Water is an easy element to control. It is difficult to move through however, especially for long periods of time. This Manc enables the user to move through water as they do on land. While theDuration is active water is no barrier to movement, breathing, or to the senses. User's can move their normal speeds, complete acrobatics or jumps as well as they could out of water. Their senses are all as they were, though they may have a shorter range, and Mancers'can even cast Manc underwater, as they have no problem talking underwater. Warriors can fight and archers can even fire bows, though, again, their range is diminished somewhat. Upon leaving the water the caster's belongings and clothes are dry and undamaged. Their hair is dry still, and they can even drink water from their waterskin while underwater to quench their thirst, as long as the waterskin was upon them when the Manc first cast.
Fire can not br maintained, even with this Water Manc. Beings composed of fire can use this Manc, and sealed lanterns can also, but torches or candles can not. Fires can also not be started underwater.
The user of the Manc can achieve any and all of their normal physical abilites while under water and actually gain an ability if they did not already have this before hand. This is the instinctive and innate ability to swim, it comes naturally and unbidden, giving many levels of movement possible. swim speed is typical for that race and physical fitness. Weight is unimportant it seems, unless they gain weight after the casting.
Missile attacks, Manc or otherwise, suffers a one-third range, after this distance the missile leaves the caster Mancer's area and is affected normally by being underwater. Communication also suffers this reduction in range. Although the senses and speech can be used normally, their ranges are reduced to one-third their normal range. Maximum range is 600 feet in diameter or normal range reduced by one-third, whichever is shorter.
Once the Duration ends the user is effected by being underwater and the effects of being at that depth. The Duration of this Manc is the creator's Level x itself, multiplied by 20 Rounds. Use the table below as a guide.
LEVEL |
DURATION |
LEVEL |
DURATION |
|
1 |
20 Rounds |
11 |
2420 Rounds (3 Movements) |
|
2 |
80 Rounds |
12 |
2880 Rounds (1 Day) |
|
3 |
180 Rounds (1 Passage) |
13 |
3380 Rounds (1⅛ Days) |
|
4 |
320 Rounds (9 Turns) |
14 |
3920 Rounds
(1⅓ Days) |
|
5 |
500 Rounds (13 Turns) |
15 |
4500 Rounds (1½ Days) |
|
6 |
720 Rounds (4 Passage) |
16 |
5120 Rounds (1¾ Days) |
|
7 |
980 Rounds (5½ Passages) |
17 |
5780 Rounds (2 Days) |
|
8 |
1280 Rounds (7 Passages) |
18 |
6480 Rounds (2¼ Days) |
|
9 |
1620 Rounds (9 Passages) |
19 |
7220 Rounds (2½ Days) |
|
10 |
2000 Rounds (11 Passages) |
20 |
8000 Rounds (3 Days) |
Banish Manc and Restoration will remove this Manc from a user. The
Mancer can dispel any Water Manc they have cast while within their
Level x100 feet range of their original target.
Spell Casting:-
Vocals:
Beloin Acrash Tenor Zegram Camar
Camar Zegram Tenor Acrash Beloin
Calu Tié Sim Tié Calu
Qincint Assit Calu Rydas Frul Lutheck
Zogalee Queb Ucorshf Masunif Yohnn
Zep Frent Mue Calu Mue Dakig Xystal
Iwan Mue Z'mbula Rulini Cellab
Nookal Lié Ik Alans
Zigrat Pef Mue Alans Calu
Fedros Zigrat Torbraninela
Zigrat Grashkefel Mue Alans Calu
Gutharss Zigrat Obus
Zigrat Carsh Mue Dakig
Zigrat Carsh Mue Dakig
Zigrat Grashkefel Ik .... Zeg Mue Calu Alans
Tu Qincint Fidas Gitel Nef Frul Lutheck
Tu Qincint Assit Mue Calu Fidas Uve
Beloin Acrash Tenor Zegram Camar
Qincint Fidas Gitel Nef Frul Lutheck
Camar Acrash Tenor Zegram
Qincint Assit Calu Fidas Uve
Zigrat Torbraninela Bly Zigrat Manc
Zigrat Torbraninela Bly Zigrat Smer
Item Creation:-
Item Vocals:
Zigrat Grashkefel Ik .... Zeg Zigrat Manc
Zigrat Pef Amsell Mue Alans Calu
Carsh Ik .... Zeg Gratif
Carsh Ik .... Zeg Gratif Dasanna Smer
Beloin Acrash Tenor Zegram Camar
Camar Zegram Tenor Acrash Beloin
Zigrat Grashkefel Ik .... Zeg Zigrat Manc
Zigrat Pef Amsell Mue Alans Calu
Carsh Ik .... Zeg Gratif
Carsh Ik .... Zeg Gratif Dasanna Smer
Beloin Acrash Tenor Zegram Camar
Camar Zegram Tenor Acrash Beloin
Zep Frent Mue Calu Mue Dakig Xustal
Iwan Mue Z'mbula Rulini Cellab
Zigrat Pef Mue Alans Calu
Fedros Zigrat Torbraninela
Zigrat Grashkefel Ik .... Zeg Zigrat Smeran
Zigrat Grashkefel Ik .... Zeg Mue Calu Alans
Tu Queb Pefum Jielk Torbraninelaf
Tu Dak Qincint Fidas Frul Lutheck
Tu Dak Obus Fidas Uve
Zigrat Carsh Zeg Calu Manc
Zigrat Carsh Zeg Smeran
Carsh Zeg Calu
Grashkefel Ik .... Zeg Mue Alans Calu
Tu Baraz Bred Zigrat Torbraninela Manc
Beloin Acrash Tenor Zegram Camar
Camar Zegram Tenor Acrash Beloin
ITEM | LEVEL | CHARGES | DURATION | RANGE | NOTES | VIRGIN | MAIDEN | |
Spell | 6 | 5 | 1 |
See Text | 100 Feet | See Text | 3 Passages | - |
Potion |
7 |
5 |
1 |
See Text | Drink |
Light Green / See Text | 2 Passages |
- |
Wand |
8 |
7 |
4 |
See Text | 60 Feet |
See Text | 3 Passages |
3 Passages |
Belt |
9 |
7 |
See Text | See Text | Worn |
See Text | 1 Movement |
2 Passages |
Scroll |
10 |
7 |
1 |
See Text | Hearing |
See Text | 1 Movement |
- |
Ring |
10 |
8 |
See Text | See Text | Worn |
See Text | 3 Passages |
3 Passages |
Amulet |
12 |
10 |
See Text | See Text | Worn | See Text | 5 Passages | 3 Passages |
Other | 22 |
20 |
D.O.I. |
D.O.I | D.O.I | D.O.I | D.O.I | D.O.I |
1 Round = 30 seconds