Technomancy
Scott Adams
longshot at DARKTECH.ORG
Tue Oct 2 05:06:03 CEST 2001
After reading the Babylon 5 Techno-Mage 2 books I fell in love with
some of their spells. So I was considering adapting these into
P&P. I've not created new spells in years so bear with me. I am
also doing this document on the fly at work mianly as a first draft.
Bear in mind I don't have my spell book and my memory is gray
in some areas. I don't recall the below items being including
in any spell group though I've not memorized the entire list. :)
I know bad way to write spells up but its slow at work :)
There were several points I liked about them. Yes they depended on
technology for their spells through implants in their body. But
for thsoe who don't know they were very powerful in the B5 universe.
Balls
A simple ball either solid or clear. Generally the size of
a hand and slightly larger. Inside they could contain a single
light source, small object like a key, water, or small burst
of fire. To include the object inside you have to use the
ball near the source to surround it (if say key on table then
ball must start around key on table or dive into water). Unless
one GM decides the object just is conjured.
Note: Why use it? Could use it for light source a single ball
of light can follow people. A fire ball could scare natives.
A water ball could send water or a object to someone out of
touch. Telekinsis is part of spell but this adds a bit
of spice. Addition mana must be spend to move object.
Once conjured the ball is in place but more mana to move.
Cost: 1-3 points for either ball. +1 mana for every hand
sized ball increase in size. Cost can include holding cost
or without if GM desires. +1 Mana for ball to move.
Range: EL+1" feet away from caster.
Duration: (ELx2)+1 turns.
Alignment: Any
Damage: A fire sphere may be the only thing to fire could
base the damage on the size. So say for basic size
1d6 per size or ELd6 per size or just use a small fireball
spell.
Illusions
P&P covers this well enough though the books cover a bit
of class variance.
Healing
They cover this part through use of organelles that would
flow from the hand (nano-bots) to the victim and use
crystals for energy transfer. P&P covers this weel enough.
Shields
A energy shield. The caster can decide on its form or use
the basic templates. The three basic forms are sphere which
cover the entire body. The hand shield (though not in the
books I like this idea) that can form the looks of a buckler
or other shield. The Wall shield just a simple wall. There
could be other forms but thoe are the basic 3 I envision.
There are seveal types of shields defense, sound and protection.
For defense it simply blocks projectile and weapons entering
the shield. Magic may penetrate if the spell of the magic
(say fire dart) is greater than sheild caster's EL). For
simple objects like arrows the damage would have to be
greater than the damage factor (protection). For sound you
can create a sphere shield that surrounds one or more people
(plus 1 mana per person inside up to 3). Inside the sound
sphere no sound exits. This is useful for talking in the
middle of a dungeon without being heard. The protection
shield is like defense but protects from environment rather
than weapons. For example a protection shield (sphere) could
allow the caster to go underwater or through fire without
harm.
Note: Could be subdivided into a family of spells.
I read in the books many examples of the book and the
shields were awesome.
Cost: Defense- 3-5 (+1 per 1 damage increase)
Sound - 1 (+1 mana per +1 turn duration)
Protection - 1-2 (+1 mana per +1 turn duration)
Range: Up to 3 feet around body or hand.
Inclusinos: 3, +1 per person included
Duration: (ELx2)+1 phases (?) Sound and protection - (ELx3)+1
phases.
Air: Same as duration for air upply
Damage:
Defense Protection:
ELx2 for HAnd shields
Option 1: EL for Sphere Defense shields
(Only el due to thin membrane)
Option 2: EL+5 (or some value) for spheres
Sound: None - no protection or maybe juse 1 point
Protection: 0 or 1. GM can determine based on situation
more mana to spend for higher protection. For intense
fire could be more mana or through long depths of water.
Protection could be like shield rules or if its magic the
shield will either deflect the damage value listed or
it can absorb the damage (like armor).
I don't recall shields in the books but a form of protection
like water diving spell is in there. But this is a variation.
Unlike balls these move with the caster.
Platforms
Another spell I fell in love with.
This spell creates a invisible solid platform. They are tiny
or large like a surfboard. They can be used mainly to move
things around or push things. A mage in the book used a
tiny platform to change a dice in a game to roll another
side very quickly :). But mostly they wre used for moving
people around (wounded and non-wounded). The book ahd these
cast then another spell of motion was used to move it. So
you can either mix it that way or keep divided.
Note: I know levitate and illusions cover this pretty much but
this combines it into one and adds a variety of things these
spells may not since its physical. Platforms to knock
things over for example.
Cost: 1-2, +1 for every foot in size (expanding out).
As amsll as a coin in size or as large as say a tennis
ball table? +1 mana to move the platform.
Inclusions: Automatic but depends on size
Range: Touch or EL"
Duration: (ELx2)+1 phases
Damage: If used as a weapon depends on size. The largest
could do some damage say (3d6) while the smallest
a coin size object would only be like a rock hitting
a person.
Probes
Though not a spell but pure technology but fantasy games
could adapt them into things like magic things or demons
or something weird. Faerry I read soemwhere used similiar
things in various genres so it could be done.
These probes were smaller than dust (nano-bots) they were
put onto places and people. They then crawled (very slowly)
to good locations to observe things. They had video and
sound in the book's case. They then let the mages access
the info in the minds eye. This could get to be powerful
weapon for many players so many may not like it. But
you could put disadvantages on it like duration or range.
They could not be seen but could be detected (maybe in
fantasy's case through a spell or mana reading).
Cost: 5-7 (or more since it could be a big advantage).
This creates a group of them d10 say that can be used
at any time later on. They can be stored in a bag
or object to where they don't dissolve (no duration)
only dissolve once outside the bag (say a purified bag).
Range: EL+1 miles (or feet if GM wanted) to get access to probe
information and material (currently going on).
Duration: EL+1 days or EL+1 hours depending on GM.
Detection: To detect them spells must be cast (not sure
what form yet) but detection success could EL roll modifier.
These woudl be only for data gathering. Though I guess
a evil GM could use them for damage or a weapons?
Messages
The mages uses a network of relays around planets that
could send msgs to each person great distances in space.
I know P&P has telepathic powers but I liked the way
the books did it. It was fast and simple text messages
in the mage's mind's eye. They could be retrieved (though
through technology) and read or read right away. I don't
know how I could adapt this to fantasy but I'll have
to consider it :)
Energy signature:
Not a spell but I liked how each mage had their own energy
signature. They uses 4 frequencies adn a key that
only they could decode to get names of people on ships.
I thought that was rather cool. I know we have Mana
Reading/Sensing that does pretty much the same. But
in the books they could detect mage energy from a distance
(say a city wide area). But Mana R/S are limited in
range. Maybe there could be a Wizard Detection or
something like it in the form of a spell. If it could be
done then maybe
Cost: 2-3, +1 for say every mile in range.
Range: EL+1 miles
Effect: Bearing of wizards (or could be alignment oriented
so have to learn the spell for Sidh finding, etc.)
in the area by bearing and estimated distance (within
say X feet).
Duration: EL phases (while effect lasts).
Just some ideas. I'll probably toss them out to my players
for comments. But I appreciate comments from you guys especially
since some of you have done spells already like Burton.
This is just a rough draft.
Any comments?
Longshot - ZC of AdventureNet International Echomail Network
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