Mancers rely on vision greatly, but another sense important to a Mancer is sound and their ability to hear. It is often invaluable to listen. Listening allows knowledge to be gained, to understand, to know what others are thinking and thus prepare for the future, or even understand the past. Devised by Beloin The Cycle Traveller; Wizard’s Eye enables a Mancer to place a representation or symbol for an ear and through that symbol hear as if they themselves were there.
The device can take any form of symbolism of an ear. Living ears can not be utilised but Old Tongue symbols, carvings, statues, paintings, embroidery, even the ears of the dead can be used as the representation. It may be placed on masonry, furniture, statues, clothes, jewellery, paintings, plants, floor coverings, tiles and other creatures in the form of scars, tattoos or natural markings, such as on a butterfly’s wing, for example. The size of the symbol is irrelevant with only two restrictions. It may not be smaller than a half inch, otherwise it restricts the range of hearing. Nor may it be larger than a mile long, and as the Mancer need trace the ear during the creation ceremony this becomes much harder the smaller or larger the symbol. Unlike Wizard's Eye, the importance of an ear-representation is not necessary, but often ingeniously used.
The representation must look something like an ear, but need not be fashioned by the Mancer, but should they have the skill it lowers the Power by two levels. Upon the representation a ceremony is then carried out. Near Magi wizards and Grand Sorcerers can cast Wizard’s Ear as a simple spell but regardless of the ability of the Mancer they must all smear the representation with an unguent or they may bind with it by incorporating some element of themselves within its make up: hair, spittle, nail, flesh, all are possible ingredients that may be used. Lichs’ may place part of their bone or soul within it.
Omitting the time to create or fashion the representation, the ceremony itself takes a varied amount of time. It is dependent upon the level of the creator, their INT and END, and their Saving Throw Vs Manc. The default time being at least 2 Passages. Generally the time to perform the ceremony = (Save Vs Manc x 10) – (INT + END ÷10 + Level). E.g. A 10th Level Mancer with, a Save Vs Manc of 8 and an INT of 98 and an END of 70 would take 53.2 Passages (80 – 26.8). Each whole Passage must be completed and at least two Passages per day, or else the Manc ceremony fails. In this way, the example Mancer could take anywhere between 26.6 Days to 5.32 Days (assuming a minimum of 2 and a maximum of 10 Passages per day).
The ceremony connects the Mancer and the representation together. Usually Manc Metal or some other strong material is used else damage to the ear will at least destroy the Wizard’s Ear and, more so if bound to the representation, may injure the Mancer directly. Unbound Mancers take no damage unless actively using the ear at the time of damage and take only 1 P.O.D. to the ear used. Bound Mancers using the Wizard’s Ear when it is damaged suffer minor damage: for each 25 P.O.D done to the representation the Mancer takes 1 P.O.D, initially to their connected ear first. A typical Serevmen ear can take up to 4 P.O.D. to a single ear before long term damage is sustained. Soft representations such as cloth or wood, even if destroyed do less damage to a Mancer as say a large sculpture made of Manc Metal, as the sculpture can take much more damage, while the cloth is easily destroyed. Destruction does nothing more to the Mancer, only the damage inflicted is crucial. A bound Mancer always takes at least 1 P.O.D if the representation is damaged.
The Mancer may carry out the ceremony multiple times, once for each ear. Usually two Wizard’s Ears are created instead, widening the listening angle and clarity. Wizard's Ear need not be placed in symmetrical places. indeed, it is often best to place multiple ears around a location to be able to change between them and hear different sounds from each in turn. Separately placed Wizard’s Ear must be listened-through separately.
The ceremony consists of chanting and gestures, while rubbing in an unguent composed of oil, urine, blood (or dried flesh powder), Man-Root oil, and a drop of wax or slither of skin, even a hair, from the Mancer's ear. The representation is then thoroughly cleaned, so no trace of the unguent is left.
Binding themselves to the representation in the creation process gives greater versatility in its use. Binding Mancers lowers the Power of creation by 2 levels, secondly can always sense when something passes before the ear that is unusual, and halves their concentration time to operate the ear. To bind themselves a part of them must be incorporated into the representation. Some hair may be embroidery thread, nail may be enclosed in the sculpture, blood in the paint, or used as a wood varnish, the many possibilities are endless.
A bound Mancer may increase the Power by 1 Level to be instantly alerted to specific situations as set out after the ceremony. These could include a specific person passing within range of the ear, a door creaking open, a chest being touched and so on). The Mancer suddenly feels alerted to the Wizard's Ear and must then activate the ear as normal.
To use the Wizard’s Ear the Mancer must concentrate for 100 Rounds minus their Level x 10 Rounds. Then they can hear with their designated ear through the representation where it is in place. Their range is limited to a 180° angle forward of the representation so careful positioning is a must, else 'blind spots' or poor sound may result. The Mancer can hear only as if they were in that location, standing with their ear in the exact same location as the representation. However certain Mancers have combined certain Manc to the Wizard’s Ears at its creation to bestow other benefits and abilities, other Manc such as Wizard’s Eye or Language Speaking are two uses spoken of.
While listening through the representation the Mancer is still in their true location, still able to sense their own location and surroundings. Their other ear is still functional and can hear normally. Unlike Wizard’s Eye Mancers can not cast Manc through the representation.
The Power of the Mancer determines their viewing range to see through the Wizard’s Ear. This is the range that the Mancer must be within to use the Wizard’s Ear, it is not the distance they can hear through the Wizard’s Ear, that is discussed later.
LISTENING TABLE |
||
LEVEL |
DISTANCE |
TIME |
1 | Within 5 miles | None |
2-3 | Within 1 Days travel | None |
4-6 | Within 100 Days travel | Up to 1 Pentawaek |
7-10 | Within 1000 Days of travel | Up to 1 Dodecate |
11-12 | Within same Plane of Existence | Up to 1 Century |
13-15 | Anywhere | Anytime |
Time listening is only possible if the representation is sent forwards or backwards in time or the Mancer is. The Mancer can also complete another ceremony over the representation at any time to hear backwards through the ear to overhear events that passed within it’s range before. See the Listening Table Time column for the time range able to be listened to by the Mancer. The time listening ceremony takes 1 day minus the Mancer’s Level in Passages to perform.
The outward hearing range is the Mancer’s normal hearing but is reduced respectively if the Wizard’s Ear is less than the Mancer’s original; or increased if enlarged by 10% for each multiplication in size of the Mancer’s original. E.g. Original ear size is an inch, normal hearing of average speech is say 200 feet. If the Wizard’s Ear is made 10 inches in size then the Mancer will be able to hear average speech 380 feet away. A Wizard’s Ear made only twice as big, 2 inches, would give the Mancer a hearing range of 220 feet. It is difficult to precisely determine any individuals' hearing range!
This Manc has no duration and is permanent. Destruction of the representation destroys any Wizard's Ear. The death of the Mancer has no affect on the ear and should the Mancer be resurrected later the ear is still in affect. An unbound Mancer may also perform the ceremony again at any time and give the power of the ear over to another, who must be present, but this person must also be of some credible Manc ability (any Mancer or a naturally gifted individual). The Mancer can not share the ear with others however, and the ceremony is always able to be re-performed and thus the ear changed from individual to individual.
For another Mancer to take over a Wizard's Ear, the current Mancer in control of the ear must first be dead, and then the new Mancer must re-perform the whole ceremony repeatedly, as many times as the creator is greater in levels than the new Mancer. Should the new Mancer be greater than the creator then the ceremony need only be performed twice. Note that only soft representations may be 'undone' and re-bound with new ceremonies. (E.g. a 7th Level Mancer places a Wizard's Ear on the door to their bed chamber, dies for whatever reason, and a 3rd Level Mancer moves in and discovers the ear. They must now perform the whole ceremony four times (7-3 = 4). To bind with it they must somewhat deconstruct all the original binding ingredients and recreate with their own.
Banish Manc only banishes the ear's ability for the banishing Mancer's Level in Rounds. Restoration can not restore the Wizard Ear representation. Alter Form has no affect. Sound attacks, or silence attacks do block the Wizard's Ear. Mind-based Manc can not be cast at the user. Wizard's Ear can not be cast over other Mancers ears. True Seeing will reveal the presence of a Wizard's Ear, for what it is, if it is at that time being used.
Ceremony Casting Unguent:-
Vocals:
Magi Rosterlan
Magi Rosterlan
Magi Rosterlan
Magi Rosterlan
Jundus Bly Zigrat Torbraninela
Nac Mue Rosterlan Bly Zigrat Torbraninela
Mue Ilshon Bly Zigrat Torbraninela
Brak Mue Trushek Bly Zigrat Torbraninela
Beloin Camar
Beloin Camar
Beloin Camar
Beloin Camar
Carsh Ik Quatz Zeg Zigrat Smeran
Carsh Ik Logeer Zeg Zigrat Manc
Ik Ontra Bly Zigrat Mit Zigrat Dort Zansin
Ik Ontra Zigrat Heri Torbraninela
Ik Ontra Zigrat Heri Dycel
Ik Ontra Zigrat Heri Uchun Tu Zigrat Smeran
Zeg Á
Ilshon Tu
Á Ilshon Tu Brak
Zigrat
Zylosf Loogar Zigrat Manc Nef Aznil
Zigrat Carsh Ik Ressep Zeg Zigrat
Relm Rosterlan Queb Fidas Unac
Relm Zigrat Neyab Queb Bookal Tié
Bly Zigrat Torbraninela Zigrat Jundus
Bly Zigrat Torbraninela Zigrat Nac Mue Rosterlan
Bly Zigrat Torbraninela Zigrat
Mue Ilshon
Bly Zigrat Torbraninela Zigrat Brak Mue Trushek
(Repeat 4 more times)
Ceremony Casting Binding:-
Vocals:
Magi Rosterlan
Magi Rosterlan
Magi Rosterlan
Magi Rosterlan
Jundus Bly Zigrat Torbraninela
Nac Mue Rosterlan Bly Zigrat Torbraninela
Neryan Mue Ilshon Bly Zigrat Torbraninela
Brak Mue Trushek Bly Zigrat Torbraninela
Beloin Camar
Beloin Camar
Beloin Camar
Beloin Camar
Carsh Ik Magi Rosterlan Zeg Zigrat
Smeran
Carsh Ik Magi Rosterlan Zeg Zigrat Manc
Ik Ëzon Bly Zigrat Mit Zigrat Dort formed
Ik Ëzon Bly Zigrat Mit Zigrat Dort Dek
Zigrat
Bookal Febset Tié Zigrat Pensim
Bookal Febset Tié Zigrat Jundus
Ik Ëzon Zigrat Heri Torbraninela
Ik Ëzon Zigrat Heri Dycel
Ik Ëzon Zigrat Heri Uchun Tu Zigrat Smeran
Zeg Á
Ilshon Tu
Á Ilshon Tu Brak
Zigrat
Zylosf Loogar Zigrat Manc Nef Aznil
Zigrat Carsh Ik Ressep Zeg Zigrat
Relm Rosterlan Queb Fidas Unac
Relm Zigrat Neyab Queb Bookal Tié
Bly Zigrat Torbraninela Zigrat Jundus
Bly Zigrat Torbraninela Zigrat Nac Mue Rosterlan
Bly Zigrat Torbraninela Zigrat
Mue Ilshon
Bly Zigrat Torbraninela Zigrat Brak Mue Trushek
(Repeat 4 more times)
ITEM | LEVEL | CHARGES | DURATION | RANGE | NOTES | VIRGIN | MAIDEN | |
Ceremony |
13 |
12 |
- |
P |
Hearing - Also see text |
See text |
See text |
- |
Other | 20 | 20 |
D.O.I |
D.O.I | D.O.I | D.O.I | D.O.I | D.O.I |
1 Round = 30 seconds