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Multi-Community Occupation: Techno-Wizard
By: Raven Tepes Date: April 29, 2020, 3:05 pm
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Community Special Occupational Class: Techno-Wizard
The Techno-Wizard (TW) is the most unconventional of the magic
Occupational Character Classes. They are men of magic who have
learned to combine magic with technology. Although the
Techno-Wizard can cast spells and read scrolls, the focus of
their magic is the creation of magic devices. The mage has
learned to direct his potential psychic energies into machines,
enabling those devices to do strange and magical things that
seem to defy known science.
Many of these devices seem to only emulate existing magic and
psionic abilities, however, they offer several advantages. One
advantage is that unlike a spell that can only be spun by a
person knowledgeable in magic, or a psionic power that can only
be utilized by the psychic who possesses it, many devices
created and empowered by Techno-Wizardry can be used by anyone
who has sufficient psychic or magic energy. This means a fellow
practitioner of magic or a psychic can use a Techno-Wizard's
machine.
Another advantage is that people who are not psychic or
mystically oriented can NOT operate the device at all. Sort of a
built-in safety feature that keeps the item out of the hands of
ordinary people. For Example: Somebody who is not a mage or
psychic cannot fly a Wing Board or operate a TK-Machine-Gun. In
fact, to a normal person, the devices seem like worthless junk
without any apparent power source or functioning internal
workings. They do not realize that the operator of the device
himself is the power source! Techno-Wizards have taken the
concept of a practitioner of magic being a living battery of
magic energy to its logical conclusion (or so it seems to them).
Thus, they create devices that are powered by the individual
user's own energy and directed by the person's thoughts and
will- power. The need for other energy sources is greatly
reduced (not quite completely eliminated).
A third advantage to using magic energy as a means to power
devices is that they are non-polluting, non toxic, odorless
(except to Psi-Stalkers, Dog Boys, and supernatural creatures),
and have no known ill effects on human life.
A fourth advantage is that the devices are usually easy to
conceal and do not often appear to be magical. Whenever the
device is not in use, it does not radiate magic, because it is
not currently empowered by magic. It probably also appears to be
nothing more than a construct of machine parts, gems, wires and
chewing gum.
Techno-Wizard Abilities:
Techno-Wizard Psionic Powers: All techno-wizards are minor
psychics as well as well-trained magic users. Techno-wizards are
trained in the following psionic abilities:
Machine Ghost: The psychic goes into a trance as he focuses his
concentration on entering a computer or most any type of
artificial intelligence (not applicable to sentient, self-aware
machines like Archie-3). This power is limited to the
acquisition or reading of information only. The psychic cannot
imput, program, or delete data on the machine. He can also
access information stored by most electronic means, including
computer disks, video and audio disks, film or audio tape, and
hard drives. Reading electronically encoded disks and tapes is
similar to object read, except in this case, he hears and sees
the data as if he were playing it on a computer or disk player,
only he perceives the information 10 times faster. Thus, the
character can read (never input) information from disks or
broken computers without a physical "jack" connection or an
actual display device, i.e. computer and monitor, CD player,
etc.
As an actual Machine Ghost, the psychic mentally enters and
travels the neural network of an active computer. He is actually
inside the device. In many ways, this experience is similar to
Astral Projection except the psychic is "projecting" into the
machine rather than into the Astral Plane. It also has the same
pitfalls as Astral Projection, as in the character enters a
strange, very seemingly real world that he must learn to
navigate. Like Astral Projection, the electronic world of
computers takes on a virtual world landscape. This means in the
computer virtual world, its programs, viruses and defense
mechanisms will take on virtual manifestations that can
interact, confront, impede, or attack the Machine Ghost.
A password or special access code may appear as a metal door or
iron gate, or locked filing cabinet that needs to be (seemingly)
broken open to gain access to what is held inside. The more
difficult the code, the bigger, stronger and more difficult the
door and lock(s). Data is likely to appear as books, paper
files, diagrams, film, holograms, and other common means of
communication and documentation. The more sophisticated defense
measures are likely to appear as one or more guards who must be
defeated before the information is accessible. They can appear
as sorcerers, troops, known enemies or as exotic aliens. Viruses
and defenses designed to attack an intruder typically appear as
demons or monsters.
Combat in the virtual world seems real and is conducted the same
as it would happen in the real world. Combat and damage is
measured by the character's perception of his real body armor,
weapons and natural powers. When the psychic has lost more than
70% of his armor, or virtual health, he will feel the urge to
flee the virtual world. If he flees, a computer defender will
not follow, however a virus will pursue and continue to fight.
Although all such damage is only in the mind of the psychic (no
physical damage occurs in the real world), if he dies in the
virtual world, he can die in the real world as well! The shock
to his psyche and body will momentarily stop his heart, and he
slumps over dead! So make sure to have healers or paramedics
nearby to revive the character.
The downside in the usage of this power is the psychic loses all
sense of time and reality outside the data he is accessing. This
means he is oblivious to what is happening around him, and
unless protected by a companion, vulnerable to attack without
any means of defense. Pain or being struck or shaken will alert
the psychic to trouble, but he has the choice of breaking
contact and responding, or ignoring it and continuing to
retrieve data. Only telepathy can reach the character while in
this state (can't hear spoken words or sounds outside the
computer), and is a means of two-way communication.
A character accessing a file on a disk can break contact at any
time with a thought, although he will be disoriented for one
melee round; reduce his number of attacks and combat bonuses by
half. Breaking free of a computer virtual world is not so easy.
Leaving virtual space: Unfortunately, leaving the virtual world
of a computer is fundamentally the same as the Astral Plane. The
psychic can vaguely sense the way he came and must follow it
back to the virtual access point. To do so, the player must roll
on the following table and must roll "definately certain" to
have his character successfully escape. The player must keep
trying until he succeeds or time elapses. If the character
cannot escape virtual space before the duration of this ability
elapses, he is flung out with the same effect as "virtual
death"; roll to save vs coma and death as described above. Note:
The psychic will instinctively know when he's down to the last
three
minutes of the duration and when trying to exit, can fly toward
the way out (typically appears as a door or a dimensional rift).
01-30 Hopelessly lost (roll again)
31 -45 Uncertain (roll again)
46-65 Fairly certain on the right track (roll again)
66-00 Definately certain! Whew! Made it back
Range: Self; computer by touch
Duration: Three minutes per level of experience
Mind Block: This is the ability to completely close or block
oneself from all psychic/mental emanations. When intentionally
closed to supernatural or psychic forces the character cannot
sense anything, cannot use psychic abilities, nor be influenced
by others. A Mind Block will prevent penetration of Telepathy,
Empathy, Hypnotic Suggestion, Day Dream, Empathic Transmission,
and all forms of mind affecting abilities. It can be an
invaluable protective mask when dealing with malevolent psychic
forces.
Note: Mind Block only blocks psionic attacks that psychic’s mind
or emotional state. It offers no protection against magic.
Range: Self
Duration: 10 minutes per level of experience
Object Read: Also known as Psychometry, uncanny ability enables
the psychic sensitive to receive impressions and images from an
object regarding its use, history, and past owners. This is done
by holding the object and concentrating on a specific line of
thought or opening up to general impressions (the latter is
always more vague and random). Just as a psychic must open
himself to sense evil or magic, he must open himself to the
object. If successful, he will receive impressions and/or images
revealing bits of information.
Impressions Include: General alignment of last owner (good,
evil, neutral), general emotional state of mind (angry, happy,
sad, hate filled, etc), the object’s general purpose, whether
the last owner is alive or dead, and whether the item has been
used with/by magic or supernatural forces. Object Read will also
conclusively indicate whether the item is currently enchanted or
contains a supernatural force/entity as well as its alignment
and emotions. If the item is possessed, an Object Read makes the
reader totally vulnerable to psychic attack.
Images: The psychic can also see images of isolated events which
have happened in the past. This will provide snippets of images
and events that will offer glances of the previous owner and
other close to him. Traumatic and emotion filled events/images
are the easiest to see. Impressions will accompany the images,
adding to the story as it unfolds. Information includes:
approximate age, weight, height, build, race, sex, sometimes
occupation, hair length and color, special facial or body
features such as a scar or tattoo or beard (very often exact
facial features are out of focus, blurred, or obscured),
object’s use/purpose, and some special events, usually very
traumatic, important or happy. Often the event image will be
fragmented as if it was a piece of movie film edited by a crazy
man. The event will always be one in which the object was
involved.
The present can also be glimpsed but at a cost of one round
extra of concentration with no guarantee of success. Sometimes
the psychic can focus in to see and feel the last owner as
he/she is at that moment. This will provide an idea of what
his/her current state of mind/emotion, appearance, dress,
general location (that is to say a bedroom, office, street,
outdoors, etc; no address or sense of close or far is provided),
general features (shaved his head, dyed hair, etc), and so on.
The psychic may be able to identify a place to identify a place
or person by feature if he has seen it before or runs into him
in the near future.
Range: Touch
Duration: Up to 12 minutes
Speed Reading: This is the ability to read and comprehend the
written word extremely fast. Speed of reading is 30 pages per
minute. The psychic will retain the information as he normally
would. Highly technical texts will reduce the speed of reading
by half and may require two readings to retain the information.
Range: Self
Duration: 3 minutes per level of experience
Telemechanics: This ability allows the psychic to mentally
communicate with and understand machines. This psi-power is a
bizarre combination of Object Read and Telepathy except that it
only applies to machines.
By touching any non-artificial intelligent machine, whether it
be a bicycle, gun, car or airplane, the psionic will instantly
have a complete (although temporary) knowledge of exactly how
the machine operates. It must be stressed the psychic knows
everything about the machine, the complete schematic diagram and
operation knowledge are clearly seen his mind’s eye. The level
of skill expertise is equal to 80%.
When touching an artificially intelligent machine, i.e.
computers, the psionic not only understands everything about its
operation, repair, access codes, etc but can actually
communicate with it telepathically. This means he can tap into
the computer’s memory bank without using a terminal because the
information would be sent directly into the psychic’s mind.
Remember, the telepathic link and memory are temporary abilities
(although Total Recall would be able to call up bits of
information). The psychic’s skill knowledge is equal to an 88%
skill proficiency and applies to all aspects of the machine, its
operation, repair, special codes, programming, etc.
Range: Touch or 5 feet away.
Duration: 10 minutes +2 minutes per level of experience.
Total Recall: The psychic character remembers every word he
reads. Specific blocks of written and visual can be recalled in
perfect detail at will. Each block of information costs one
melee round of concentration to recall in absolute detail. If
all psychic energy has been used up (psychic is tired or
sleepy), then the memory is a little fuzzy, so exact quotes and
details may be impossible to recall. Roll a percentile dice to
see how much is retained:
01% to 50%: Remembered in full detail, word for word
51% to 80%: Details are forgotten, but the essence of the ideas
are clear
81% to 100% (00%): Can only recall the most basic concepts, no
details nor strong comprehension
Note: This ability does apply to the spoken word as well
although most psychics with this ability usually have good
memories.
Range: Self
Duration: Permanent
Techno-Wizard Magic Powers: In addition to the Techno-Wizard
powers, the character has a solid understanding of spell magic
and how to tap into ley lines and nexus points for additional
magic energy. Note: Other spells can be used to create devices
as the Techno-Wizard learns them; example: Invisibility
(Superior) can be used to create a vehicle or a suit of armor
that can turn invisible.
Techno-Wizard characters start with the following spells:
Armor of Ithan: This powerful spell instantly creates an
invisible, weightless, noiseless full suit of mystic armor upon
the spell caster. The magic armor can also be instantly created
upon anyone else so long as the caster is touching the person
when invoking the spell. Named after the armor of Dwarven King
Ithan, this mystic armor has the same durability as a heavy
armor tank. Magic/Supernatural fire, lightning, and cold do half
damage.
Range: Self or by touch
Duration: One minute per level of experience
Blinding Flash: This invocation creates a sudden burst of
intense, white light that temporarily blinds everyone within a
10 foot radius. Victims are blinded for 2 melee rounds and are
-50% success rate to strike, parry, and dodge. The magic can be
cast up to 60 feet away from the caster. Note: Does not affect
robotic, bionic, or cybernetic eyes.
Range: 10 ft radius; up to 60 ft away
Duration: Instant
Breathe Without Air: This invocation enables the character to
function normally without air whether it be underwater, in a
vacuum, or in an area with little to no oxygen. Unfortunately
the magic does not protect the character from magic/supernatural
toxins or other types of magic, but it does protect against
man-made and natural toxins and gasses. Two characters can be
this enchantment simultaneously provided the mage is touching
each at the time the spell is invoked.
Range: Self or by touch
Duration: 3 minutes per level of experience
Call Lightning: This spell creates a lightning bolt which can be
directed at any specific target up to 300 ft away. The lightning
bolt shoots down from the sky, hitting the desired target. The
target or area must be within the caster’s line of sight. The
lightning bolt is powerful enough to heavily damage and disable
a light tank.
Range: 300 ft line of sight
Duration: Instant
Cloak of Darkness: This spells cloaks the caster in a field of
darkness that follows him or her everywhere. The mage can see
perfectly from within the darkness, but those outside of the
radius of affect cannot see in. At night, it renders the caster
virtually invisible, although he can still be detected by
infrared and/or heat sensors, thremo-imaging optics, motion
detectors, and other similar sensors. Furthermore, the aura of
darkness may noticeably obscure the background/area around him,
making it obvious to visual detection especially in daylight or
when bathed in light. This magic darkness cannot be dispelled by
ordinary light. Consequently, this cloaking spell is ideal for
hiding, escape, and setting up an ambush.
In combat, opponents who attack a character cloaked in darkness
from a distance (more than 5 feet away) are -30% success to
strike unless guided by thermo-imaging system or similar heat
optic systems and even then are still at -10% to strike. Those
who step into the darkness for hand to hand combat suffer no
penalties as long as they are within the 5ft radius of darkness.
Range: Self 5ft radius
Duration: four minutes per level of experience
Electric Arc: A simple offensive spell, the Electric Arc spell
causes a crackling bolt of blue energy to leap from the spell
caster’s hand to the intended target; point and shoot; +20%
success to strike.
Each electric blast counts as one melee attack/action and is
limited to the character’s total number of attacks in one melee
round. This means a character with four attacks per melee round
uses up two actions to cast the spell, leaving him with two
electrical attacks possible for the round. While the damage is
not great (not mega-damage spell), it is accurate, and is an
easy, inexpensive (not much magic energy needed) spell to cast.
Range: 30 feet per level of experience
Duration: One round
Energy Bolt: The incantation creates an energy bolt that the
mage can mentally direct by simply looking at his target. The
bolt may appear to fire from a hand, finger, or eyes, nut no
physical gesture is needed for this spell. One energy bolt can
be fired at one target per invocation. Invocation counts as one
melee action.
Range: 150 feet
Duration: Instant
Energy Field: The magic creates a protective field of energy
that can be placed around the mage, others, or an object. The
maximum area of protection is 8 feet which means that it can
protect a small room full of people (about 6 to 8 people). The
energy field appears as a semitransparent wall or bubble that
shimmers with blue-white energy. The field is normally as
durable as a small, light armor tank but is twice as durable on
ley lines and three times more durable on a nexus point.
Range: Self or others up to 60 feet away
Duration: One minute per level of experience or until destroyed
Fire Ball: The spell caster creates a large fire ball which
hurls at its target at an awesome speed and causes explosive
magic fire damage in a 30 foot radius and concussion damage in a
60 foot radius.
Range: 90 feet line of sight
Duration: Instant
Fire Bolt: The spell caster creates and directs a bolt of magic
fire that is +40% success to strike.
Range: 100 feet line of sight
Duration: Instant
Fuel Flame: The magic feeds an existing fire, doubling it in
size. It can affect 100ft are up to 100ft away.
Range: 120 feet
Duration: Instant
Fly: The spell caster can bestow the power of flight on an
inanimate object not made of metal or plastic. This spell may be
the origin of the myth about witches and their brooms and of
magic carpets. The object must be large enough to hold onto or
(preferably) sit on. If the item is small, then the mage will
have to hold on for dear life, and if his grip should give way,
he will fall to his doom. To avoid muscle strain and tragedy, it
is best if the object can be comfortably sat on. The maximum
length and width of the enchanted item must not exceed six feet.
This maximum size is big enough to accommodate three additional
adults or six children. Maximum altitude is 1000 feet. Maximum
speed is 35 mph and can be made to hover in place.
Range: Object by touch
Duration: Six minutes per level of experience
Forcebonds: The spell, Forcebonds, turns ordinary (non
mega-damage capacity) materials, such as chains or rope, into
magical restraints that glow with mystic force. This enchantment
is made to bind and restrain a captive in the same manner as
mega-damage capacity handcuffs and restraints like Jekyll
Industries Super Cuffs which are made from an adamantium blended
alloy. The captive must already be subdued or surrendered and
been tied with ordinary material. A single captive can be bound
at the wrists and/or ankles, or at the wrists with two binds
around his arms and upper torso, pinning the arms tightly to the
body (chair, pole, etc). To tie hands, arms, or legs
individually to items like chairs requires two spells (one for
each limb).
Forcebonds requires almost godlike supernatural strength to
break, and even then with difficulty, but can be broken with
time and damage. Dispel Magic Barrier or Dispel/Negate magic can
be used to make the bonds disappear, but the spell is 20%
resistant. An Anti-Magic Cloud will dispel the bonds instantly.
Characters with the Escape Artist skill will find Forcebonds
extremely difficult to escape from; reduces skill success chance
by 50% and each attempt takes three times as long. When bound by
this spell, the Escape spell works as Escape Artist skill with a
maximum of 50% success chance. An escape can be tried once every
five minutes. Teleporting away while bound will take the
character to a new location, but he is still bound.
Metamorphosis/Transformation Mist works wonderfully for escape.
Metamorphosis/Transformation Animal or Insect with limbs still
bound will still have their limbs bound by the mystical force.
Range: Touch
Duration: 30 minutes per level of experience
Globe of Daylight: A small globe or sphere of true daylight is
magically created. The light is bright enough to light up a 12ft
area per each level of experience. Because it is daylight, it
can ward off vampires, most types of undead, and demons who fear
or are hurt by sunlight, keeping them at bay just at the edge of
the light. The creator of the globe can mentally move it along
with him or send it up to 30 feet ahead. The maximum speed of
the globe is the same as a physically fit human.
Range: Near self or up to 30 feet away
Duration: 3 minutes per level of experience
Ignite Fire: The spell causes spontaneous combustion, igniting
any material that can burn. This means the mage can set a chair
cushion, a jacket, paper, dry leaves, etc on fire. Note:
Volatile substances that are contained in something, such as
gasoline in a gas tank, can not be ignited. Furthermore, the
target to be set on fire must be within sight. Maximum area of
affect is 3 feet. If somebody’s hair or clothes are set on fire,
they have one melee round to get it off or put the fire out
before it begins to cause damage; no other action is possible as
all energy is focused on dousing the fire (for most beings).
Damage from the fire is like ordinary fire per round after the
first round.
Range: 40 feet
Duration: Instant (the fire cost one melee action/attack and
burns until it’s put out or runs out of fuel)
Impervious to Energy: The spell caster can make himself
impervious to all forms of energy including fire, heat,
electricity, lasers, and so on. Energy attacks do no damage
whatsoever. Physical attacks, guns, knives, clubs, explosives,
etc do normal damage.
Range: Self or others by ritual
Duration: Two minutes per level of experience
Impervious to Fire: A magical invocation that makes the
individual temporarily impervious to all types of fire. Normal,
magical/supernatural, and mega-damage (hot enough to melt a tank
or adamantium) fires do no damage to the enchanted individual or
anything on or being carried by him.
Range: Self or others up to 60ft away
Duration: Five minutes per level of experience
Magic Net: This spell creates a net composed of magic fibers and
can snare up to 1-6 human-sized victims within a 10ft area.
Normal weapons can not cut through this net; mega-damage
weapons, magic weapons, and magic can after this net. Even then,
it requires two full melee rounds to cut or blast through.
Dispel Magic Barrier type ability or spell will dispel the magic
net instantly. Anyone caught in the net is helpless and unable
to attack or defend. The spell caster can cancel the net at any
time. Note: A Magic Net can trap beings larger than human size
provided the spell does not exceed the normal area of affect. To
hurt someone caught in the net without harming the net requires
a Call Shot or Trick Shot skills or Supernatural Accuracy.
Characters caught in the Magic Net can Turn to Mist or Teleport
out of the net. A character was intangible/mist when the spell
is cast are not caught in the net.
Range: 60 feet
Duration: Two melee rounds per level of experience
Magic Shield: This spell creates a pale white field of energy in
the shape of a large, round shield with the durability of a
small, light armor tank (mega-damage capacity). The shield can
be used by the caster or given to another. It functions as a
normal shield to parry melee attacks with a bonus of +10% to
parry. The wielder can also attempt to parry energy blasts and
projectiles but with no bonuses and suffers a -40% to parry. The
shield does take damage from all attacks it parries and
disappears when all damage capacity is used up, the spell
duration runs out, or is the wielder loses contact with the
shield.
Range: Self or other
Duration: Two minutes per level of experience
See the Invisible: The character can see astral beings,
entities, elementals, ghosts, objects, forces, and creatures
that can turn invisible or are naturally invisible. Even if the
entity has no form, the mystic will be able to discern the
vaporous image or energy sphere that is the being.
Range: 200ft
Duration: One minute per level of experience
Sense Magic: The magic ability enables the character to sense or
feel the presence of magic. Like a Geiger counter, the
individual can tell if he is near (within 20 feet) or far
(toward the limit of the spell range). The spell can also
indicate whether a person or object is enchanted/under a spell,
is in the process of invoking magic, or if magic is being used
in the range area. Note: Men of Magic and most supernatural
beings do not register as magic except when they are actually
casting a spell/using magic. Psychic powers can not be detected
with this spell.
Range: 120ft area
Duration: Two minutes per level of experience
Shadow Meld: This unique magic enables the spell caster to step
into the shadows and become invisible even to the See Invisible
spell/ability. The shadow must be at least five feet tall or
long to become an effective hiding place. The shadow serves as a
superior means of hiding or moving unseen. The mage can move,
walk, or run through the length of the shadow or from shadow to
shadow. While in shadow/darkness, the character prowls at a 60%
success proficiency (or +15% if the user has the skill whichever
is higher).
Intense light will dispel the shadow, leaving the mage revealed.
Of course, sanctuary can be found by fleeing into another
shadow. Feeble light, less than 10 torches or a 300 watts, will
only create more shadows.
While hidden, the character is still susceptible to magic,
psionics, and physical attacks although attackers are -40% to
strike the mage (because they can not see him). Area affect
magic does not suffer any penalties. Infrared/thermal optics are
the only means that can be used to see somebody in a shadow.
Range: Self
Duration: Two minutes per level of experience
Superhuman Strength: This invocation spell magically gives the
character Supernatural Strength and Supernatural Endurance for
the duration of the spell. All punches and kicks do
supernatural/mega-damage with full strength.
Range: Self or others by touch
Duration: 2 rounds per level of experience
Telekinesis: The Telekinesis invocation empowers the caster with
the psychic ability to move objects with thought. This power can
be used to move or hurl objects, bring them to him, open doors,
flick switches, press buttons, and so on.
Rules and Limitations:
Maximum Total Weight: 60 lbs
Attacks per Melee Round: Equal to the number of hand to hand
attacks the character may have per melee round.
Bonuses to Strike: +25% to strike with Telekinesis; physical and
skill bonuses do not apply when telekinesis is used.
Bonuses to Parry: +30% to parry with Telekinesis; physical and
skill bonuses do not apply when telekinesis is used.
Range: 60 feet
Duration: One minute per level of experience
Spell Casting: The Techno-Wizard is not the master of magic like
Ley Line Walkers and Sorcerer but still pretty capable. It’s not
a lack of understanding in magic that limits the Techno-Wizard
spell casting abilities but his orientation. The orientation is
magic used in conjunction with machines. Consequently, his
spelling casting abilities are not the same as other spell
casters. Instead of spell casting with a mere word and gesture,
the Techno-Wizard needs an appropriate mechanical device through
which to concentrate and focus his spell. For example: If a Ley
Line Walker needs to cast a simple Fire Bolt spell, all that is
required is speaking a few words and pointing at his target. For
the machine orientated Techno-Wizard, he needs a device as his
delivery system. The device could be a laser pistol, an ordinary
revolver, or one of his own weird devices. He points his device,
whisper a few words, and his Fire Bolt erupts from the pistol.
Later he can use the same pistol to fire its normal ammunition
again. Using a piece of technology as his spell focus does not
harm/damage the object in any way, it simply becomes temporary
conduit through which he channels his focus and energy. Once the
spell has ended, the device is as non-magical as it was before
casting the spell. Only full Techno-Wizard conversion on devices
permanently adds magical capabilities to a device. Note: The
Techno-Wizard cannot fire the pistol and a magic spell at the
same time, it has to be one or the other.
What the device is and how it functions also makes a difference.
To fire the Fire Bolt, he needed a mechanism like a gun because
it was a logical energy (or bullet) firing machine to begin
with. It shoots so he can fire his magic spell. Get the idea? So
if the Techno-Wizard wants to cast See the Invisible, he could
not us a gun because it doesn’t make sense. He would need some
type of binoculars, goggles, glasses, or optic system to focus
his spell through for him to See the Invisible with an item.
All Techno-Wizard spells must be cast in this manner, failure to
do so means suffering the spell casting penalty for not having
the appropriate focus. Spell Casting Penalty: All spell ranges,
durations, and damage capacity (both causing and withstanding)
are reduced by half when cast by traditional words and gestures.
Learning New Spells: A Techno-Wizard is primarily interested in
energy spells needed to create and power mystic devices. The
mage spends much of his time building and tinkering with new
devices rather than seeking out new spells. Additional spells
and rituals can be learned and purchased at any time regardless
of the Techno-Wizard’s experience level. After energy spells,
interest will be in physical manipulation spells that can be
applied to devices such as Invisibility: Simple, Invincible
Armor, Teleport: Lesser, Mystic Portal, and related spells. The
character is not usually interested in other areas of magic and
never acquires summoning or circle magic spells.
Living Magic Battery: Like all men of magic, the Techno-Wizard
is a living battery of mystic energy and draws on his inner
power to create magic. They have 3 times the amount of magic
that a normal mortal being has and can gain more as time goes on
until they reach 10 times the amount of magic energy. Of course,
Techno-Wizards can draw magic energy from ley lines, nexus
points and other people whenever available. Magic Energy
Recovery: For the Techno-Wizard, spent magic energy recovers at
a rate of 12.5% per hour of rest or sleep. Meditation restores
magic energy at a rate of 25% per hour and is equal to one hour
of sleep for this character when it comes to recovery from
fatigue and physical rest.
Ley Line Piloting: Techno-Wizards enjoy a sort of intuitive
skill knowledge and ability to pilot any TW vehicle designed to
go along ley lines with astounding skill, even if they don’t
have a piloting skill whatsoever. For example: A Techno-Wizard
without a Pilot Airplane skill can pilot a TK-Flyer or Wing
Board like a pro, but he wouldn’t even consider flying an
ordinary airplane. This natural aptitude with ley line vehicles
comes from the Techno-Wizard’s link to TW devices and magic
energy. Techno-Wizard Base Piloting Skill: Applies to all ley
line vehicles: 74% +2% per level of experience. All other mages,
Ley Line Walkers, and psychics must have the appropriate
piloting skill for that vehicle or they can NOT operate the TW
version. Wing Boards are the only exception, anyone can fly one
with a little practice (74% +2% per level of experience). Only
the Ley Line Walker with his affinity with ley lines enjoy an
extra +10% bonus to pilot TW vehicles.
Magic Bonuses: Techno-Wizards enjoys the following bonuses due
to their magic and technical training. +20% to save vs
horror/fear. +20% to save vs possession and mind control. +30%
to Perception/Perceive Details when inspection involves magic,
machine, or a combination of the two.
Weaknesses: Techno-Wizard devices can be temporarily disabled
with a Dispel Magic type ability or spell. Techno-Wizard MUST
use a device or object (mechanical or not) in order to get full
spell strength when casting. All spell ranges, durations, and
damage capacity (both causing and withstanding) are reduced by
half when cast by traditional words and gestures instead of
using a device. Techno-Wizards are minor psychics who don’t
typically learn anymore psychic powers other than listed except
those dealing with machines and computers.
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