WIZARD’S EYE

Magi Heabrafarra

A Mancer needs many things to aid them in their research and the creation of Manc; sometimes these can be found in woods or by streams, while others are very hard to acquire or are even unique. These items need careful looking after and watching. Wizard’s Eye is perfect for just that. Devised by Beloin The Cycle Traveller; Wizard’s Eye enables a Mancer to place a representation or image of an eye and through that representation see as if they themselves were there.

The device can take any form of inanimate eye. Living eyes cannot be utilised but carvings, statues, paintings, embroidery, even the eyes 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 a butterfly’s wing for example, as long as it is the same shape as the Mancer’s eye. The size of the facsimile is irrelevant with only two restrictions. It may not be smaller than a half inch, otherwise it restricts the range of sight. Nor may it be larger than a mile long, and as the Mancer need trace the eye during the creation ceremony this becomes much harder the smaller or larger the eye.

The representation must look something like an eye, 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 Eye 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 eye will at least destroy the Wizard’s Eye and, more so if bound to the representation, may injure the Mancer directly. Unbound Mancers take no damage unless actively using the eye at the time of damage and take only 1 P.O.D. to the eye used. Bound Mancers using the Wizard’s Eye 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 eye first. A typical Serevmen eye can take up to 4 P.O.D. to a single eye 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 eye. Usually two Wizard’s Eyes are created instead, widening the viewing angle. Wizard’s Eye placed in position as true to the nature of the creator’s eyes position, may be used as bi-focal (or however many eyes the creator’s race has) vision. Separately placed Wizard’s Eye, even in the same location, if not placed as the creators must be viewed 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 liquid from the Mancer's eye, a tear would suffice. 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 eye that is unusual, and halves their concentration time to operate the eye. 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 before the eye, a door opening, a chest being touched and so on). the Mancer suddenly feels alerted to the Wizard's Eye and must then activate the eye as normal.

To use the Wizard’s Eye the Mancer must concentrate for 100 Rounds minus their Level x 10 Rounds. Then they can see with their designated eye through the representation where it is in place. Their vision is limited to a 90° angle forward of the representation so careful positioning is a must, else blind spots or poor periphery vision may result. The Mancer can see only as if they were in that location, standing with their eye in the exact same location as the representation. However certain Mancers have combined certain Manc to the Wizard’s Eyes at its creation to bestow other benefits and abilities, other Manc such as Wizard’s Ear or Infravision are two uses spoken of.

While watching through the representation the Mancer is still in their true location, still able to sense their own location and surroundings. Their other eye is still functional and can see normally. Mancers with great intelligences may even be able to cast Manc through the representation.

The Power of the Mancer determines their viewing range to see through the Wizard’s eye. This is the range that the Mancer must be within to use the Wizard’s Eye, it is not the distance they can see through the Wizard’s Eye, that is discussed later.

VIEWING 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 viewing 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 see backwards through the eye to view events that passed within it’s view before. See the Viewing Table Time column for the time range able to be viewed by the Mancer. The time viewing ceremony takes 1 day minus the Mancer’s Level in Passages to perform.

The outward sight range is the Mancer’s normal vision but is reduced respectively if the Wizard’s Eye 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 eye size is an inch, normal vision is say 100 miles. If the Wizard’s Eye is made 10 inches in size then the Mancer will be able to see 110 miles. A Wizard’s Eye made only twice as big, 2 inches, would give the Mancer a visual sight range of 102 miles. It is difficult to precisely judge anyone’s visual sight range!

This Manc has no duration and is permanent. Destruction of the representation destroys any Wizard's Eye. The death of the Mancer has no affect on the eye and should the Mancer be resurrected later the eye is still in affect. An unbound Mancer may also perform the ceremony again at any time and give the power of the eye 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 eye with others however, and the ceremony is always able to be re-performed and thus the eye changed from individual to individual.

For another Mancer to take over a Wizard's Eye, the current Mancer in control of the eye 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 Eye on the door to their bed chamber, dies for whatever reason, and a 3rd Level Mancer moves in and discovers the eye. 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 eyes ability for the banishing Mancer's Level in Rounds. Restoration can not restore the Wizard Eye representation. Alter Form has no affect. Light attacks, or visual disruptive attacks do block the Wizard's Eye. Mind-based Manc can not be cast at the user. Wizard's Eye can not be cast over other Mancers eyes. True Seeing will reveal the presence of a Wizard's Eye, for what it is, if it is at that time being used.

Ceremony Casting Unguent:-

Vocals:

Magi Heabrafarra
Magi Heabrafarra
Magi Heabrafarra
Magi Heabrafarra

Jundus Bly Zigrat Torbraninela
Nac Mue Heabrafarg Bly Zigrat Torbraninela
Mue Ilshon Bly Zigrat Torbraninela
Know 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 Heabrafarraf Queb Fidas Unac
Relm Zigrat Neyab Queb Bookal Tié

Bly Zigrat Torbraninela Zigrat Jundus
Bly Zigrat Torbraninela Zigrat Nac Mue Heabrafarg
Bly Zigrat Torbraninela Zigrat Mue Ilshon
Bly Zigrat Torbraninela Zigrat Brak Mue Trushek

(Repeat 4 more times)

Ceremony Casting Binding:-

Vocals:

Magi Heabrafarra
Magi Heabrafarra
Magi Heabrafarra
Magi Heabrafarra

Jundus Bly Zigrat Torbraninela
Nac Mue Heabrafarg 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 Heabrafarra Zeg Zigrat Smeran
Carsh Ik Magi Heabrafarra 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 Heabrafarraf Queb Fidas Unac
Relm Zigrat Neyab Queb Bookal Tié

Bly Zigrat Torbraninela Zigrat Jundus
Bly Zigrat Torbraninela Zigrat Nac Mue Heabrafarg
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

15

12

-

P

Sight - 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