A Mancer has many things they would rather not let the typical person see, handle or indeed steal. Sometimes the simple everyday lock is not enough to keep things safe. When a Mancer wishes a locked item to remain locked even when skilful Stealthlings are around they rely on Hold Lock. Hold Lock seals a locked item and keeps it locked even from conventional unlocking means. Even the key designed for the item will not unlock it.
Banish Manc and then unlocking will allow it to be opened
conventionally, or an Aperture Release dispels the Manc and opens it.
Destroying the lock is almost impossible once Hold Lock has been cast
upon it. A Strength of over 500 would be needed to break the lock. Of
course the door, chest, what have you surrounding the lock may be far
weaker, that is not strengthened or held by Manc. The locking mechanism
can be any form of mechanism, from a standard key lock, to a latch with
hook, pin and hole, bar and rests etc.
An extra Power Level at casting will also close the item before
locking it, even if it was not locked before hand. The caster can of
course dispel this Manc as wished. By Adding 3 Extra Power Levels a
Key-Word can be used that allows the caster to open it as they wish,
but once shut remains Hold Locked.
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 | |
Spell | 4 |
3 |
4 |
P | 5 Feet | L.O.S. or Touch | 5 Passages |
- |
Scroll |
4 |
3 |
1 |
P |
Seen or Touch |
- |
3 Passages |
- |
Wand |
4 |
3 |
4 |
P |
10 Feet |
L.O.S. or Touch |
1 Movement |
1 Passage |
Other | 8 |
7 |
D.O.I. | D.O.I | D.O.I | D.O.I | D.O.I | D.O.I |
1 Round = 30 seconds