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- :Techno_Mage_Tradition
-
- I have used a number of science fiction sources to get spell ideas
- from. These include the Interfaces from Molt Brother and City of A
- Million Legends, the old TV series Automan, and the various versions of
- Star Trek. For the most part I have assumed that the characters
- involved have also read, seen or at least heard of these sources or
- similar ones.
-
- A number of spells require an existing ~Mental_Account*~ in order to
- function, or at least to function at full effect. Because of this, most
- technomages will not teach anyone who has a Magical Aptitude under 5.
- ~Star_Elf*~ will not teach anyone with an Aptitude under 10.
-
- Required Skills :
-
- Computer Operation
- Computer Science or one Mechanics, Repair, Engineer or
- Electriction skill from the list of suggested skills
- Magical Aptitude 5 or higher (may waive with GM's permission)
- Reading/Writing
- Typing
-
- Suggested Skills :
-
- Aircraft Mechanic
- Appliance Repair
- Automobile Repair
- Computer Engineer
- Computer Repair
- Computer Science
- Cyptography
- Driving (any)
- Electrician
- Electrical Engineer
- Mechanical Engineer
- Familiarity: any items of electronic equipment
- Mathematics
- Pilot (any)
- Security Systems
- Speed Reading
-
- Restrictions & Modifiers :
-
- -20% if caster or target is in a high intensity magnetic field
- -20% if there is lead shielding between caster and target
- -10% if unable to use gestures/body motions (must mime
- something relavant to the spell being cast)
- +20% if can manually operate target machine (also count as gestures)
- If the caster is operating a radio transmitter, it will give +20%
- ONLY to cancel penalties from interference OR it will double
- range for the same energy points
- All tools must be electronic equipment of some kind.
- Token mages use ~Program_Spell*~ for their tokens, but
- ~Program_Spell*~ costs them no points to learn or cast.
- Technospells are unaffected by crossing a Pentagram.
- Cannot be a SHAMAN of any type.
- Special rules for rituals. See below.
-
- Technomages do faster group castings than other mages. They cannot
- do ritual castings of technomagic by themselves.
-
- A standard group casting takes 1 round/participant longer than a
- regular casting. All participants must be technomages who are each on a
- separate computer or terminal that is hooked up to the other computers
- via modems, cables or similiar methods. This increases the chance of
- success by +1%/participant and allows the casters to split the energy
- between them.
-
- A slow group casting takes Base plus participants in minutes instead
- of rounds. It allows the participants to share ranks. It also allows
- apprentice technomages and rouge mages who know some technomage to
- participate. Apprentice technomages must have an ~Apprentice_Account*~
- and the person they are apprenticed to must be involved as well. A
- rouge mage must have a ~Mental_Account*~ and must know at least one spell
- which allows them to mentally access or affect computer data. Neither
- may contribute energy or ranks.
-
- A technomage who is not trained in any other traditions will affect
- rituals cast by other mages as if they were a latent. A technomage who
- is trained in another tradition may participate in rituals as normal for
- that tradition. (But may only use the technomage version for
- technospells.)
-
-
-
- :Absorb_Electricity
-
- COST : 5
- MODS : D
-
- This spell will absorb up to 1 HTK/RANK worth of electrical damage
- each round and converts every five points of it into one point of
- magical energy up to the caster's capacity. Any electricity not absorbed
- and converted will cause normal damage. Once the caster reaches his full
- capacity, he cannot absorb any more electricity and will take normal
- damage, but this spell will continue to remain active for the rest of the
- duration.
-
- House current (110v) produces 1d10+1 damage from initial contact
- and 2 points per round after that for spell purposes.
-
- Industrial Current (220v) produces 2d10+2 damage from initial
- contact and then 4 points per round after that for spell purposes.
-
- :Activate_Transporter
-
- COST : 10
- MODS : R,R,R
-
- This spell will activate a transporter made with the
- Create_Transporter* spell. It will turn anything on the transporter pad
- which is illuminated by the spotlight into energy and beam them to the
- location of another transporter where they will be restored to physical
- form. The creature or object will disappear and reappear with the exact
- same shimmering/fading effect that characters on the Star Trek TV
- series use. Anyone on a transporter pad is considered to be a willing
- target, and as such does not get a saving throw. If they are unwilling,
- they may attempt to leave the transporter pad during the casting.
-
- There is a weight limit of 100 pounds per RANK. Add the RANK of
- both the sending and recieving transporter to the caster's rank with
- this spell for purposes of calculating capacity. (So this functions at
- minimum rank of 3 in normal usage or 2 in most of the alternate uses.)
- The identification number of the recieving transporter must be known,
- though it's actual location is not neccisary. (Though, if it's not
- known a call to Star_Elf* will usually get it within 8 hours depending
- on what he's doing at the time.)
-
- If there is a technomage at both the sending and recieving
- transporters, and they both cast at the same time, use the RANKS of both
- casters plus the RANKS of both transporters. They may also do group
- castings between the two of them ONLY for the purpose of using this
- spell to send things from one transporter to another if they have ANY
- form of communication between the two of them. (Whether technological,
- magical, or as mundane as being within hearing range of each other.)
-
- The technomage may activate a nearby transporter by casting this
- spell at Range using the distance to the control panel or the
- transporter pad, whichever is closer. This also lets the caster use the
- transporter on himself. The Range from caster to transporter is paid
- separately from any other Range options mentioned below. (Possibly
- buying Range up to three times.)
-
- The contents of the transporter pad may be "beamed down" to a spot
- within Range or a target within Range may be "beamed up" to the
- transporter pad. Sentient beings are entitled to normal saving throws
- versus being "beamed up". Those being "beamed down" are still
- considered willing if they remain on the transporter pad during the
- entire casting. The weight limit is only 50 pounds per RANK for either
- application. (And, of course, you only have bonus RANKS from one
- transporter.)
-
- A target within Range may be "beamed directly to" any point within
- Range. Range is paid for separately for the target's origin and the
- target's destination. A sentient target is entitled to a standard
- saving throw. The weight limit for this application is a mere 25 pounds
- per RANK. (Including the RANK of the transporter.)
-
- :Apprentice_Account
-
- COST : 25
- MODS : N
-
- This spell enables a technomage to give his apprentice a
- ~Mental_Account*~ . The apprentice can recieve ~Electronic_Mail*~ and
- read and write in his personal files as normal for an account. However,
- the caster can also read and write to the apprentice's files as if they
- were his own. The caster is also considered to have an active
- ~Mental_Modem*~ and ~Control_Computer*~ on the apprentice's account at
- all times, even if he does not know those spells.
-
- ~Dispel_Techno-Magic*~ will not work on this unless both this account
- and the account of the caster have been subject to ~Control_Computer*~
- first.
-
- The apprentice can have a maximum number of text files equal to 2 per
- RANK. One of these must be designated for incoming mail.
-
- This spell cannot be cast on an unwilling target.
-
- Unlike a normal Spell, the duration on this one is always exactly one
- month long. It can be renewed by repaying the base cost.
-
- The caster must have a ~Mental_Account*~ to use this spell.
-
- :Augment_Spell
-
- COST : 25
- MODS : N
-
- This spell is used to raise the rank of the NEXT spell the caster will
- cast (or attempt to cast) but ONLY for spells being cast from scratch or
- with tool magic (does NOT apply to HUNG spells!). It raises the spells
- rank by 1 per rank it is known at. It does NOT work on ritual spells.
- It will only affect techno-spells, and the spell to be augmented must be
- begun the next round.
-
- :Charge_Battery
-
- COST : 1
- MODS : D
-
- This spell will cause all batteries held by the caster to slowly
- recharge. Any battery will recover one volt a round. A battery that
- is already partially charged will reach full charge more quickly.
-
- With each additional rank the caster can produce one additional
- volt per round to power more than a single battery at a time, but can
- only feed one volt per round per battery or there is a high probability
- of the battery exploding from the flow rate (this is a 50% chance per
- round that you feed too much energy into the battery).
-
- The batteries to be affected must normally be held by the caster, but
- they may be charged at range if ~Extension_Cord*~ is used.
-
- :Communicators
-
- COST : 7
- MODS : D,R,T
-
- This spell will give each target a magical communicator. When the
- spell is cast the default is that each is programmed to only send to and
- recieve from the other communicators created by the same spell, unless
- only one was created, in which case the default is general
- communication.
-
- The communicators may be reprogrammed by voice command from the
- subject or by mental command from the caster. (Caster must be within
- the same Range the spell was originally cast at to issue commands.)
- Commands include turn off and turn on. These may be modified to apply
- to sending, recieving or both. It can apply to one other communicator,
- a list of communicators, everyone, or everyone who is not on a list.
-
- If a communicator is told to contact someone else it will assume that
- means to turn on both sending and recieving with that person. If that
- person also has a communicator it will beep. Commanding a beeping
- communicator to answer will automatically turn on sending and receiving
- with that person even if it is not known who is calling.
-
- A communicator can send to or recieve from a ~Walkie_Talkie*~ that is
- set to general communication mode. It will not communicate with mundane
- devices of any kind.
-
- If a communicator is cast on someone who resists, the subject
- forfeits the ability to give voice commands, that function does not work
- for his communicator only. Communicators cast on inanimate objects will
- only respond to voice commands from the object. (Beware of casting this
- on TV sets or other talking objects.)
-
- The caster will know the location of any communicator he created if
- he concentrates on it.
-
- :Comprehend_Languages
-
- COST : 10
- MODS : D
-
- When this spell is cast, the technomage can put any new information
- gained about the language into a language file, whether this is gained
- from reading dictionaries and grammer books or language classes or
- hands-on experience. Once there is information in the file, the spell
- allows the caster to access it instantly when attempting to communicate
- in the language. The file does not get erased when the duration
- expires, but it cannot be accessed again without recasting the spell.
-
- Each language is placed in a separate language file. A separate
- casting of this spell is required for each language the caster wishes to
- access at a time.
-
- The caster can speak and write as well as read and understand. The
- caster may make mistakes if his file is incomplete, but will not repeat
- a mistake once it has been pointed out to him.
-
- This spell will only work for a mage with a ~Mental_Account*~ .
-
- :Computer_Telepathy
-
- COST : 7
- MODS : D,R
-
- This spell enables the character to mentally communicate with a
- computer within range. It only enables them to write things in places
- they would have normal access to, but it will enable them to read files
- that are normally secured. It does not enable a character to understand
- files that have been encrypted or those which are using a format he is
- unfamiliar with. The computer will not be aware of his presence unless
- he attempts to write things.
-
- If this spell is cast on another techno-mage, it will enable them to
- read any text files they have which are unencrypted. It will enable
- them to recognize the types of other files which the subject has if the
- caster has the ability to make files of that type.
-
- In either case, it will enable the caster to memorize the computer or
- account he is reading. It will also enable him to locate other
- computers or techno-mages which are in contact with the subject. He may
- cast this spell on the other computer. The effective range varies and
- is set by the GM. A computer is generally at touch range with its
- terminals. Effective range should be based more on factors such as time
- delays or line noise than actualy physical distance. Anything with a
- bad enough connection to be worse than Long Range requires penalties as
- if spellcasting blind.
-
- This spell may be cast on a tape or disk or CD that is storing
- computer files. It enables the caster to read the contents. It will
- not enable them to change them or memorize them.
-
- :Conscious_File
-
- COST : 1
- MODS : D
-
- This spell can only be used if the technomage is the subject of a
- Possession spell, and must be cast after the Possession takes effect.
- What it does is to place the caster's conscious mind into an unused text
- file.
-
- The technomage may continuing attempting this spell until they
- succeed in casting it, but they must put enough duration on it to cover
- the time since they were first possessed. They may only make one
- attempt per increment on the duration table, up to the duration the
- Possession was cast with. They may make a new attempt each time the
- Possession is renewed. The energy spent on duration is to reflect the
- amount of time spent struggling. Once they succeed no further energy is
- spent. However, if they fail all attempts, they must still spend the
- energy until the point where either they give up or the Possession spell
- ends, whichever occurs first. If the Possession spell is renewed, they
- have the option of either spending energy as if they renewed this spell
- the same number of times, or of going up to a higher duration if
- Possession was cast for less than a day.
-
- Once it takes effect, the caster will be conscious, but will not have
- any access to anything outside of the file he is in. Casting
- ~Mental_Modem*~ or ~Computer_Telepathy*~ at touch range on his own
- account will give him normal access to his files. If he has a second
- tradition, the possessor's mind is considered to be short range, but
- requires spellcasting blind. He may not cast any other spell which does
- not have unlimited range, nor may he cast spells or perform other
- activities which require access to his body or any physical equipment.
-
- This spell requires a ~Mental_Account*~ and for the caster to fewer
- than his maximum number of text files in it in order to work.
-
- :Control_Computer
-
- COST : 7
- MODS : D,R
-
- This spell will convince the target computer that you have the
- security clearance to do anything you want. It does not give the caster
- access to the computer, however. If ~Computer_Telepathy*~ or
- ~Mental_Modem*~ is not active, then access to a keyboard or some such is
- required to give the computer instructions.
-
- This spell can also be cast on the ~Mental_Account*~ of another
- technomage. If you have ~Mental_Modem*~ or ~Computer_Telepathy*~ active
- on them as well, you may read, write or edit text their text files as if
- they were your own. You may also cast those spells which normally
- affect your account on theirs instead.
-
- :Converter
-
- COST : 5
- MODS : D,R
-
- This spell is cast upon an electrical socket or the equivalent. It
- can reduce the voltage coming through the socket by any amount desired
- by the caster. The caster may vary the amount throughout the duration,
- but never bring it below 0 or above the amount normally produced.
-
- :Create_Famliar
-
- COST :
- MODS :
-
- :Create_Transporter
-
- COST : 30
- MODS : N
-
- This spell will empower a machine to act as a transporter, as per
- Star Trek. The machine requires a transport pad, a control panel and a
- spotlight. The spotlight must be pointed at the transporter pad and
- must be turned on by a switch on the control panel. The control panel
- should have other switches and dials that may control other special
- effects, other equipment or nothing at all. It is possible to set up
- one control panel to operate multiple pads and/or set up multiple
- control panels to operate one pad, but the spell must be cast separately
- for each panel-pad combo. Each pad requires its own spotlight, but is
- allowed to have more than one.
-
- The transporter must have a power source sufficient to run the
- control panel, the spotlight, and any additional special effects
- equipment. It can also be temporarily rendered non-functional by a
- ~Dispel_Techno-Magic*~ as normal for magic items. It is activated by a
- technomage casting an ~Activate_Transporter*~ spell. If he is operating
- the control panel, he must manually flip on the spotlight, otherwise it
- will turn itself on.
-
- The transporter may not normally be moved from the location it was
- built and activated in without disassembling it and canceling the spell.
- However, it can be built in a vehicle and moved that way.
-
- Additional RANKS will increase the weight that can be transported.
- See ~Activate_Transporter*~ for more details. Anyone with any interest
- in learning either this spell or ~Activate_Transporter*~ should see the
- entry on the inventor, ~Star_Elf*~ and consult the GM for permission.
-
- :Credit_Check
-
- COST : 10
- MODS : R
-
- This spell will tell the caster if the subject credit card is valid,
- or reported as stolen or lost. At RANK 2 it will tell you the amount of
- available credit line. At RANK 3 it will will give you a complete
- report of all activity for that card for the past one week per RANK. At
- RANK 4 it will notify the caster of the personal information that the
- credit card company has on the owner. (Example: name, address,
- birthdate, social security number, employer, home phone number.) At
- RANK 5 they get a complete TRW style report including all other credit
- cards held by the person and bank account information. RANK 3 or higher
- will not function without a ~Mental_Account*~ to put the information
- into.
-
- :Decryption
-
- COST : 7
- MODS : D
-
- This spell will instantly render readable any encrypted file that the
- caster knows the key for. Otherwise, it can be used on the caster to
- give him a +5% per RANK to his Cryptography skill. (Maximum of 10
- RANKS. Adds to INT and allows default usage if Cryptography is not
- known.)
-
- Or it can be used on a file that the caster has in his
- ~Mental_Account*~ and will try random keys on that file until it
- produces something that appears readable. It will pick keys more
- intelligently if the caster has Cryptography skill or multiple RANKS in
- this spell. It can run in the background, but if the caster has
- Cryptography skill it will be faster if the he moniters it.
-
- :Detect_Computer
-
- COST : 1
- MODS : D
-
- This spell will detect the presence, location and relative degree of
- sophistication of any computer or related device within 100 feet per
- RANK. Related devices include calculators, as well as the parts that
- program VCRs and microwave ovens.
-
- :Detect_Electricity
-
- COST : 1
- MODS : D,R
-
- This spell will detect the presence and location of any electricity
- within range. It will also identify the path of the electricity,
- including such things as the location of wall sockets or other locations
- where the electricity is accessible from the outside.
-
- :Detect_Machine
-
- COST : 5
- MODS : D,R
-
- This spell will detect the presence and location of any machines
- within range. It will also identify the type of machine by power
- source, and give an aproximate idea of the size and sophistication of
- the machine.
-
- :Detect_Magic
-
- COST : 5
- MODS : R
-
- This spell will detect the presence of magic on the target being/object.
- It will identify which tradition cast the spell or created the item. It
- will also distinguish between a token, a tool, a magic item and an
- active spell. Duration is not needed to be purchased, and it is cast at
- the suspect target.
-
- :Detect_Metal
-
- COST : 10
- MODS : D
-
- The caster specifies one metal type and this spell will detect any of
- such within a 50' radius. Additional RANKS add 10' to the radius.
-
- :Dispel_Techno-Magic
-
- COST : 10
- MODS : D,R
-
- This will cancel a specific ongoing spell effect. If cast on an ITEM
- it will prevent the items magic from functioning for the duration of the
- spell being canceled, but then the item will turn back on until its
- duration is up. It will NOT send away a summoned creature, undo a
- healing spell or cause harm to a magical creature directly. Unwilling
- targets get a Save vs INT against Dispel.
-
- This spell is only effective against techno-spells and spells of
- other traditions which manipulate technology or otherwise have similiar
- effects to those caused by a technomage.
-
- :Disruption
-
- COST : 20
- MODS : R
-
- This is cast ONLY on a single target. The Target must be a techno-mage.
- If the Target fails a save vs INTUITION then they will immediately lose
- ALL their HUNG techno-spells and the energy held in them.
-
- :Dream_Manipulation
-
- COST : 15
- MODS : D
-
- This spell enables the caster to create a new dream file or open and
- edit an existing one. If the caster has such, he may take scenes made
- with a ~Recording*~ spell and copy them into the dream file.
-
- If the caster goes to sleep while maintaining the spell he will have
- the dream in the file if it is a complete story or have a dream modified
- by the file if it is not.
-
- It will interfer with Dream spells cast by other mages if the two
- dreams are incompatible.
-
- :Dream_Teacher
-
- COST : 25
- MODS : N
-
- A more advanced version of ~Dream_Manipulation*~ , this spell
- allows someone to teach the subject while they are asleep in a skill
- they are experienced in. The subject STILL pays the experience costs of
- the skill or spell, but learns it in the scope of a single dream, thus
- speeding the learning process. The caster MUST have the skill to be
- taught at least at 5 levels of training, and the caster gains NO
- experience by teaching the skill in this way.
-
- This spell can only be cast on someone with a ~Mental_Account*~ and
- only if they cast ~Control_Computer*~ on the account first. The dream
- file must first be created using ~Dream_Manipulation*~ .
-
- :Electric_Arc
-
- COST : 20
- MODS : R
-
- This spell causes an arc of electricity to leap from the caster's
- extended fingertip. This electricity unerringly strikes one target of
- the caster's choice, inflicting 1d10 damage with NO armour absorption,
- per rank of the spell. An INTuition save DOES apply to the target.
- Magical Armour absorption spells WILL apply. Additional Ranks add
- 1d10 to the effect. Electric ARC cannot be cast underwater.
-
- :Electronic_Mail
-
- COST : 1
- MODS : D
-
- This spell will enable the caster to send a message to either a
- computer account or a ~Mental_Account*~ . It is normally cast on a text
- file in the caster's ~Mental_Account*~ which may not exceed 100 words
- per RANK. Otherwise, it will create a buffer, which the caster can
- write in until the Duration expires or the caster declares that he is
- finished, at which point it will send the contents of the buffer which
- may be of any size. The default is for a copy of the message to be sent
- to the caster's mail file (if he has one) and for the buffer or file
- containing the message to be erased. A temporary buffer created by this
- spell is always deleted at the end of the duration, but otherwise either
- or both options may be over-ridden.
-
- Duplicate messages may be sent to multiple accounts, up to 1 account
- per RANK. Each account will recieve exactly the same message. Even
- slight modifications require a separate casting of the spell.
-
- :Encrypt_Thoughts
-
- COST : 5
- MODS : D
-
- This spell will function as a defense against Telepathy and similiar
- spells. Anyone trying to read their thoughts or memories will get
- nothing but gibberish. (If they can get a ~Recording*~ they can try to
- make sense of it later.) It also prevents any bonuses someone may have
- because of a previous casting of Know Mind, and such a spell will not
- work while this spell is active, even if they are willing. (If the
- caster of this spell is the willing subject of Telepathy, he may
- intentionally make individual surface thoughts readable with a conscious
- effort.) This spell will give a +20% save versus any spell which
- charms, controls or otherwise influences the caster's thoughts. It does
- not protect against the various forms of Possession, however.
-
- If the caster has a ~Mental_Account*~ he may cast this on the files
- therein. Each file requires a separate casting, but once cast the file
- remains encrypted until reversed. The caster may decrypt the file by
- casting this spell backwards, but someone else needs to use the
- ~Decryption*~ spell. A ~Dispel_Techno-Magic*~ will have no effect, and
- the spell cannot be canceled. The caster may access the encrypted files
- as normal.
-
- If the caster knows ~Program_Spell*~ he may use it to cast this on
- normal files in a computer. Such files cannot be read by anyone other
- than the technomage who encrypted them. (This includes the computer the
- file is located on!) The files cannot be dispelled or decrypted by
- mundane means. They need either the reverse of this spell cast by the
- same mage who put the original on the file, or another technomage using
- the ~Decryption*~ spell.
-
- :Extension_Cord
-
- COST : 5
- MODS : D,R
-
- This spell will create a magical cord which will conduct electricity
- between a wall socket or other source and the target. The cord has a
- maximum length equal to ten feet per RANK. It can, during the course of
- the duration, move, bend around corners, or change length, but not
- exceed the ten feet per RANK maximum.
-
- The target will normally be affected as if plugged into the socket
- directly.
-
- This spell cannot be cast on a living target or anything else which
- would not normally be plugged into a power source. (See the spell
- ~Live_Wire*~ for such uses.) It can use a technomage as the source in
- order to use ~Charge_Battery*~ or ~Power_Machine*~ at range.
-
- :Invisibility_to_Machines
-
- COST : 7
- MODS : D,R,T
-
- Caster, subject being or subject object becomes invisible to
- electronic or mechanical means of detection. While under the effects of
- this spell, they cannot be photographed or recorded. They will not set
- off alarms which would react directly to their presence. (They may
- still set off alarms which react to doors being opened or other actions
- which involve objects not covered by the spell.)
-
- If an invisible being is wounded their blood will become visible
- when it strikes the ground. If a person their equipment will be
- included in the effect, BUT if they fire a missile weapon or throw such
- it will become visible after leaving their presence. Caster can turn off
- the spell at will. Once turned off the spell MUST be recast in full.
-
- :IronMind
-
- COST : 5
- MODS : D
-
- This spell permits the caster to concentrate powerfully, despite any
- normal things that would distract him/her from their actions in casting
- any other spell - even the receipt of actual physical damage, as long
- as the duration of this spell continues. This allows a mage to overcome
- one of the normal causes of spell failure.
-
- This spell only works if the caster has a ~Mental_Account*~ .
-
- :Kevlar
-
- COST : 10
- MODS : D,R
-
- This spell will turn 1 item of clothing per RANK into kevlar. All
- such items must be within range. They will give protection the same as
- if they were a normal kevlar item of the same type.
-
- :Live_Wire
-
- COST : 15
- MODS : D,R
-
- This spell will create a magical cord which will conduct electricity
- between a wall socket or other source and the target. The cord has a
- maximum length equal to one foot per RANK. It can, during the course of
- the duration, move, bend around corners, or change length, but not
- exceed the one foot per RANK maximum.
-
- Normal Household AC (110) current does 1d10+1 damage and an additional
- 2 points of damage (Nor armour protection, even magical, except that
- specific to electricity) per round.
-
- The target will normally be affected as if plugged into the socket
- directly.
-
- If the target is alive, he is entitled to a normal save to resist.
- Even if that fails, he may attempt to dislodge the cord or move out of
- range of the socket. If an attack from another successfully breaks the
- cord, they may take a round of points of electrical damage if using a
- hand held conductive item.
-
- :Mental_Account
-
- COST : 5
- MODS : N
-
- This spell creates a magical computer account in the caster's head.
- This includes an address where ~Electronic_Mail*~ , both mundane and
- magical can be sent. It includes 5 text files per RANK, at least one of
- which must be designated for incoming mail. Mail will be labeled either
- "new" or "read". The caster will automatically be alerted when a new
- message arrives. A computer must be contacted with ~Mental_Modem*~ or
- ~Computer_Telepathy*~ in order to recieve mundane e-mail from it.
- Recieved mail has all the normal header information that normal e-mail
- has.
-
- The caster can, at will read or edit any of his text files. Editing
- includes writing, erasing, cut and paste, copying, inserting, etc. Any
- of the standard means of editing text files. It is also possible to
- copy or cut and paste between files as well as within a single file.
- Any such function does take an appropriate amount of time, however.
-
- The caster can cancel this spell at will. This will automatically
- delete any attached files, including those created by other technomages.
- It is only affected by ~Dispel_Techno-Magic*~ or Dispel Magic if the
- caster of such a spell has already cast ~Control_Computer*~ on the
- account and all files have already been deleted. Individual files may
- be dispelled if accessed with ~Control_Computer*~ . A normal casting of
- Dispel Magic may still cancel any active spells which allow access to
- the files. An ~Apprentice_Account*~ or ~Familiars*~ are also extentions
- of the account and must be deleted before the account can be dispelled.
-
- This spell may be recast without canceling it. This will cause the
- address to change, but will have no effect on any existing files, which
- will all be transfered unharmed.
-
- This spell has no set duration. It lasts indefinitely. Unlike most
- spells, the effects of new RANKS bought take place immediately, the
- spell does NOT need to be recast.
-
- :Mental_Clock
-
- COST : 2
- MODS : N
-
- This spell creates a clock in the caster's head. If he has a
- ~Mental_Account*~ then the clock will be attached to it. The clock will
- keep accurate time and will remember the date as well. It will not
- compensate for daylight savings time, changes in time zone or time
- travel. If affected by any of the above it must be recast to give it
- the new time.
-
- Upon casting, the spell must be given what the caster wishes it to
- use as the correct time and date, as well as the convention he wishes to
- use for telling such. If a previous casting already exists, the new
- casting may give a modification to the old time rather than a new time.
- The caster is entitled to use an exotic calendar or clock, or even
- invent his own if desired. Multiple RANKS will enable the caster to run
- multiple calender/clocks simaltaneously if desired. Each must still be
- created with a separate casting. A calendar or clock must have a
- calculatable schedule. A random one or one dependant on external events
- is not viable.
-
- The caster may check his clock(s) at any point and instantly know the
- time and date on each one.
-
- This spell has a duration of one week. It can be maintained by
- repaying the base cost. The maintenance cost need only be paid once, no
- matter how many clocks are being maintained.
-
- :Mental_Map
-
- COST : 3
- MODS : D
-
- This spell lets the caster create, edit and read a map file. While
- it is active any area that the caster travels through will be recorded
- with accurate distance and direction relative to the other locations on
- the same map.
-
- The caster may check the map at any time. Upon request
- it will give the distance and direction that any other known location on
- the current map is from the caster or the shortest known path back to that
- location.
-
- The map will automatically alert the caster if he is about to
- travel from an unexplored part of the map back to a known part or if he
- reaches an area that appears on a known map other than the one he is
- currently following.
-
- The caster may use this spell to memorize someone else's map. The
- spell will accept whatever defaults (if any) the caster gives it until
- it has enough "You are here" reference points to make its own estimates.
-
- The caster must have a ~Mental_Account*~ for this spell to work.
-
- :Mental_Modem
-
- COST : 5
- MODS : D,R
-
- This spell allows the caster to mentally contact any computer.
- Distance has no effect when casting on a memorized computer. It enables
- the caster to communicate with the computer as if typing on a keyboard.
- It does normally not give any access beyond what they would have on a
- keyboard.
-
- It does give them the ability to memorize the computer if
- they have not done so already. It also enables them to cast any
- relevant spell they know on that computer as if it were at touch range.
- If the computer they are in contact with is in contact with another
- computer, they may cast this spell on that computer at touch range if
- they have the security to access that other computer. This does NOT
- cause the original casting to expire prematurely, and the two spells
- will function independently.
-
- If they have permission to do uploads or downloads on the system
- they are in contact with, they may do so with text files.
-
- This spell can be cast on a technomage's ~Mental_Account*~ . This
- will cause the subject to hear something resembling a ringing sound that
- alerts him to the caster's presence. The caster may also send a name or
- message of up to 1 word plus 1 word per RANK. The caster does not have
- any access to the subject's account beyond the ability to cast other
- spells at touch range. (The files are considered to be secured.)
-
- It does give the subject the ability to cast this spell on the caster
- as if he were memorized. (Even if the subject doesn't know who's
- calling.) If the subject does this, they have a two-way link and can
- send thoughts back and forth in a manner similiar to telepathy. If the
- caster has hostile intent, the subject is entitled to a save versus this
- spell the first time the caster tries to use it to carry a hostile
- spell. This is addition to the save versus that spell.
-
- A two-way link enables the characters to upload and download files to
- each other if both parties are willing. A character cannot download a
- type of file he does not know how to create. A character cannot upload
- a file to someone who can't or won't download it.
-
- If two techno-mages are talking to the same computer, and the
- computer allows them access to each other, then the transfering ability
- mentioned above will function normally.
-
- :Mental_Music
-
- COST : 5
- MODS : D
-
- This spell lets the caster record music into his music file. He can
- also, at will, play back any song in his file. He may instead put it on
- autoplay, where it will play the songs in the order they are in the
- file, going back to the begining when it finishes. He may start
- autoplay in the middle of the file if desired. It is possible to create
- more than one music file and to move or copy songs between them. Songs
- may be deleted without being put somewhere else as well. The music is
- entirely within the caster's head and cannot be heard by anyone else.
-
- ~Control_Computer*~ will enable the caster to cast this on someone
- else. In that case the only option is to have it play any one song from
- the caster's music files over and over again for the duration. This can
- get annoying if it continues for a while.
-
- The spell effect is mildly distracting, making the character it is
- inflicted on to be -5% from all skills for the duration, but this effect
- on a singer or musician causes a -25% from using such music skills while
- it is in effect unless they are playing the exact same melody. If the
- caster is running the spell on himself he may negate the penalties by
- turning down the volume or pausing the music while involved in things
- which require concentration.
-
- The subject must have a ~Mental_Account*~ .
-
- :Mental_Spreadsheet
-
- COST : 5
- MODS : N
-
- This spell requires the caster to have a ~Mental-Account*~ . It
- creates a spreadsheet program within their mental account that they can
- use for keeping large numeric records or tracking large scale numerics.
-
- This spell will last for 1 hour/RANK. It may be maintained by
- spending the base cost again. If it is not maintained, then the file
- will be saved for later use, but may not be read or modified unless this
- spell is recast.
-
- :Minor_Modem_Worm
-
- COST : 5
- MODS : N
-
- This spell is cast thru an active ~Mental_Modem*~ or
- ~Computer_Telepathy*~ spell with a computer, and sends forth into the
- machine a construct designed to seek out all the information on a single
- stated keyword subject at the casting and feed the information into a
- file in the caster's ~Mental_Account*~ . It does NOT have the ability to
- decrypt information or to breach security codes, it simply gathers and
- returns the information methodically, quickly and accurately into the
- file. It ceases to exist if the modem connection is lost for any reason.
-
- :Modify_Traffic_Light
-
- COST : 5
- MODS : D,R
-
- This allows the mage to manipulate any standard traffic light, able
- to change the sequence, current light status, delay factor in the
- sequence or to do Odd things (like showing green to all directions or
- giving a walk light when its green or Turning it into a blinking yellow
- for the duration etc). Additional ranks allow more lights within the
- range to be affected at the same time (So you can modify really big
- intersections).
-
- :Mystic_Transfer
-
- COST : 5
- MODS : R
-
- This spell allows the caster to send a HUNG technospell to any mage
- with a ~Mental_Account*~ . If sending to a memorized account, it can be
- sent any distance without cost for range. If the target does not have
- the hanging slots or capacity free to hold it they must cast it
- imediately or let it disperse. If they have a held action, or are
- otherwise able to react instaneously, they may trigger another hung
- spell to make room for it. If they choose to cast the spell just
- recieved, they may hang onto it until their next oportunity to cast.
-
- If transfered to someone with an ~Apprentice_Account*~ the recipient
- has a chance to cast equal to their worst existing tradition at -20% or
- at INT. (If they are technomage they can use their technomagic skill as
- normal.)
-
- This spell can be used to transfer hung spells to technomage
- ~Familiars*~ but such have no hanging slots. For the purpose of casting
- spell so transfered, the familiar may be considered to have a number of
- levels of Spellcasting equal to thier caster's Spellcasting or
- ~Create_Familiar*~ ranks, whichever is LOWER. If the spell is
- transfered from the familiar's creator he may roll versus his own
- Spellcasting skill on the familiar's behalf.
-
- The subject WILL know what the effect is and its details. Each
- additional RANK allows another spell to be transfered at the same time,
- if the caster wishes to do so.
-
- Prerequisite: ~Electronic_Mail*~
-
- :Open_Electronic_Lock
-
- COST : 2
- MODS : R
-
- This will open an electronic lock instantly. It does NOT remove traps,
- spells or mechanical locks.
-
- :Open_Mechanical_Lock
-
- COST : 5
- MODS : R
-
- This will open a mechanical lock instantly. It does NOT remove traps,
- spells or electronic locks.
-
- :Phasers
-
- COST : 15
- MODS : D,R
-
- This spell will fire a beam of energy at any target within range. If
- the target makes his save he is stunned for 1 round per RANK. If he
- fails his save he is unconscious for 1 minute per RANK. The target is
- allowed a PROW save to attempt to dodge and avoid the beam completely.
- Subtract 1 round from the effect for every point of the subject's HARD
- above 20.
-
- If the spell is cast with duration, the caster may shoot as many
- times as desired, but each shot after the first requires that he pay the
- base cost again. However, range is only required to be paid once, and
- the shots may be fired in one round without any additional skill rolls.
-
- (This is the stun setting. The kill setting was considered neither
- practical nor interesting enough to implement.)
-
- This spell is not available for general use. It is only avaiable
- from its creator, ~Star_Elf*~ . Consult the GM if you wish to know it.
-
- :Power_Machine
-
- COST : 15
- MODS : D
-
- This spell will enable the caster to generate up to 25 volts per RANK
- which can be used to power electrical devices which normally require
- batteries or a wall socket. The caster must hold the plug or whatever
- or use an ~Extension_Cord*~ . It cannot be used to generate more power
- than the machine is designed to handle. If there is excess energy, more
- than one machine may be so powered.
-
- :Program_Spell
-
- COST : 5
- MODS : N
-
- This spell will enchant a program that you have access to, so that
- you may attach a spell to that program. You are at -50% to cast this
- spell if you did not write the program in question yourself. You must
- spend energy and make a skill roll as if casting the spell to be
- attached normally, but the only effect will be on the program.
-
- A token mage may use this to enable the program to cast any spell he
- knows once with the designated modifiers. Any technomage may use it in
- conjunction with those spells which mention a specific use for it. It
- is up to the GM what happens when a character experiments with other
- spells.
-
- :Radius_Dampen_Technology
-
- COST : 20
- MODS : D,R
-
- This projects from the point of casting out to a radius of the
- paid for RNG in a field that reduces the current in electronic
- equipment. While in this area all electronic equipment will simply
- fail to function. It does not affect chemical or mechanically
- based devices or anything magically enhanced or magical of nature
- (thus a technomage would not be affected by this).
-
- :Recording
-
- COST : 7
- MODS : D
-
- This spell will enable the caster to store all impressions gained
- from any one sense per RANK into a memory file. The senses to record
- are choosen at the time of casting. Each casting creates a separate
- file. In addition to the normal senses, the caster may choose to record
- a more exotic sense such as cyberpsi (spells such as ~Mental_Modem*~ and
- ~Computer_Telepathy*~ ) or telepathy. The GM should be the judge of
- which Detect spells or ~Tricorder*~ settings are close enough to count
- as the same sense.
-
- The memory file can be looked at later using ~View_Recording*~ or it
- can be accessed by other spells.
-
- This spell can only be used by a mage with ~Mental_Account*~ .
-
- :Reminders
-
- COST : 5
- MODS : N
-
- This spell lets the caster create a message to himself of not more
- than 25 words plus 10 per additional RANK. The message will be
- programmed to give itself to the caster at a date and time specified at
- the time of casting. The caster may give a time relative to some known
- event which has already occured. Example: 35 minutes after I put the
- cake in the oven.
-
- At RANK 2, the caster may program repeating reminders. Such must use
- a regular schedule such as 1:00 every Monday, 9:00 on the 8th day of
- each month or 10:00 on every day in June. Something more complicated
- like the 1st and 3rd Saturday of each month is also acceptable.
-
- At RANK 3 the caster can program a message to respond to an external
- event. The event must be detectable to the caster, but the time of the
- event does not need to be known at the time of the casting. Example:
- Tell me, "Mail the letters in your backpack," when I pass by the post
- office.
-
- At RANK 4 the caster can program a repeating reminder to respond to
- external events. Example: Tell me, "You're on a diet," every time I
- look at chocolate cake.
-
- This spell requires the caster to have ~Mental_Account*~ in order to
- function.
-
- :Reminding_Spell
-
- COST : 10
- MODS : N
-
- This spell will enable you to set up a one-time reminder that will
- instead of delivering a message will cast a spell. All modifiers and
- parameters must be chosen at the time this spell is cast, and the energy
- for the spell is placed into it at that time as well. The spell does
- not count against maximum energy or hanging slots, but the energy placed
- into it cannot be retrieved. It can be canceled before it is triggered,
- but it will be lost in that case. Once this spell is cast, the caster
- has no control over the stored spell. It will activate (requiring a
- normal skill roll) if the programmed cercumstances occur, even if the
- caster does not desire it to.
-
- One person cannot have more than one spell per RANK stored in such a
- fashion, though if RANKS allow, one reminder may activate multiple
- spells. Only spells from the following list are acceptable to be used
- as stored spells: ~Electronic_Mail*~ , ~Encrypt_Thoughts*~ ,
- ~Iron_Mind*~ , ~Mental_Modem*~ , ~Mental_Music*~ , ~Recording*~ , or
- ~Transfer_Energy*~ .
-
- The caster must have a ~Mental_Account*~ .
-
- :Remote_Control_Car
-
- COST : 10
- MODS : D,R
-
- This spell enables the caster to start a car or similiar vehicle
- and/or cause it to drive around within the normal capabilities of that
- vehicle. The spell can be used to make the vehicle do very precise
- stops or turns, as long as sufficient warning is given that there is
- time for the appropriate adjustments to speed and angle. The caster is
- at -20% if he does not have Driving skill with that vehicle. (Or twice
- that if he doesn't have Driving skill for a related vehicle or a
- Mechanics/Repair skill for the target vehicle either.)
-
- :Remote_Control_Plane
-
- COST : 10
- MODS : D,R
-
- This spell enables the caster to start a plane or similiar vehicle
- and/or cause it to fly around within the normal capabilities of that
- vehicle. The spell can be used to make the vehicle do very precise
- stops or turns, as long as sufficient warning is given that there is
- time for the appropriate adjustments to speed and angle. The caster is
- at -20% if he does not have Piloting skill with that vehicle. (Or twice
- that if he doesn't have Piloting skill for a related vehicle or a
- Mechanics/Repair skill for the target vehicle either.)
-
- :Resist_Electricity
-
- COST : 15
- MODS : D,R
-
- This lasts for the duration or until a total of 10 points/RANK of
- damage have been absorbed by the spell to protect the target from harm.
- This spell can be cast on a machine instead of a person. In that
- case it will absorb electricity from power surges and the like as well
- as the standard types of damage. In no case will it interfer with
- electricity which is not harmful to the subject.
-
- :Resist_Technology
-
- COST : 7
- MODS : D,R,T
-
- This spell allows the caster to protect themself from technospells
- and technolgoical devices. It gives a +5% per RANK of addition to
- saving throws versus technomagic. It gives a +10% per RANK of addition
- to PROW when used defensively against technological items within 5 feet
- per RANK of the caster. A critical on a PROW save causes item not to go
- off at all, possibly protecting others in the area.
-
- :Rewrite_File
-
- COST : 5
- MODS : D,R
-
- This spell will enable you to edit a file or program. You must
- already have access to the file in some fashion. (You need sufficient
- access though ~Mental_Modem*~ , ~Computer_Telepathy*~ or more mundane
- means to at least be able to get a directory with the file name in it.
- You do not actually have to go to the directory if you know the path
- name.) A simple change can be done in one round. A more complex change
- will take longer. This spell does not give the ability to read the file
- either before or after it is changed. This spell will be of limited use
- on an encrypted or compressed file, unless the key or compression system
- is known, and you realize you are dealing with such a file.
-
- :Stall
-
- COST : 5
- MODS : R
-
- This causes an active vehicle engine that uses spark plugs to
- suddenly stall out and cease to work temporarily. It will turn over
- again with effort, but the initial stalling will cause a delay, possible
- loss of control (if the vehicle has automatic steering and/or brakes)
- and possible loss of speed.
-
- :Start-Not
-
- COST : 3
- MODS : D,R,T
-
- This can be cast on any vehicle that uses an electric starter that
- is not already running. It prevents it from turning over by coating
- the contacts with a non-conductive material. This coating CAN be
- scraped off by someone who understands automobile maintenance, but
- it takes some time - but it will also crumble away at the end of
- the spells duration.
-
- :StealSpell
-
- COST : 7
- MODS : R
-
- When cast, it allows the caster to randomly steal one of an opponent
- techno-mage's 'HUNG' techno-spells and immediately use it themselves,
- or add it to their own 'Hung' collection for later use. A hung spell
- like this is lost after the casting and the mage will have no memory
- of how it actually worked since it was stolen merchandise. The caster
- will be able to identify the spell if it is one he knows.
-
- :Summon_Taxi
-
- COST : 7
- MODS : N
-
- Only castable in an Urban area, this will summon a taxicab to the
- street the caster is on, if there is one within a 1/8 mile radius (this
- increases per RANK) and the driver will bring it to a stop as close
- as possible to the caster safely and believe that they had received
- a call on their radio to pick up a fare at this address.
-
- :Transfer_Energy
-
- COST : 1
- MODS : D,R
-
- This spell allows the caster to send energy to any mage with a
- ~Mental_Account*~ . If sending to a memorized account, it can be sent
- any distance without cost for range. If cast with duration it can be
- set to automatically transmit energy at a default rate until changed.
- Energy cannot be transferred to a non-mage being unless they are magical
- in nature. Only RAW energy *not HUNG spells* can be transferred this
- way.
-
- :Tricorder
-
- COST : 20
- MODS : D
-
- This spell will give the caster a magical detection ability. It can
- be programed to detect almost anything, but it can detect only one thing
- at a time. It takes one round to reprogram it. (So you can detect a
- different thing each round, if you spend all your time reprogramming
- it.) The detection has a radius of 30' per RANK.
-
- The detection ability will normally alert the caster when something
- of that type comes within range, and give an approximate value of the
- total amount within range. By concentrating for a round, the caster can
- get a general analysis, including the exact location and amount of each
- source of the substance. Once he has located someone or something, he
- can continue to keep track of them as long as he keeps watching, even if
- he does other things as well.
-
- This spell can also be concentrated on a single target within the
- radius, to do a more in depth analysis. This also takes a round of
- concentration, or possible two or three.
-
- Examples of things that can be detected: metal, gold, paper, living
- creatures, mages, magic. A general analysis will give a numberic value
- where one is appropriate. (For active spells and items this will be the
- number of points that went into creating it. If there are multiple
- spells on a single target, give the total of all active spells unless an
- in depth analysis is done.)
-
- For things such as mages or living creatures where there is no
- numeric value, a pattern is detected instead. Any match or similiarity
- to known patterns or others in range will be noted. Each tradition has
- a different pattern. Multi-tradition mages have overlapping patterns of
- different strengths. A general analysis will detect it as one
- complicated pattern. Two mages with the exact same traditions in the
- exact same order will have the same pattern. Two mages with the exact
- same traditions in a different order will have very similiar patterns.
- Two mages who have at least one tradition in common will have similiar
- patterns. Related traditions will produce similiar patterns as well.
-
- An in depth magical analysis will give the subject's Magical
- Aptitude, Magical Capacity, current spell points, number of hung spells,
- and number of points tied up in each spell. It also tells if the target
- is a mage, and will separate the various patterns of multi-tradition
- mages and tell which order they are in. This may take 2-3 rounds on a
- complicated subject. The caster may choose to only check certain parts
- of this if desired.
-
- An in depth physical anyalysis will give the subject's Hardiness,
- HTK, and current hit points. It will give the location of any injuries.
- It will also identify patterns for type of disease or injury, which may
- be recognized if it has been seen before. It will give the racial
- pattern as well. Similiar races will detect as similiar.
-
- A magical analysis of an item or other subject who is under the
- effects of spells will give the number of spells, the energy that went
- into creating it, and patterns of the spells. Only the exact same spell
- cast by the exact same tradition will have the same pattern. The same
- or similiar spell cast by a different tradition or a different spell
- cast by the same tradition will have similiar patterns. Similiar spells
- cast by the same tradition will have very similiar patterns.
-
- If the caster has a ~Mental_Account*~ then all patterns will be
- stored in a file. It is up to the GM how well one can remember patterns
- without such a file.
-
- :Unplug
-
- COST : 1
- MODS : R
-
- This spell will cause all electronic devices that have plugs
- (including electrical outlet connections, Speaker wire connections and
- computer cable connections) to suddenly and subtley become dislodged
- inside the radius of effect (no saves!).
-
- This can be real annoying, especially to other Technomages and those
- who depend on technology.
-
- :Unstable_Molecules
-
- COST : 10
- MODS : D,R
-
- This spell is cast on one or more objects which cannot exceed a total
- of 5 pounds of weight. If cast on multiple objects they must be
- logically connected in some way. Examples: the clothing & equipment I
- am wearing or everything in that pile over there. It does not affect
- living creatures. For the duration they will be completely succeptible
- to all forms of shapeshifting. They will automatically be affected by
- any shapeshifting power that is attempted on them regardless of any
- size, shape or substance limitations the object would normally violate.
- An object that has been shapeshifted will remain so for the duration of
- the shapeshift even if this spell expires before then.
-
- This spell also has the side effect that any item affected by this
- spell counts at half its actual weight for purposes of any teleportation
- effect. (Including ~Activate_Transporter*~ .)
-
- :View_Recording
-
- COST : 1
- MODS : D
-
- This spell can be cast on a single memory file made with the
- ~Recording*~ spell without duration and will play it from begining to
- end. If duration is used, the caster may scan or view any such files in
- part or whole in any order.
-
- In either case, the caster may choose the volume/intensity at which
- the file is played. They may set it as either transparent or
- non-transparent. A non-transparent playing will block all inputs from
- the senses involved. (So playing a non-transparent visual recording
- will make the caster effectively blind otherwise. A non-transparent
- cyberpsi recording will prevent the caster from noticing incoming
- ~Electronic_Mail*~ or ~Mental_Modem*~ calls.) It is possible to have
- different settings for different senses, or to vary the settings while
- it is being played.
-
- If cast with Duration, in scan mode, the caster may alter the speed
- the recording is being played at, including freeze frames. He may also
- do close ups, remove background noise, or other modifications which
- involves ignoring part of the file.
-
- :Walkie_Talkie
-
- COST : 5
- MODS : D,R,T
-
- This spell can be cast in either of two modes. In either mode it
- will give all targets of the spell a magical walkie talkie which will
- transmit all sounds within hearing range of it to the other walkie
- talkies.
-
- In group communication mode, the walkie talkies will only send to and
- recieve from other walkie talkies created by the same casting of this
- spell.
-
- In general communication mode, the walkie talkies will send to and
- recieve from any walkie talkie set to general communication mode,
- regardless of who created it. It will also be compatible with
- ~Communicators*~ which are set to send to or recieve from them.
-
- Neither mode is compatible with standard mundane walkie talkies.
-
- This spell has not gotten much use since ~Star_Elf*~ invented the
- superior, ~Communicators*~ spell.
-
-
-
-
- :Familiars
-
-
- :Technomage_Society
-
- Technomages have a much better connected, more structured society
- than other mages due to the effects of ~Electronic_Mail*~ and
- ~Mage_Net*~ . For the most part, they are friendly with mages of other
- traditions. They usually do not have prejudices based on physical
- appearance as they tend to have large numbers of friends whom they have
- never seen face to face. They also will usually ignore stereotypical
- assumptions about people once they get to know them. The various types
- of technomages are listed below.
-
- :Apprentice
-
- Anyone with an ~Apprentice_Account*~ . Also those who have just
- learned technomagic, have a ~Mental_Account*~ but do not yet have both
- ~Electronic_Mail*~ and ~Mental_Modem*~ but intends to continue studying
- for a long time, and plans to have both shortly. Apprentices are
- considered to be "young" technomages. If they disagree with an
- Interface* on a matter dealing with technomagic, their answer is usually
- considered to be incorrect, but the other technomages will usually try
- to explain why they think the apprentice is wrong.
-
- :Dabbler
-
- A person who knows ~Mental_Account*~ and ~Electronic_Mail*~ and
- possibly a few other spells, but have little or no interest in learning
- much more. Most such people have technomagic as a secondary tradition.
- There are also a handful of rouge mages who know a few technospells and
- a number of computer programers who are only mildly interested in magic
- who also fall into this catagory. Dabblers are generally fairly well
- accepted by most technomages, though there are a few who look down on
- them for their decision to stop studying technomagic. They are usually
- ignored if they try to express an opinion relating to technomagic that
- contradicts something an ~Interface*~ has said.
-
- :Interface
-
- Any person who knows ~Mental_Account*~ , ~Electronic_Mail*~ and
- ~Mental_Modem*~ who either knows a large number of other spells or is
- still studying technomagic. These are the major population of
- technomage society. The others are fringe members.
-
- :Net_Glider
-
- Those possessing both the technomage and astralist traditions have
- learned how to upload their astral body into cyberspace using the
- ~Mental_Modem*~ spell. A few technomages have tried to come up with a
- straight technospell that does this, but none have succeeded so far.
- The net gliders form their own clique whether Interface* or Dabbler* .
-
- :Wild_Interface
-
- A technomage who uses his powers to crash computers, create viruses
- or other destructive purposes. Also those who use magic to break into
- computers for profit. (It is acceptable to break into other people's
- computers for self defense or other GOOD reasons, however.) Anyone who
- attacks or steals the files or equipment of a technomage in good
- standing in the community. The first two types are generally ignored,
- except by a handful of technomages who hunt down such for one reason or
- another. The third type will quickly find the entire technomage society
- out to get them.
-
-
- :Mage_Net
-
- So called, because most of the nodes are technomages. It is designed
- to collect e-mail from other computers and other nets and to bring them
- all to one location where they can be downloaded by technomages using
- ~Mental_Modem*~ . The host board for Mage-Net is called ~Hengrave*~
- after the planet the Interface Guild in Molt Brother is based on. It is
- run by ~Master_Interface_?*~ .
-
- It is traditional for mages to use their username as their nodename
- for their ~Mental_Account*~ . (Example: Eagle_Interface@Eagle_Interface
- or Star_Elf@Star_Elf.) It is not an innate part of the spell, however.
- It is, however, an innate part of ~Apprentice_Account*~ and
- ~Create_Familiar*~ that the nodename for those accounts are the same as
- that of the caster's ~Mental_Account*~ .
-
- :Hengrave
-
- Any technomage who sends ~Electronic_Mail*~ to ~Master_Interface_?*~
- with a ~Mental_Account*~ for a return address can get an account on
- Hengrave. Other mages may get paid accounts on Hengrave. (This option
- was originally created for ~Apprentice*~ technomages, but has expanded
- since then.) Anyone found guilty of practicing any ~Wild_Interface*~
- activity will immediatly and permanently have their account revoked.
- Paid accounts cost $25 per year or $2.50 per month to cover phone costs
- and equipment maintenance. This can be waived with permission from the
- sysop, especially for CalTech students and users who contribute in other
- fashions.
-
- Hengrave has a number of message areas. This includes a chat area
- where technomages can call up and chat with each other online. The
- messages in this area are considered to be temporary and any which are
- more than 24 hours old are automatically erased when the computer does
- its daily maintenance.
-
- Hengrave's file areas includes one dedicated to complete techospells.
- Technomages may download from this area any spell listed in this file
- except for the spells ~Create_Transporter*~ and ~Phasers*~ which are
- available only from ~Star_Elf*~ . ( ~Activate_Transporter*~ is online,
- however.)
-
-
- :Persons_of_Note
-
- :Eagle_Interface
-
- A were-eagle. Was discovered by ~Master_Interface_?*~ when she used
- her wild latent talents on the Cal-Tech computer. She quickly became
- one of his best students of technomagic, inventing the spell
- ~Unstable_Molecules*~ . She was a co-sysop on ~Hengrave*~ during her
- senior year. After graduating, she spent the summer helping ~Star_Elf*~
- on his transporter project. She has since settled down with a Weather
- Worker/ ~Dabbler*~ who she is learning weather magic from.
-
- :Master_Interface_?
-
- The sysop of ~Hengrave*~ , the host board for ~Mage_Net*~ which he
- runs from his apartment. Head of the computer science department at the
- California Institute of Technology. The major recruiter of new
- technomages, he approaches any student with an interest in computers and
- a high aptitude, and offers to teach technomagic to those who react
- favorably to the concept of magic.
-
- :Star_Elf
-
- An elven Star Trek fanatic. One of the first to come up with a
- ~Tricorder*~ spell. Also a leader in voice files for ~Familiars*~ .
- Inventor of the ~Communicators*~ spell. He lives in an airplane and
- goes to all the science fiction conventions. He has programmed his
- familiar to mimic the major characters from Star Trek. He has been
- working on ~Create_Transporter*~ for a long time, but has yet to get it
- working properly. He has uploaded the ~Activate_Transporter*~ spell and
- tries to convince other people that they want transporters anyway.
-
- He has had several apprentices whom he picked up at science fiction
- conventions. He took ~Eagle_Interface*~ as an assistant for one
- summer, at the end of which he upgraded to a larger airplane and gave
- her his old one. Is highly eccentric, but alot of fun. He teaches all
- of his apprentices (and anyone else who expresses interest)
- ~Activate_Transporter*~ . He will teach ~Create_Transporter*~ or
- ~Phasers*~ to anyone he likes who has the interest and Aptitude.
-
-
-