TRAP DETECTING

Niturk Fylbrak

Traps come in all forms, designs, places, and effects. They have one thing in common to all however, they are all designed to surprise their prey and have some form of an effect upon them, most commonly one of entrapment. Some traps are, of course, deadly, others maiming, a few disabling, and very few beneficial. The ability to notice a trap before it has been sprung is most useful. Trap Detecting alerts the user to any nearby traps that have been specifically set by an other. The trap may have no effect upon the user, or perhaps will not activate by their current passage past them, but this Manc will still alert the user to thie presence of the trap regardless, as long as the trap is set and ready. If a trap has been activated already, and therefore has no use, then this Manc will not deem it a trap. Also, any natural situations, such as slippery shale, a branch pulled back by another waiting to spring back to its normal position, or a loose floorboard above a vat of acid, does not constitute a trap, but a natural dangerous situation, and so this Manc would not activate to alert the user to its presence.

The user determines when they wish the Trap Detecting to begin detecting. The item is then constantly active, but does not use a charge until it finally comes into range of a trap. The user may stop the item being active without using a charge as wished, but without activation the user may become the victim of a trap.

The alert usually comes in the form of a glowing brightness of light from the item created. But this can be replaced with a specified sound, vibration, or even smell with the increase of a Power Level. The colour of the glowing light is of the creator's wishes, but it only one colour. The seriousness of the trap is not shown by the glow, but the distance and proximity is shown by the glow becoming brighter and the pulsing increasing to a steady rhythm. Of course if the glowing light is replaced with another option then the similar effect is accomplished with the alternative alert manner. Sounds will get louder, smells stronger, vibrations more powerful.

If multiple traps are detected it will place the closest as primary and if passed successfully will change to the next closest and so on. Once a trap has been detected the Manc will continue to alert the user until the trap has been disabled, the distance of user to trap becomes greater than the range, or the user wishes it to stop. So effectively the Manc has no Duration until one of these three considerations has been met.

The range of the item to the trap is dependent upon the creator's Level and how they created the item. By default, the range is equal to creator's Level x 20 feet.

Spell Casting:-

Vocals:

old tongue words here
old tongue words here

Item Creation:-

The ring, belt, and amulet must be worn to be active. The weapon must be wielded as if to be used. The jewel may be inserted into another item, worn as jewellry, or simply held by the user.

Using tarse leaves in the creation along with two dice, or something dedicated to Trador decreases the Power Level by 1.

To increase the range of an item the Mancer can add one of three ingredients, each of which has a differing result. A demon's eye can double the range, but increases creation time by 2 Passages. The finger of a thief (not a stealthling unless they have stolen) increases the range by 10 feet and time to create by 3 Turns. Lastly, a once poisoned needle, or other deadly component of a trap, increases the range by an extra 15 feet with  an extra 2 Turns in time to create. Note, that all three optional ingredients can be used cumulatively, but in the order stated here [demon's eye + thieves' finger + once-poisoned needle = Range x 2 + 10 + 15, taking an extra 3 Passages to create (2 Passages + 3 Turns + 2 Turns)]. Using one of the ingredients in the incorrect order means that ingredient has no effect.

Item Vocals:

old tongue words here
old tongue words here

ITEM LEVEL CHARGES DURATION RANGE NOTES VIRGIN MAIDEN
Ring
7
6
10
See Text
See Text
Worn
3 Movements
3 Passages
Belt
7
6
8
See Text
See Text
Worn
1 Day
1 Movement
Weapon
8
7
8
See Text
See Text
Wielded
6 Movements
1 Movement
Amulet
8 7 9
See Text See Text Worn 2 Days 1 Movement
Jewel

9

8
8 See Text
See Text -
1 Day 3 Passages
Other 12 10 D.O.I.
D.O.I D.O.I D.O.I D.O.I D.O.I

1 Round = 30 seconds