TEPELN MANC:

 

SPIRIT TRAVEL

Spirit is a powerful element. The spirit powers life and connects us with deities. The spirit is also flexible and with training it can be used to travel away from its host body and visit other places or other spirits. The Manc allow the spirit to leave the user's body and reside in another, not in control, but it posses them alongside their own spirit. The carrier can feel the spirit, communicate with the travelling spirit and even share knowledge with the spirit. The spirit travelling along can use the carrier to take them along and allows the traveller to sense all the carrier does, including sight. the traveller can advise or even instruct in certain cases skills to the carrier. The only thing the traveller can not do is totally take over the carrier, nor use any ability or cast any Manc through the carrier. The traveller can not leave the carrier except to return, much like any astral travel, to their own body once again.

Whilst the traveller is residing in the carrier, their physical body remains from where the ceremony of the Manc took place. It will remain in the position that the spirit left it in, but induces a torpor that keeps the body alive, but just barely. The body only continues in its bodily functions and aging process at a fraction of the speed it does normally. Should harm come to the physical body then the spirit must make a Save Vs Paralysation or the Manc ends and the spirit is pulled back to its physical self.

The Manc duration lasts until the traveller or carrier decides to end it, or until the traveller's END in days where they must make a Save Vs Manc to remain, each day within the carrier. Should the traveller wish to leave before the duration ends they may do so at any time. Should the carrier wish to force the traveller out unwillingly, then they must make a Save Vs Manc roll and and INT roll, success in both causes the traveller to make a Save Vs Hitting or be thrust from the carrier and hurled back to their physical body, causing them some stun for 1D10 hours and nausea for 1D4 days. Forcing out the traveller, successfully or not, causes the carrier to become very fatigued, suffering a penalty of 50% of their current END, recovering this as they rest at the rate of 1 END point per 20 rounds rested. Should the carrier fail in both rolls, however, then they can not attempt to force the traveller out again until their END has recovered completely.

Banish Manc does not remove the traveller from the carrier, even if both are Mancers. Restoration, Free Movement and any successful possession removal ceremony will force the spirit traveller out of the carrier. The death of the carrier does not automatically expel the traveller. Speak With Dead will enable the user of that Manc to communicate with either or both the carrier and the traveller's spirits.

The ceremony needs something personal from each individual, but only the traveller needs to be physically present. the traveller must be willing, but does not need to be the performer of the ritual. The ceremony consists of chants, prayers, the burning of Tarse or other Manc increasing substances, and the combining or mixing of two unlike substances, one representing the traveller the other the carrier. Possible substances to be combined include: blood + ash, mud + hair, water + oil, wool + metal wire, wax + sand etc.

Item Creation Spirit Travel:-

ITEM LEVEL CHARGES DURATION RANGE NOTES VIRGIN MAIDEN
Ceremony 8

-

See Text Touch See Text 1 Movement -
Potion 9

1

See Text Ingest Clear 2 Days -
Scroll 9

1

See Text

Sight One target 2 Days -
Amulet

10

3

See Text

Worn

-

1 Waek

2 Days

Other

11

D.O.I

D.O.I D.O.I D.O.I D.O.I D.O.I

1 Round = 30 seconds