Post by logan9a on Jan 29, 2019 16:26:25 GMT
Tech spells (Note - though these are all ‘tech’ spells, they are powered by magic and subject to the same restrictions on where you can cast magic as all other spells.)
Contents
Rank One
Rank Two
Rank Three
Rank Four
Rank Five
Rank Six
Rank Seven
Rank Eight
Rank Nine
Rank Ten
Spell Descriptions
Rank One
Recharge/drain (formerly ‘Conduct Electricity’) [credit: Alex, Scott]
Range: 6m
Casting Time: 1 Round
MP Cost: 2
Duration: Instantaneous
You can suck the power out of a touched device/battery that holds or generates electricity and zap that energy at a similar or smaller sized device/battery to recharge it. It is a one shot thing that completely drains whatever you are sucking the power from. Any excess electricity goes to waste.
If the device is in the possession of someone, they have an ESS x3 to resist this spell.
Rank Two
Name: Wire Trace [credit: Alex, Scott]
Range: Touch (to an outlet)
Casting Time: 1 Round
MP Cost: 4
Duration: Concentration
You think of a type of tech device and gain a sense of what direction the closest device of that type that is plugged in to the electric grid is. While maintaining concentration on the spell, you may slowly simple action move around and attempt to triangulate approximately where the device is. Maximum range is 1 KM.
Name: Wire Retrace [credit: Alex, Scott]
Range: Touch (to an outlet)
Casting Time: 1 Round
MP Cost: 4
Duration: Concentration
[small branch from ‘wire trace’]
This spell can only be cast if you have cast Wire Trace since sunup/sundown. You again think of a type of tech device, and this time you may choose to exclude all previously discovered devices OR you may set simple (read: quick and easy for the GM to process) exclusion parameters. You again gain a sense of what direction the closest device of that type that is plugged in to the electric grid is, ignoring excluded devices. While maintaining concentration on the spell, you may slowly simple action move around and attempt to triangulate approximately where the device is.
Rank Three
Name: Lights Out [credit: Alex, Scott]
Range: 50m Radius
Casting Time: 1 Round
MP Cost: 6
Duration: Instantaneous
All electrical lights within 50m of the caster stop working for three combat rounds. Note that if the caster can't see in the dark they will be at as big of disadvantage as everyone else. If the spell is a critical, the lights may - at GM's discretion - shatter dramatically.
Name: Taser [credit: Alex, Scott] {Branch off Lights out}
Range: 10m (see description)
Casting Time: 1 Round
MP Cost: 2
Duration: Instantaneous
You drain power from a car-sized battery (tech, not magic) within 5m of you. You do not need to be able to see the battery – being able to see the vehicle is enough. You then redirect the energy at someone else within 10m of you, dealing 1d8 Stun damage. This is not necessarily enough to completely drain the battery. If you attempt to drain power from an empty battery, the spell fails. If the car is running, it does not stop. If it is not running when the battery is drained, it will not start. If the battery specified is already drained the spell automatically fails.
Name: Livewire [Credit: Alex, Scott] {Less powerful than Dual display}
Range: Touch (to an outlet)
Casting Time: 1 Round
MP Cost: 6
Duration: 1 Round
You get a momentary glimpse through a device with a screen/display/camera that is connected to the electrical grid. You channel your energy through a nearby electrical socket. For best results: specify the device you are wanting to see out of - and if it's hooked up to the same electrical grid - you can have a very quick glance as though you were looking out through that device provided it has a screen, camera, etc. Otherwise, you may approximate a location and/or device type, but the spell may fail or give undesirable results at the GM's discretion. Spells like "Firewall" completely negate this spell. If the device in question is not plugged in or if there is a power outage, the spell fails (the GM may decide to instead let you see through the next closest device of the same type if one is available. Note that this means if the toaster you're trying to see through is unplugged, you may instead see through another toaster 2 blocks away). If the display/camera is covered up or obscured, it will block your vision either partially or entirely. Note device must be plugged in but doesn’t need to be turned on. If you specify a device that isn’t there, spell fizzles and you lose the MP. Use ‘wire trace’ first.
Livewire “And now, with sound!” [Credit: Alex, Scott] {Less powerful than Dual display}
Range: Touch (to an outlet)
Casting Time: 1 Round
MP Cost: 6
Duration: 1 minute (note this is a longer duration than Livewire as well - intentionally)
As per Livewire but you get sound as well!
Rank Four
Name: Dual Display [credit: Alex, Scott]
Range: Touch/1 Kilometer
Casting Time: 30 Seconds
MP Cost: 6
Duration Until sunrise/sundown, whichever comes first
You touch a display or camera and a pair of glasses. For the duration, you can mimic the display or view what the camera sees on the inside of your glasses. If the glasses go 1KM away from each other, the spell ends.
Name: Improved Dual Display [credit: Alex]
Range: Touch/1 Kilometer
Casting Time: 30 Seconds
MP Cost: 6
Duration Until sunrise/sundown, whichever comes first
[Small branch from ‘dual display’]
As per Dual Display but now you have communications (talking, listening - like a two way radio) as well.
Rank Five
Name: Tracker [credit: Alex, Scott]
Range: Touch (to cast, then 10km max range)
Casting Time: 2 Rounds
MP Cost: 2 per hour or part thereof
Duration: Until the caster stops it
Material components needed - something with an arrow (like a compass) and something the size of a packet of cigarettes with some sort of electronics stuff within. Cast the spell while touching both. Place the electronic thing within what you want tracked. So long as it is within 10 KM and you wish to continue to spend magic points, the arrow will always point at it. Only one thing may be tracked at a time by the caster.
This spell can be thwarted by all spells that interfere with location or tracking the individual at the discretion of the GM. Things like ‘remove (physical tracks) would not help thwart this spell but something that makes the target hard to track or scry on would.
Rank Six
Name: Grok [Credit: Scott]
Range: 1m
Casting Time: 1 Round
MP Cost: 6 mp
Duration: Instant
If the GM has a mechanical or electrical device which is completely alien/unknown, the caster can use this spell to get a general idea of what it does without touching it. This does not give the player any bonuses to actually use the device, they just get a rough idea of what it is. Examples: Some sort of explosive. A communications device. A letter opener.
Note that any spells which obfuscate what a device does automatically thwart this spell.
Rank Seven
Name: Firewall [Credit: Alex, Scott]
Range: Touch
Casting Time: 1 Minute
MP Cost: 4
Duration: Until sunrise/sundown, whichever comes first
You touch an electronic device or device that stores electronic data (such as a CD, computer, etc) and protect it from being affected by Tech Magic. Anyone attempting to affect the device without magic is at an additional -30% on relevant skills. To remove this additional protection requires a spell to dispel this (such as 'item counterspell' or 'magic item nullification'). This spell also negates (some or all) of the tech tree. The size limit on this is a ‘large van’ - but still limited to one object. In other words, you could do a single server but not a rack of servers at once with this spell.
Decryption [Credit: Alex, Scott]
Range: Touch
Casting Time: 10 Minutes
MP Cost: 4
Duration: Instantaneous
You touch a technological device that has been magically protected/encrypted in some fashion. The magical protection is then removed from the device. This does not remove any "normal" protection/encryption such as regular firewalls or anti-viruses - only magical.
Encrypt [Credit: Scott]
Range: Touch
Casting Time: 5 Minutes
MP Cost: 4
Duration: Instantaneous
Device is now magically encrypted. Info can only be accessed if you know the magic word (pick a word) or if it is magically decrypted (see also 'Decrypt' spell.
Rank Eight
Degauss [Credit: Scott]
Range: 2m
Casting Time: 1 Round
MP Cost: 4
Duration: Instantaneous
You point at a single device that contains electronic data. (E.G. computer, cd, cellphone, etc.) With a flash of static electricity, all files on that device are erased. The device is rendered empty of data.
If the device is in the possession of someone, they have an ESS x3 to resist this spell.
Rank Nine
Name: Universal Input [credit: Alex, Scott]
Range: Touch
Casting Time: 1 Round
MP Cost: 6
Duration: Concentration, but may use computer skills at full while doing this spell.
You can attach your laptop by means of any cord and something sticky (gum, duct tape, etc) to a device that is not designed to accept that type of input. You can then use your laptop (mouse, screen, keyboard) to input information. This will require hacking/computer use rolls at the discretion of the GM. If any of the cords, etc come off of the machine, this ends the spell.
In the unlikely event that the device is in the possession of someone, they have an ESS x3 to resist this spell.
Rank Ten
Haywire [credit: Alex, Scott]
Range: 2m
Casting Time: 1 Round
MP Cost: 6
Duration: up to 1 minute
This spell causes a single device or a group of small devices if they are very close (within a meter or so) and somehow part of the device cast upon to each other to behave randomly and erratically, defying any attempts to bring it/them under control.
Cash registers display random prices and open their money drawers repeatedly. Escalators surge forward, then reverse themselves. Automatic teller machines flash random patrons’ account balances on the screen as they spew forth receipts (not money, though).
It’s impossible to describe the exact effects of haywire on every modern device. In general, a machine subject to haywire functions as if someone were pressing random buttons or otherwise manipulating it randomly, but any effect that would permanently break something or damage a creature should be very rare, if at all possible. (GM discretion applies)
Turning off a device subject to a haywire spell doesn’t work, because the spell disables the “off” switch. Cutting off the power supply (by unplugging it, for example) disables the device 1d4 rounds later, ending the spell.
If the device is possessed by or being operated by an individual, they get an ESS x5 roll to not have their device freak out. Example: The car you’re driving.
Electromagnetic Pulse [credit: Alex, Scott]
Range: 100m
Casting Time: 1 Round
MP Cost: 18
Duration: Instantaneous
When you cast Electromagnetic Pulse (EMP), you send a powerful burst of energy that ruins electronic circuitry within the spell’s range. (This includes you and everything you carry.) Any computer, phone, television, or other device with a computer processor inside ceases to function immediately whether it is currently on or not, and the contents of hard drives and other storage media are scrambled. Military grade gear is often shielded from energy effects such as electromagnetic pulse due to tempest hardening and may be unaffected at the GM's discretion.
To fix things affected by EMP, you'll need Electronics Repair and/or Jury Rig, spare parts, and about an hour to fix a damaged device.
If the device is in the possession of someone, they have an ESS x3 to resist this spell - though if it is powered by an electric grid and that was the target it may still cause the device to lose power.