Dracomancy, also known as dracoimpery, is the psychic ability to command and control dragons. An individual with dracomancy is known as a dracomancer or dracoimperist. Drakine for "dracomancer" is draki-tyr, or "dragon-king".
"Dragons are attracted to dracomancers like moths to the flame."
- Cresius Tasque
Dracomancy is, in essence, mind control of any reptile of the genus Draco. It is a psychic ability based upon sheer willpower and concentration. Dracomancy, if the user is powerful enough, may also be used to take a weaker dracomancer. It is possible to bind a familiar through the use of this power. Dracomancy does not affect relatives of the dragon or species that look like they may be considered dragons(such as dinosaurs, Selrakh, or sea serpents) unless the target has dracomancy.
An untrained dracomancer may accidentally use his or her ability on dragons in the vicinity, often becoming friendly with them very quickly. This bond is very weak, however, as the dracomancer is unable to cement the link. After a bit of training, the dracomancer can control this power more easily, eventually becoming able to go through the bonding of a familiar. Rarely, an untrained dracomancer may have a natural talent at it and take control of a dragon or even take on a familiar without being trained.
After training and conditioning in the usage of this power, a dracomancer develops a naturally strong willpower and capacity for concentration. This is put to good use, as in order to take a nondragon dracomancer, a strong will is needed to prevent the target from turning the tables on the attacker. As a dracomancer's talent progresses, its familiar(if it has one) may develop the dracomancer's powers and vise versa. Even those dragons who aren't familiars may grow to be more powerful as well. Dracomancers of the highest power, though rare, may be able to attack and sever the link between dragon and master, sometimes even reconnect the severed links to the attacker.