PERSONAGES | OVERVIEW | SYMBOLISM | WORSHIP | TEMPLES | ARCH-DIOCESE | CLERICS | FORGEKNIGHTS | SPECIALIST SPELLS | SPELLS BY LEVEL
Alphabetical List:
Animate Armour | Burning Hands | Create Fire | Dispel Fire | Fiery Fiend Of Tamour-Brun |
Fire Ball | Fire Curtain | Fire Skin | Flame Death | Flaming Weapons |
Grasping Wire | Heat | Holy Flame | Know Metal | Manc Metal |
Resist Fire | Repair Metal Armour | Rust | Sharpen Blade | Spiritual Weapon |
This Manc causes armour suits or pieces of armour to become animated and move as if of their own free will. It has three forms: Lesser Animate Armour; Greater Animate Armour; and Animated Armour. Some use them as servants, others as defenders in combat. The armour can be any complete collection of armour, including leather, but must be over 60% metal-based armour. The armour will stand as if worn, and move as if worn by an appropriate wearer. It can wield items and weapons in it hands and do any task simple dexterity allows.
When in combat they act as any normal warrior of the same level of the caster acts, but as they get hit, the loss of combat table must be consulted. Any wounds from this table count as Points Of Damage from the DBV of the armour pieces, rather than any wounds. So each Armour must be destroyed piece-meal. Manc effects them as normal for their effects against armour.
Should the caster be rendered unconscious during the Animate Armour's Duration the armour will stop still at rest. It will only fall into a normal pile of armour if the Duration ends and it is of non-interlocking pieces, or if the caster dies. Any interlocking armour will just settle into a standing figure of armour. While animated the armour has an aura of Manc about it equal to the level of the caster. Banish Manc negates the Manc, and True Seeing allows the armour to be seen as an animation, controlled by Manc.
Lesser Animate Armour allows the caster to control a suit of armour and have that armour act like a warrior or do any task it is able to. They can fight and have their default armour DBV (and ABV if any weapon is used) + 8 ABV and DBV due to their lack of fear and effect of being injured, they also do not tire. Lesser Animate Armour is destroyed in combat when it has lost 40% of its DBV total. Note that any items or weapons carried by the armour are not animated and will fall if dropped by the armour.
The caster must remain within range of the armour during its use, but need not see it directly. Range to animate is noted on the creation table, range to control is equal to the caster's Level x 25 feet thereafter.
Item Creation Lesser Animate Armour:-
ITEM | LEVEL | CHARGES | DURATION | RANGE | NOTES | VIRGIN | MAIDEN |
Wand | 5 |
4 |
30 Rounds | 25 feet | See Text | 2 Passages | 1 Passage |
Holy Symbol | 4 |
3 |
40 Rounds |
25 feet | See Text | 1 Passage | 1 Passage |
Spell | 5 |
1 |
30 Rounds | 25 feet | See Text | 4 Passages | - |
Powder |
3 |
2 |
30 Rounds |
Touch |
See text |
3 Passages |
- |
Other |
9 |
D.O.I |
D.O.I | D.O.I | D.O.I | D.O.I | D.O.I |
1 Round = 30 seconds
Greater Animate Armour is very similar to the Lesser form and shares many of its properties, however, it gives the Animate Armour permanence and limited sentience. The armour is given basic instructions to cover most situations, such as 'guard this room from all but me'; 'Attack any who pass without saying good morning1; 'When you see me attacked defend me'; 'Wait here until I call you'. Usually each Greater Animate Armour is given its own name, for the user to command it with. It can reason certain situations always falling back on default options if it is very confusing.
The caster must need not remain within range of the armour during its use. Range to animate is noted on the creation table.
Unlike the Lesser Animate Armour, this animate can pick up dropped weapons or items, or even change to better ones for the situation. they can also fetch individuals to alert them of specific situations or events. Greater Animate Armour only cease to be when destroyed, they rust or decompose naturally, Remove Animation, Banish Manc or if the caster removes the animation by recasting the Manc used to create it. Greater Animate Armour is destroyed in combat when it has lost 60% of its DBV total.
They can fight and have their default armour DBV (and ABV if any weapon is used) + 10 ABV and DBV due to their lack of fear and effect of being injured, they also do not tire. Note that any items or weapons carried by the armour are not animated and will fall if dropped by the armour.
Item Creation Greater Animate Armour:-
ITEM | LEVEL | CHARGES | DURATION | RANGE | NOTES | VIRGIN | MAIDEN |
Wand | 9 |
4 |
Permanent | 25 feet | See Text | 5 Passages | 4 Passages |
Holy Symbol | 8 |
3 |
Permanent |
25 feet | See Text | 4 Passages | 3 Passages |
Spell | 9 |
1 |
Permanent | 25 feet | See Text | 4 Passages | - |
Powder |
7 |
2 |
Permanent |
Touch |
See text |
4 Passages |
- |
Other |
13 |
D.O.I |
D.O.I | D.O.I | D.O.I | D.O.I | D.O.I |
1 Round = 30 seconds
Animated Armour is slightly different from the previous two forms of Animate Armour. Unlike the other two which animates the armour as a whole, and thus they are destroyed when a large proportion of the armour is destroyed, Animated armour animates each individual piece of armour. This means regardless of how much damage it takes to its DBV, it will continue until every piece of armour has been destroyed. Even if reduced to a gauntlet and a boot, they remain where they were at creation, hovering and apparently walking as if in position. this is because the animation acts like an animated form that wears the armour, rather than being held together by its interlocking components.
Animated Armour is more akin to Lesser Animate Armour in regards to its instructions and abilities, however, it differs in that once the caster has instructed it they need not stay in range, the Animated Armour will continue until it has successfully completed its mission. However, once this has been completed it returns to its unanimated state unless the caster is within caster's Level x 25 feet. It is akin to the Greater Animate Armour in its reason and ability to take advantage of the situation. It can also be given similar commands to the Greater Animate Armour.
Their default armour DBV (and ABV if any weapon is used) + 8 ABV and DBV due to their lack of fear and effect of being injured, they also do not tire. Animated Armour is destroyed in combat when it has lost all of its DBV total. Note that any items or weapons carried by the armour are not animated and will fall if dropped by the armour.
Item Creation Animated Armour:-
ITEM | LEVEL | CHARGES | DURATION | RANGE | NOTES | VIRGIN | MAIDEN |
Wand | 8 |
4 |
30 Rounds | 25 feet | See Text | 4 Passages | 2 Passages |
Holy Symbol | 7 |
3 |
40 Rounds |
25 feet | See Text | 3 Passages | 1 Passage |
Spell | 8 |
1 |
30 Rounds | 25 feet | See Text | 4 Passages | - |
Powder |
7 |
2 |
30 Rounds |
Touch |
See text |
4 Passages |
- |
Other |
12 |
D.O.I |
D.O.I | D.O.I | D.O.I | D.O.I | D.O.I |
1 Round = 30 seconds
"I will give Manc to those who speak for me, serve me, worship me." ...From The Forging Ways.