This Manc uses illusion to create multiple copies of an object, area, or creature. Once cast upon the target, other exact copies are formed which appear around,or alongside, the original. The copies act and behave just as the target does. If a creature, it will move and sound like the original, but it will not smell or feel like the original.
The placing of the copies is determined randomly by default, but an additional Power Level allows the caster to determine the appearance of the copies up to their Level in number and determine if the copies, especially relevant to creature targets, appear to be in a line, column, triangle, facing outward, or inward and so on. Any remaining copies are still randomly placed however. The copies will also appear in a logical, realistic location, there are never copies of creatures hovering off a cliff for example, or two sets of footprints, one of which appears to be standing upon water.
Other viewers to this Manc, once cast, will see copies appear to emerge from the original and spiral and mix outward until formed. The minimum copies the caster can create is 1, but the maximum is determined by their Level:
LEVEL |
NUMBER OF COPIES |
LEVEL |
NUMBER OF COPIES |
|
1 |
1-3 |
11-12 |
1-15 |
|
2 |
1-5 |
13-14 |
1-17 |
|
3 |
1-7 |
15-17 |
1-20 |
|
4-5 |
1-8 |
18-19 |
1-22 |
|
6 |
1-9 |
20-22 |
1-25 |
|
7-8 |
1-10 |
23-25 |
1-30 |
|
9 |
1-11 |
26-27 |
1-37 |
|
10 |
1-12 |
28-30 |
1-40 |
Anything obviously happening or interacting with the copy will immediately reveal its illusionary state, unless the caster acts as the copy should. For example, a Mancer who creates 3 copies of themselves is attacked by three raiders. One raider makes a slash with their axe at a copy and the Mancer seeing this acts as if to dodge the blow, the raider may then think that they are attacking the real Mancer. The copies are also unaffected by fire, small obstructions, or anything passing through them. They will seemingly pass realistically around an obstacle, but their mirroring of the original can make this look odd. This Manc is best used on primitive creatures that rely on sight, or in open expanses, or on objects and areas that will not be touched or obviously interacted with.
The Mancer can at any time dispel one or more copies as wished.They may also, at casting or creation, with the addition of +1 Power Level cause the copies to become detached from themselves. Detached copies are controlled by the Mancer who must concentrate on them within sight, and with willpower make them all act as wished, be it run, stand, roll, or such. When the caster wishes they may depart from the area, then the copies take on a neutral posture, perhaps if a creature it may sit or stand calmly,if an object then they remain stationary as they were. Once the Mancer moves out of range the copies would dissapear.
The Mancer may control the copies at up to their Level x20 in feet, always keeping them in sight. At any time the Mancer loses sight, or falls unconscious, the copies dissapear. Banish Manc dispels one copy (unless it is an area effect Banish Manc). True Seeing, Property Telling, Manc Detecting, Mind Reading, Detect (if the copies are not of the specified target) will all reveal the copies to be not what they seem. Only True Seeing and Property Telling determine these as copies to distract or confuse. While no physical Manc can effect the copies, any light-affecting or colour-changing Manc may have some effect on the copies, as does Slow and Silence. Also, due to the lack of actual physical harm a copy can do, they can enter a Protection From Evil sphere, despite the intention of the original Mancer's alignment or intentions.
To control detached copies the Mancer must maintain sight (although
remote viewing is possible) and mutter the casting sentence every Level
Rounds or until the Duration ends. Upon the Duration ending the copies
simply vanish. The copies take a moment to form when not moving objects
or less than 6 in number, or Rounds equal to 6 minus the Mancer's Level
if larger than a serevmen or greater than 6 in number to a maximum of 1
Round.
Spell Casting:-
To cast requires only a simple gesture and a softly spoken sentence.
Vocals:
Egale Zel Por
Egale Indassf Fidas Mue Canu
Pef Zelmen Frent
Forgarrel Egale Varis
Item Creation:-
The potion must be made with water, ale,or wine (other alcoholic drinks will work but raise the Power Level by +2), 6 powdered Tarse leaves, feathers or leaves, ground gemstones of at least 6 different colours. The ingredients must be boiled and then add a four-leaf clover or some other twinned item such as a double flower, or two nuts from one shell and such, along with honey.
The tablet requires chalk, mined on the night of a full moon. The potion is made and then reduced over a high heat with the chalk being added only once a thick residue is left. This is then, while hot, formed into one tablet. As it is dried over a hot fire it shrinks to around hazelnut in size but flattened.
The wand can be any wood but hard wood makes the Power rise by +1.
An addition of a Pentagram on the wand lowers the Power Level by -1.
The wand must be stood upright in wax within a Üolarm. Chimes or a gong
must be rung during the process each Turn and each time once more than
the last time.
Item Vocals:
Carsh Ik Dis
Tu Egale Zel Por
Frent Relindel Mue
Egale Indassf Fidas Mue Canu
Canu Egale Zedah Zelmen
Zigrat Pef Zelmen Frent
Ik Dis Carsh
Frul Zigrat Torbraninela
Forgarrel Egale Varis
ITEM | LEVEL | CHARGES | DURATION | RANGE | NOTES | VIRGIN | MAIDEN | |
Potion |
2 |
1 |
1 |
60 Rounds | See Text |
Pale Brown |
4 Passages |
- |
Tablet |
3 |
1 |
1 |
60 Rounds | See Text |
Chalky-White |
5 Passages |
- |
Wand |
4 |
3 |
6 |
60 Rounds | See Text |
- |
3 Passages |
2 Passages |
Spell | 4 |
3 |
3 |
60 Rounds | See Text | - | 5 Passages | - |
Other | 6 |
4 |
D.O.I. |
D.O.I | D.O.I | D.O.I | D.O.I | D.O.I |
1 Round = 30 seconds