FORGET

Barazmembos

The ability to recall the multitude of Manc rituals, procedures and methods is an essential part of any Mancers profession, a ranger needs to remember the routes of passage or the track signs of possible prey or predator and even the practiced warrior whose skills are almost instinctive needs to remember tactics of use, weapon subtleties and the disciplines of battle. Imagine if any one of these professionals were to lose one or more of those memories, to be unable to recall the important information needed, or to forget the face or name of a dangerous criminal. Forget removes a memory or string of connected memories from a target and places either a blank where the memories should be or else creates a possible pathway to explain the missing memories.

The caster can target a victim in one of three ways. Remove a specific near-recent (within the last 35 Days) memory, remove all memory from their mind effectively making them, for a while, amnesiacs, or else removes a string of memories and reroute their memories to fit around the now missing ones. The caster must have an INT greater than the victim's, or be of a higher Level than the victim in order for this Manc to succeed well, otherwise the victim gets an extra Save Vs Manc whenever it is required (effectively a reroll). Note that the victim, even if of greater Level or INT is still momentarily tranced while the caster attempts to make them forget.

The base form of this Manc is a specific memory loss. It makes the target forget one memory from within the last 35 Days that the caster knows they should know. Upon casting the victim makes a Save Vs Manc throw and if successful is only momentarily stunned but may then continue as they wish. If unsuccessful the victim is placed in a temporary trance and the caster has 2 Rounds to make the victim forget one memory. The caster need not be able to speak the victim's language, the Manc affects the victim's memories directly. The memory can be only one thing, although that memory could be a large one encompassing several situations or items, such as forgetting meeting a specific person or group, or forgetting to take their weapon, mount, or just the route back from where they came from. If the memory is a well-known thing to the victim, such as the way to their home, they may make another Save Vs Manc and if successful the memory is only forgotten for a quarter of the Duration only. This base form can be cast upon animals and non-intelligent creatures to make them forget what they may have reacted to at the point of casting. For example it could make a ston not leap but suddenly forget the caster is there and so leave peaceably, or an undead creature not sense the life-force from the caster as it passes. Animals or undead with this Manc cast upon them have only half Duration before they remember or act normally.

Adding a Power Level to the Manc allows the second form of this Manc, the ability to remove all memories form the victim, rendering them only able to rely on instinctive or natural talents and abilities. The caster need only cast the Manc and the effect is instant, no communication need take place. This Manc could make a warrior forget how to fight, but not defend themselves if attacked, it could make a person forget their identity, their life and their home, but it would not make them forget how to put on clothes, speak a language once spoken to, or that a settlement may be safer for them than being out in the wilderness. The Duration is half that stated and after it ends they remember everything quickly in a few Rounds, dependent upon their INT. The victim gets a Save Vs Manc at casting, but has no secondary saves for important information or memories. During the time of their forgetfulness they can not remember things as they learn them. So teaching someone under this Manc how to fire a crossbow may well be good for that Round, but the following Round they will not remember how they got the crossbow, who gave it to them or how to use it. Used on animals and low intelligence creatures this Manc can cause them great fear and may provoke an attack or flee. This Manc does not work on undead or unintelligent creatures such as insects and the like.

Adding three power Levels allows the victim to go into a trance and the caster must state what memories the victim loses that form a string of memories to one path end. That is they can not make the victim forget sporadic, random memories, but the memories must link to form a specific path. This could be the training received from a mentor, such as Mancer, stealthling or warrior etc. or all memories to a specific person, item, or quest. It can make the victim forget their dealings with a specific group, place, or object. The memories are not just lost, however, they are masked by other memories being slightly altered, modified in little ways, or else small false memories being implanted. The caster needs to say the end points of the memories forgotten, and any vagaries in their stipulations could cause the victim to make a Save Vs Manc and break out of the Forget Manc. This can not be cast upon animals or non-intelligent creatures. The Duration is effectively permanent, however, the victim gets a Save Vs Manc to break free every time something could forceably make them remember something (a mothers gravestone, a sibling convincing them, a piece of artwork depicting them doing something dramatic). They also get a Save Vs Manc every Dodecate on the same day as the Manc was first cast, gaining +1 per caster's Level in Dodecates. I.e. a Level 6 Mancer means the victim may gain +1 every 6 Dodecates.

This Manc is considered Evil if used without good reason and other Mancers familiar with the Manc may see it as an Evil use. Using this Manc on an unnecessary victim for personal gain can alter the alignment of the character.

Restoration recovers any lost memories on a victim, however every recasting of Forget on the victim, to make them forget several different things perhaps, requires a separate Restoration for each memory or memories string lost. Banish Manc does not recover the memories. True Seeing will allow the victim a n immediate Save Vs Manc to break the Manc if exposed to a visual aid to their memory, such as a treasured item, a family member, their home etc.

By adding an extra Power Level again, the caster can set a trigger word, item, or phrase to dispel the Manc, be this on themselves or on a victim.

This Manc can be self cast, to allow the caster to forget something. It follow the normal rules for each form and the effect only takes place once the casting is complete.

Spell Casting:-

Vocals:

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old tongue words here

Item Creation:-

description of items and their creation

Item Vocals:

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old tongue words here

ITEM LEVEL CHARGES DURATION RANGE NOTES VIRGIN MAIDEN
Scroll 8 6 1
1 Day 30 Feet Hearing, Level in Targets 7 Passages
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Wand

10

7
4  4 Days 30 Feet - 1 Day 2 Movements
Spell
13
10 5
4 Days
60 Feet
L.O.S.
2 Days
-
Other 18 ? D.O.I.
D.O.I D.O.I D.O.I D.O.I D.O.I

1 Round = 30 seconds