Technological Spells

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Traditionally, most magical settings are TL4 or below – pre-industrial. Introducing magic to a post-industrial setting, however, can create fascinating new developments for players and GMs to explore. In a setting where high technology and magic coexist, spells that manipulate and support the tools and features of the mechanized world must logically arise.

Unlike other spells, many Tech spells are technological skills and must be learned at a particular TL. When a mage is expert with magic designed to interact with TL10 technology, he is at a penalty when trying to power a TL11 blaster or trying to drain the energy from a TL7 flashlight battery.

These penalties also affect prerequisites. To use a Tech spell as a prerequisite, you must have it at the level associated with spending one character point on the spell. Thus, a mage trying to learn Reveal Function/TL9 must either know Seek Machine/TL9 at IQ-2, Seek Machine/TL10 at IQ-1 (to compensate for the -1 penalty), or Seek Machine/TL8 at IQ+3 (to compensate for the -5 penalty).

Machine Spells

TODO

Energy Spells

TODO

Radiation Spells

TODO

Metal and Plastic Spells

TODO