FREEZE

Paruth Manc

Freeze is one of the Death Magics or Manclomiarer, which only the most powerful can wield. This Manc when it strikes a victim or target, turns it into solid ice. Living victims are instantly killed unless they save Vs Manc, then they are transformed into solid ice, but after 400 minus their Endurance in Rounds they return to a normal state, but instantly suffer a Level 6 Wound and a system shock. The victim must immediately Save Vs Paralyse, Save Vs Hitting, and an Endurance roll, to survive, otherwise they still die, but are not composed of ice.

This Manc also turns objects into ice. Manc items get a Save Vs Manc (default = 10) or if wielded by another Mancer, use their Save Vs Manc +10. Success results in a frozen item, but not ice and no damage. Failure indicates the item has been turned to ice and is destroyed. Any Manc imbued upon the item is lost. This may cause further complications depending upon the Manc involved.

Freeze cast upon any natural fire turns the flames into solid ice, much like an ice sculpture, but Manc fires or those created by Special Abilities get to Save Vs Manc equal to that of their creator. Success here results in a degree of exstinguishing, but otherwise little effect. For each two Levels above the victim'sManc or Special Ability of the Mancer using Freeze, the victim suffers a -2 from their Save Vs Manc. (I.e. a Level 2 Mancer's Manc fire being frozen by a Level 6 Mancer suffers a -4 penalty to the Save Vs Manc for this fire's Save.)

The caster must be able to see at least 20% of the victim in order to cast this at them, except for the scroll, which effects all who hears the Mancer. Victims to the scroll in loud areas gain an additional +3 to their Save Vs Manc.

Resist Cold does not protect against this Manc, but instead doubles the Saving Throw. Creatures that exist in a frozen form are unaffected by this Manc, and creatures that live in very cold environments gain +3 to their Saves Vs Manc (all Save bonuses and penalties are cumulative). Physical undead are affected by Freeze, but their spiritis are not. Incorporeal undead are also unaffected. Elementals of water, air and earth are affected, but those of fire are not. Ice elementals are unaffected. Restoration will return a being back to normal but still dead (unless any Saves possible were successful as explained already).

Anyone touching the victim of a Freeze victim will  immediately find themselves suffering a Level 2 Wound frostbite to the area they used to touch. The effect of this frostbite can not be healed normally, but lasts for the casting Mancer's Level in Rounds and then drops to a Level 1 Wound frostbite, then for the caster's Level in Rounds again before fading away. Any damage may then be healed normally. The ice form of the victim of Freeze will remain for laonger than normal ice of the same mass, usually lasting for the Mancer's Level x 10 Days before begining to melt normally. The water produced from the victim is extremely poisonous and tastes disgusting, although it evaporates very quickly.

Spell Casting:-

This Manc has no Spell.

Item Creation:-

Item Vocals:

Lamrin Fidas Lomiarer
Lamrin Fidas Warn

Relm Quuwimellin Queb Lomisaf
Zigrat Pef Cím Hihe Hasibf Bookal

Zigrat Uchun Zigrat brudda

Zigrat Pef Zigrat Manc

Zedah Ik .... Zigrat Carsh

Zigrat bruddaz Tié Whemen

Manc Tié Zigrat Udzarn
Ik Dis Lek Hanburil

Zigrat Udzarn Tu Torbraninela

Carsh Ik .... Zeg Manc
Carsh Ik .... Zeg Lamrin Fidas Lomiarer

Carsh Ik .... Zeg Lamrin Fidas Warn

From Zigrat Pef Amsell Mue Parakuth

From Zigrat Baraz Lamrin Zeg Kam

Zegram Acrash Tenor Camar

Zegram Acrash Tenor Camar

Zegram Acrash Tenor Camar

Carsh Ik .... Zeg Manc
Zigrat Torbraninela Ik .... Febset
Tié Zigrat
Zigrat brudda
Tié Whemen
Zigrat brudda Torbraninelaf

Ik .... Carsh Zeg Zigrat brudda

Ik .... Carsh Zeg Zigrat Manc

Ik .... Carsh Zeg Lamrin

Ik .... Carsh Zeg Paruthif

Paruth Cím Hihe Zigrat Torbraninela
Paruth From Ralindel Mue Lamrin ga Lomiarer Jrabbanf

Paruth From Ralindel Mue Lamrin ga Warn Jrabbanf

Acrash Tenor Camar Zegram

Acrash Tenor Camar Zegram
Acrash Tenor Camar Zegram

ITEM LEVEL CHARGES DURATION RANGE NOTES VIRGIN MAIDEN
Scroll
6
6
1
P / See Text
Hear
-
2 Movements
-
Wand
7
6
4
P / See Text
40 Feet
-
1 Movement
1 Movement
Ring
7 6 4
P / See Text
30 Feet White or Silver metal 3 Passages 2 Passages
Rod

8

7
4 P / See Text
100 Feet White or Silver metal 6 Passages 4 Passages
Other 11 11 D.O.I.
D.O.I D.O.I D.O.I D.O.I D.O.I

1 Round = 30 seconds