive with magic long after the [[Cybernetics Eat Your Soul|cyberware has had its fill]]) to name a few.