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.Spell Casting:-
Vocals:
old tongue words here
old tongue words here
Item Creation:-
description of items and their creation
Item Vocals:
old tongue words here
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 |
- |
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