[1] Note the character's Level. Usually a character has x number of chances to make Manc. This number should be noted and decreased as each attempt is made, successful or not. Instead they may have a specific window of time in which to create Manc. Perhaps three days before leaving the town etc. The last two columns, Virgin and Maiden, determine the time to create, and a wise Mancer works out their time well, to fit in the best chances of success. The meaning of all these columns is discussed elsewhere in the Description of Manc and its Creation.
[2] Check the character's Level Manc Table, noting the highest possible level of Manc that character could accomplish and the dice type used.
Character Table Level 1: |
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The max level
that can be attempted by a Level 1 Mancer → |
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This end number of the top row determines the ← dice type used. |
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The dice roll must be equal to or lower than these end numbers to succeed. |
[3] Decide on the first Manc to be attempted and find its level. E.g. on the example table below the Alter Form Ring is Level 5 for wizards, but Level 4 for magicians. If it exceeds the max Level on the character's Manc Tables then that Manc may not be attempted. Check along the character's Manc Tables which row you need to consult.
Alter Form:
ITEM | LEVEL | CHARGES | DURATION | RANGE | NOTES | VIRGIN | MAIDEN | |
Potion | 4 | 4 |
1 |
½ Day | 60 feet | Bubbling Blue | 4 Passages | - |
Scroll | 4 | 3 |
1 |
½ Day | Hearing | - | 6 Passages | - |
Ring |
5 |
4 | 4 | Day | 60 feet | Mineral only | 6 Passages | 4 Passages |
Wand | 5 | 4 | 4 | Day | 100 feet | - | 6 Passages | 4 Passages |
Spell | 5 |
2 |
4 |
Day | 200 feet | - | 8 Passages | - |
Staff |
6 |
6 |
5 |
Day |
350 feet |
Symbol |
8 Passages |
4 Passages |
Rod | 6 | 6 | 5 | Day | 350 feet | Mineral + Symbol | 8 Passages | 5 Passages |
Other | 10 | 9 |
D.O.I |
D.O.I | D.O.I | D.O.I | D.O.I | D.O.I |
[4] Find which dice type to use from the Character Table top row (the end number). Roll the correct dice type: result must equal or be lower than the end number on the corresponding tow of the Character Table. E.g. using the Alter form ring above, the Level 1 wizard must roll a 1 or a 2 on a D6 to succeed in making the ring.
[5] If successful they should note down the Manc type, name and charges (E.g. Ring: Alter Form - 4). They can consult the information any time so do not need to write down all the other details unless wished. If unsuccessful they can re-try, re-think their choice, or try a different type, if they have more chances to make Manc that is.