Tech Priest Spells - ROM, 01/Aug/06


These are spells for priests of a religion where a major aspect of the god is technology, in the sense of the Technologist character class. This is not technology as we know it, in the early 21stC, as almost all technological devices are hand-built in workshops, rather than mass produced, and the mass of people in a fantasy world regard it as just another variety of mysterious magic, just more reliant than most on material 'props'. In particular, the science behind the technology is carefully chosen so that it should have no more impact on society than magic does.

It is not intended that a DM construct a priest class by just taking this spell list 'as is', maybe with the addition of the Construction Spells. In most cases it is anticipated that they will make a selection from the spells, and maybe restrict the religion to only part of the device list that a particular spell provides. However, they could just use the entire list on a one-off basis if they need a priest of a new Tech religion in a hurry. Most Tech religions will have some custom spells that suit their god's particular divine aspect.

The design philosophy of these spells is that they assist with the use of Tech devices, and provide some of the functionality of the more portable ones, but do not substitute for them, in particular the larger, non-man-portable, ones.

Note that these spells do not in almost any case substantially create anything physical and permanent, like the food and water of conventional priest spells, they change things that are already there or produce temporary devices. In consequence the priest must supply things like fuel, or information storage devices that they intend to keep.

Priests of religions that have these spells should be assumed to start play with a Recorder Crystal. If they are 3rd level they will also have a Permanent Recorder Crystal. At 6th level also a Micro Storage Crystal. At 9th level also a second Permanent Recorder Crystal, a Flake (often concealed), and a Macro Storage Crystal.

Beyond 9th things are likely to be far less regular, but at 12th they might be assumed to have up to five of whatever their favourite previously listed storage media is (up to 4th level devices), and add one of Permanent Macro Crystal, Personality Crystal, or Micro Macro Crystal (up to 5th level devices). At 15th the five media can be any of those that they could have at 12th, and one of anything, bar Dex, listed as Removable Storage Media in "Computer Devices" in Technologists (up to 7th level devices).

Obtaining Dex, or even better a Deck, is often an aim of such priests. Priests who loose their storage media, assuming they don't make a frequent habit of this, will be able to obtain replacements from appropriate temples, on credit or as payment for favours.

Most priests will have a copy of all but the most recent contents of their storage media kept at their most frequently visited temple; assume the temple will keep 20MC per priest level, 40MC per level if 9th+, without charging them.

These spells assume that the priests have the same base NWPs as a Technologist, and gain new NWP as they go up levels as a Tech. They are assumed to start with General Technology I, take General Technology II at 4th level, and General Technology III at 7th, as a standard Tech does. Restrictions on learning NWP based on level, WIS and whether are not Evil/are Good apply as Techs; DMs may choose to allow priests to substitute WIS for INT to reduce the recommended minimum level at which NWP may be learned. Priests are required to start with a minimum 9 INT, and 7 DEX, just as Techs are.

Spells

     1st
 1 Bind Wound
 2 Charge Darts
 3 Detect
 4 Filter
 5 Improvise Tool
 6 Light Sphere
 7 P Stove/Still
 8 Preserve Food
 9 Record
10 Supply Air
11 Supply Power
12 Tune Force Field

     2nd
 1 Electrify Weapon
 2 Generate Light Or Sound
 3 Glue Tissue
 4 Lens
 5 Mask
 6 Force Field

     3rd
 1 Computer Interface
 2 Create Nutrition
 3 Focus Gravity
 4 Modulator
 5 Scanner
 6 Weapon

     4th
 1 Accumulate Power
 2 Ceiver
 3 Create Power Beam
 4 Focus Teleport
 5 Navigation System
 6 Scan Location

     5th
 1 Educate/Translate
 2 Hide
 3 Record Personality
 4 Shield Mind
 5 Suspend Animation
 6 Weld Tissue

     6th
 1 Control Body
 2 Field
 3 Medi Kit
 4 Revive Suspended
 5 Suicide
 6 Tractor-Prestor

     7th
 1 Cache
 2 Escape
 3 Item Cache
 4 Minder
 5 Non Material Interface
 6 Synthesise


Explanation of Spells

Most of these spells 'produce' devices. For some religions, this means that the device can appear when the spell is cast and disappears when it ends. For other religions, an extra material component is required; all religions with these spells can use an extra component if they wish. The extra component is something of about the right size and weight, which assumes the form and powers of the device. This extra component is not consumed; it just reverts to normal when the spell terminates. The cleric's holy symbol will serve as an extra component for any device of the same size as the holy symbol or smaller. In all cases the priest can terminate spells early dismissing the device(s).

The devices produced by these spells are fully functional by Tech principles, and it is quite possible to modify them or use their components in other devices - the spell duration will not be modified. If desired the priest may re-cast the spell before the end of the duration of the previous spell (they can feel when this is just about to happen) so that the modified device or components from it will remain around.

If the DM wants to be more precise about the size of the devices produced, without checking the Tech spec, assume a large or heavy device is 100-200gpwt, a device is 20-50gpwt, a small device is 5-10gpwt, and a minute device is 1gpwt or less. As a rule most human-sized creatures will be encumbered if trying to carry more than two large devices, more than seven devices, and an indefinite number of small or minute devices can be carried.

1st Level

Bind Wound: produces an impregnated bandage which acts as Wound Binding stopping bleeding and healing 1HP, once it has been applied lasting indefinitely, and disappearing when it is removed or is no longer of use. One spell produces five of these, which must be used within one day, or they disappear. If this spell is done on normal bandages then they are sterilised, and remain when the spell terminates, which can reduce suspicion.
Level: 1st.

Charge Darts: produces a small 'charger' device which attaches to the side of a standard Dart Gun and makes the next (standard) dart discharged from it count as a Charged Dart; the device then disappears. The dart must be shot within one turn or the spell is wasted. If a Charged Dart Gun is used instead of a standard one then next three (standard) darts discharged from it (within one turn) count as Charged Darts. If a Charged Dart Gun is used and a power supply is connected which supplies 5ep per shot then a full clip of ten darts may be discharged (within one turn) and count as Charged Darts. This spell is useless if a clip of Charged Darts is used, and is useless in connection with a Dart Gun which is an Electro Weapon; Paralysis Darts or other non-metallic darts may not be charged. Alternatively this spell may be chosen at point of casting to produce a Stun Dart rather than a Charged Dart effect.
Level: 1st.

Detect: produces a small device which acts as one of: Detector Cube, Electroscope, Scintilliscope, Energy Field Meter, Power Crystal Meter, Clock, or Levelling Compass. The variety of Detector Cube possible depends on having some sample of the thing to be detected when the spell is cast, or an existing Detector Cube to copy. The device requires no external power and lasts for twenty minutes.
Level: 1st.

Filter: produces a pair of filters which are used by inserting in the nose where they act as Nose Filters, protecting for ten minutes, after which they disappear. Cast as a 2nd level spell this produces Air Filters, which additionally allow non-melee movement under water for ten minutes. If these are produced they must be used within two hours.
Level: 1st.

Improvise Tool: makes a crude and improvised tool, such as a rock used as a hammer, or raw crystal and hammered wire used to do tech work, far more effective, though not as good as conventional tools. If used on a real but restricted tool, such as one part of a multi-purpose folding pocket knife, then this will upgrade it to be as good as a conventional tool. If the DM is imposing a chance of failure, say the DEX-based check roll described in Using Technological NWP in "TechNWP", due to using improvised tools, then the chance of this is halved. If the DM just wants to say that the R/MM roll is modified then this spell makes the roll only -10%, rather than likely not possible at all. For complex work this spell can be used multiple times (generally between three and five) to obtain a crude 'toolkit'. This spell may not be used more than once on a given tool, so as to further decrease the failure chance. The improvised tool is more effective until a single continuous task is completed, and there may be a delay of the priest's level in minutes before the task is started. Once the spell has expired it can be used again on a tool, for a second task, etc. Cast as a 2nd level spell this will make more effective a complete set of crude tools to be used for a single task, Improvise Tool Kit, quartering any DM-imposed chance of failure, or only -5% R/MM roll.
Level: 1st.

Light Sphere: produces a crystal sphere resembling a Glow Sphere which disappears when the spell expires, and produces light as a Glow Sphere. The spell will last three hours, and the light can be turned on or off at will throughout that period, by adjusting the sphere as you would a Glow Sphere. Alternatively if energy is supplied to the sphere at 1ep/hr then the spell will last up to a day, a Powered Light Sphere, but will finish if energy is not supplied for ten minutes. Cast as a 2nd level spell this produces a Tapping Glow Sphere, which can also be directly supplied with energy, again which will last up to a day. As a 3rd level spell produces a sealed crystal sphere, an Emergency Light Sphere, which will last indefinitely, until the one day's worth of light that it can shed has been used up. As a 4th level spell a Tapping Emergency Light Sphere, which can also be powered directly or from a Potential Field or Energy Beam. As a 5th level spell produces a Holo Lamp, considered a holy light, which will last indefinitely. As a 6th level spell produces am Eterna Glow, considered the most holy light, which will last indefinitely.
Level: 1st.

P Stove/Still: produces a heavy device which acts as either a C Stove or an E Stove (note: 'C' stands for Charger, and 'E' stands for energy). In the first case the device can heat for two hours after which it disappears, and in the second case the device heats as long as it is provided 1ep/turn, and disappears if it is not supplied with energy for one minute, and after a day in any case. The 'P' in the spell name stands for 'priest', but might be claimed to stand for 'powered'. One common shape for the stove is a metal plate. Note that the stove is for warmth, and if it is used for cooking then it lasts half the time or uses double the power. Alternatively this spell may be chosen at point of casting to act as a still rather than a stove, producing about 2gpwt of pure water per 10 minutes (assume 2.5lbs in 2hrs). Cast as a 2nd level spell, P Cooler, this cools by pumping heat away from something that it is desired to keep cool. The shape of the device can be chosen at point of casting (assuming it is produced, rather than using an existing object), and typical ones are a metal plate like the stove, where one side gets cold as the other gets hot, and a thick (insulated) tube, where one end gets cold as the other gets hot. This device combined with insulation can produce temperatures down to -5degC in environments up to 20degC.
Level: 1st.

Preserve Food: changes up to ten man-days of normal food so that it counts as Preserved Food, and hence will last for several months, retaining its full nutritional value. Cast as a 2nd level spell, Indefinite Preserve Food, this changes ten man-days of normal food so that it counts as Indefinite Preserved Food.
Level: 1st.

Record: produces a device which acts as a Recorder+. No Recorder Crystal is produced - the priest is expected to supply this. Cast as a 2nd level spell then the device will act as either a Secure Permanent Recorder, a Micro Recorder+, or Storage+. As 3rd level either a Secure Micro Permanent Recorder, a Flake Recorder, Micro Storage+, or Permanent Storage+. As 4th level either Miniturised Multi Macro Crystal Storage or Deck Personality Storage-. As 5th level either Deck Storage- or Data Storage (given Computer Theory III and Reality Theory). Again no Crystal, Flake, or Dex is produced. Note that all these devices are considered to include a built-in microphone/speaker. This lasts for one hour per priest level, one day if 9th+ level. No external power supply is required.
Level: 1st.

Supply Air: produces a large device which acts as an Air Supply, good for two man-hours of air, and which disappears when empty. This device will last up to one day. This device is useless on its own, as it needs some sort of regulator, but one of these can be jury-rigged, or it can be used in something like a Breather Mask or equivalent spell. Alternatively ten Micro Air Supply can be made which are each good for ten minutes air. This spell may not be used at higher level to produce Fast or Self-Charging air supplies. This spell might be ritually used in at least a Repairshop to speed up recharging the various Air Supply devices, standard ones in a day, fast ones in an hour, at the standard cost.
Level: 1st.

Supply Power: produces a small device which acts as a non-rechargeable power supply containing 50ep, allowing any rate of discharge, and will last up to one day or until no power remains in it, when it disappears. Cast as a 2nd level spell the device is larger, is rechargeable, initially contains 100ep, allows any rate of discharge, and will last up to one day or until no power remains in it, when it disappears. As 3rd level the device is large, is rechargeable and initially contains 500ep. The 3rd level version will also act as a Universal Charger using air to extract energy from fuel in the form of dry wood, coal, oil, Energy Fluid, or Energy Essence. If Activator is provided then it may be used to allow use of inactivated Energy Fluid or Energy Essence. Alternatively to acting as a Universal Charger, the 3rd level version of the spell allows part of the device to be unfolded to act as a Larger Solar Panel (up to 5ep/turn from light), or unfold paddles to extract a similar amount of energy from moving water, or unfold sails to extract a similar amount of energy from moving air, or unfold a probe to extract a similar amount of energy from hot ground, or acts as a Heavy Power Receiver I; one of these must be chosen at the point of casting. A third alternative instead of the Universal Charger is to produce a device which generates a Potential Field, as a Potential Field Generator I, which also produces the priest's level in devices which act as Power Receiver I to tap power from this field. A fourth alternative (again replacing the Universal Charger) is that if the priest has an Aura Crystal, and has Psionic Theory, a device is produced which acts as an Auric Field Generator I, and the priest's level in devices which act as an Auric Power Receiver I; if have a Psi Coil then they are as Auric Coil Power Receiver I. The devices last for one hour per priest level, and for a day if 9th+ level.
Level: 1st.

Tune Force Field: produces a large device which acts as a Force Field Tuner allowing instant retuning of a Personal Force Field Generator or spells which act as such. It is a large device so as to be able to handle the power surge produced by instantly switching Attack Form. This device lasts for two hours and disappears when the spell finishes. This spell can also produce the more compact Modulator Tuner. Cast as a 2nd level spell then either it can switch Heavy and Macro Force Fields, or it is much smaller; the Modulator Tuner version is already as small as it gets. As 3rd level it can both switch Heavy and Macro Force Fields and is much smaller.
Level: 1st.

2nd Level

Electrify Weapon: produces a device which attaches to a weapon to cause it to act as an Electro Weapon I for an additional 1D6, or an Electro Stun Weapon I for 2D6 electro subdual. This device counts as having 25ep, which is good for five attacks, within ten minutes. Alternatively, at point of casting, it may be chosen that an external source of power will be used to feed the weapon, in which case the device acts as if it has a 25ep buffer (if this ever falls below 5ep then the device expires) and the spell can last up to an hour. Cast as a 3rd level spell then acts as an Electro Weapon II for 2D6, which can be freely switched to act as an Electro Stun Weapon II for 4D6 electro subdual; the power reserve is now 50ep. As a 4th level acts as an Electro Weapon III for 3D6, which can be freely switched to act as an Electro Stun Weapon III for 6D6 electro subdual; the power reserve is now 100ep.
Level: 2nd.

Generate Light Or Sound: produces a large device which acts like a Shaped Light Generator or a Shaped Sound Generator, choose at point of casting. If sound is generated then this can be twice as loud as a normal speaking voice and may be simple tones, white noise, or a single voice and/or music over the entire area. The reverse of this spell, Generate Darkness Or Sound, produces the equivalent of a Shaped Dark Generator (there is no reverse of a sound generator). The device disappears after at most a day. This spell is useless without an external source of power. If it is a sound generator then an external source is needed for more than the simplest sounds. Cast as a 3rd level spell this produces a Modulated Light/Dark Generator.
Level: 2nd.

Glue Tissue: produces Tissue Glue which can repair up to 10HP as a Tissue Welder. Physical damage is repaired by 'welding' tissue at 1HP/round. Does not replace lost blood or repair damaged nervous tissue, but it can quickly repair damaged (exposed) bone held in the correct position. Assume it can heal up to 50% of hit points taken from most varieties of physical wound, so to get full use from one application the patient must have at least 20HP of injuries. Five applications are made and must be used within one day or they disappear. Considerable skill is required to use this 'glue', as this is a (minor) surgical task (at least Healing NWP, or Biological Theory), typically only being feasible in a non-combat situation.
Level: 2nd.

Lens: produces a pair of Lenses which act as one of: Powered Infravision Lens, Powered Invisibility Lens, Distance Lens, Intensifier Lens; any of which lasts for one hour after which they disappear. Cast as a 3rd level spell alternatively acts as one of: Multi Spectrum Lens, Darkness Lens, Sonicvision Lens (given Computer Theory), or Aura Lens (given Psionic Theory). No external power supply is required.
Level: 2nd.

Mask: produces a full face mask covering eyes, nose and mouth. It will filter air to protect totally from gasses, vapours and dusts which require to be inhaled to have an effect. Will be effective for up to two hours in the worst conditions where dust might clog the filters, longer in milder conditions, and when it ceases to be effective the mask disappears; maximum duration one day. Cast as a 3rd level spell produces the equivalent of a Breather Mask with a two-hour stored air supply. When the Air Supply expires (the priest receives sufficient warning of this to produce and fit a new supply) the mask disappears, but if the Air Supply is replaced, for example by using the 1st level Supply Air spell, then the spell can last up to a day.
Level: 2nd.

Force Field: produces a device in the form of a belt which acts as a Personal Force Field Generator choosing on casting three from the following list of Attack Forms: Damage, Energy, Sonics, Magnetic, or Flicker/Light (Damage, Energy, and Flicker/Light are conventionally chosen). The belt counts as having 25ep and when these are expended, by idling power or attacks, disappears; there is a light and sound warning when the belt is about to fail, generally giving one round unless under massive attack; the maximum duration is three hours under any circumstances. Alternatively, at point of casting, it may be chosen that an external source of power will be used to feed the belt, in which case the belt acts as if it has a 25ep buffer (if this ever falls below 3ep then the belt expires) and the spell can last up to a day. Note that it takes one turn to retune the Attack Form (unless a Force Field Tuner or equivalent spell is used) during which the belt has no protective value. Cast as a 3rd level spell this acts as a Personal Force Field Generator II (Damage, Energy, and Physical are conventionally chosen), which includes a Force Field Tuner, counting as if has 50ep. As 4th level acts as a Personal Force Field Generator III, which includes a Force Field Tuner and a Force Field Modulator, or a Matter Shield, or an Energy Shield, or a Prosthetic Field (given Biological Theory), or an Air Shield (without the Breather Mask capability), or a Thermal Shield; counting as if has 100ep.
Level: 2nd.

3rd Level

Computer Interface: produces a large device which acts as a Comp Term, i.e. a Terminal (configured as a QWERTY key array), a Video Monitor, a Sound Transducer, a Static Visicoder, and Storage+. Cast as a 4th level spell is as a Comp Term II, i.e. a Gesture Scanner, a Video And Sound Monitor, a Video And Sound Camera, a Visicoder, and Storage+; or a Mental Comp Term, i.e. a Mind Display, a Mind Interface, a Static Mindcoder, and Storage+. As 5th level a Comp Term III, i.e. a Gesture Scanner, a Micro Holo Omniphonic Display, a Micro Holo Omniphonic Camera, a Holocoder, and Macro Crystal Storage; or a Mental Comp Term II, i.e. a Mind Interface II, a Mindcoder, and Macro Crystal Storage. As 6th level a Mental Comp Term III, i.e. a Mind Interface III, a Colour Mindcoder, Macro Crystal Storage, and Deck Storage-. The Gesture Scanner can be assumed to be pre-loaded with the Gesture Template of the priest, assuming that they have one worked out at some point in the past, from previously using a Gesture Scanner or equivalent spell (the priest does not actually need to be carrying a copy of their template). The same applies to the Mind Interface and the required Interface Pattern. The holo effects can assumed to be about a shared 'head' on the end of a short 10' cable, on a support 'arm'. No Storage Crystal is produced - the priest is expected to supply this. This lasts for one hour per priest level, and for a day if 9th+ level. No external power supply is required.
Level: 3rd.

Create Nutrition: turns any non-living organic material and water, no matter how fouled or poisoned, into Nutrition and safe water, also shaping crude organic containers and utensils. Any inorganic poisons or living creatures are separated out. Each priest level allows sufficient to sustain three human-sized or one horse-sized creature for a day. If created food is desired to be kept beyond a day then a Preserve Food spell must be cast on it (this does not make the food any less bland).
Level: 3rd.

Focus Gravity: produces a small device which acts as a Field (De)Focuser I. The defocusing effect allows falling indefinite distance in atmosphere without harm, or reduces the effects of acceleration/deceleration to one hundredth; neither of these require any external power. The focusing effect allows the gravity field produced by a Gravitic Neutraliser or similar spells to be directed to allow movement (at up to 36"), but this does require (considerable) external power (1ep/12"/550gpwt/turn). Cast as a 4th level spell this is as a Field (De)Focuser II (up to 48"). As 5th level a Field (De)Focuser III (up to 60") or a Miniturised Heavy Gravitic Focuser (up to 36", but only needs 1ep/12"/5500gpwt/turn). This device lasts for one hour per priest level, and for a day if 9th+ level.
Level: 3rd.

Modulator: produces a device which acts as any specialised variety of Field Modulator (of +1L, i.e. L=4). These include: Light Modulator, Bio Field Modulator, Force Field Modulator (less than Macro Force Fields), Distort Modulator, Gravity Field Modulator, Weather Field Modulator, Sensor Field Modulator, Dimensional Field Modulator, Disintegrator Field Modulator, etc. Cast as a 4th level spell this can also act as a Macro Force Field (De)Modulator (which is as a (De)Modulator of +1L). This device will last a day.
Level: 3rd.

Scanner: produces a device which acts as one of: Multi Scanner, Multi Spectrum Lens, Energy Probe, Field Probe, Photonic Probe, Automatic Transceiver (without a Recorder Crystal but optionally with Ether Aerial), Video And Sound Camera, Gesture Scanner (pre-loaded with the Gesture Template of the priest), Scent Sensor, Magic Sensor, Inertial Sensor, Ether Sensor, Momentum Generator Detector, Density Scanner, Background Field Scanner, Surface Scanner, Sound Scanner, Magic Scanner (given Magical Theory II), Organic Scanner (given Biological Theory), Life Scanner (given Biological Theory), or Medi Scanner (given Biological Theory II); any of which lasts for one hour per priest level, and for a day if 9th+ level, after which they disappear. No external power supply is required.
Level: 3rd.

Weapon: produces a device which acts as one of: Hand Stunner II, Hand Blaster, Hand Laser II, Switchable Electro Charged Dart Rifle II (which includes a Dart Clip of standard, charged, stun, or paralysis darts), Vibro Blade II (up to 2-handed sword size), Thrower/Dust Spray, three Circuit Suppressor (with choice of clamps), Pulse Blaster, Induction Beamer, Force Blade, or a full body set of Lesser Prosthetics. The weapon (except for the Circuit Suppressor) counts as having 25ep and when these are expended disappears; there is a light and sound warning when the weapon is about to fail, generally giving one shot's warning; the duration is at most three hours, anyway. Alternatively, at point of casting, it may be chosen that an external source of power will be used to feed the weapon, in which case the device acts as if it has a 25ep buffer (if this ever falls below 5ep then the device expires) and the spell can last up to a day. Cast as a 4th level spell this acts as one of: Omni-shape Hand Stunner III, Miniturised Stunner, Duo-shape Hand Blaster II, Hand Disrupter, Hand Stunner/Blaster, Hand Laser III, Miniturised Heavy Laser, Miniturised Switchable Electro Charged Dart Rifle III (which includes three Dart Clip chosen from standard, charged, stun, or paralysis darts), Energy Field Damper II, Dureum Inlaid Glove, Energy Blade, or Prosthetics (given Biological Theory); and has 50ep (the glove is unpowered but lasts for an hour). As 5th level: Omni-shape Hand Stunner/Blaster III, Miniturised Blaster, Duo-shape Hand Blaster/Disrupter II, Hand Stunner/Disrupter II, Miniturised Photonic Lance, Dureum Space Axe, Energy Blade II, or Prosthetics II (given Biological Theory); and has 100ep (the axe is unpowered but lasts for an hour). As 6th level: Omni-shape Hand Blaster/Disrupter III, Miniturised Disrupter, Duo-shape Hand Stunner/Disrupter III, Miniturised Stunner/Blaster, Miniturised Photonic Lance II, Dureum Space Armour (given Biological Theory), Energy Blade III, or Prosthetics III (given Biological Theory); and has 200ep. Unlike almost any other spell the various dureum weapons respectively have as a symbolically consumed material component 1, 10, and 100gpwt of dureum (dureum costs 250gp per gpwt); this is not necessary if the priest actually has enough dureum within touch range (100, 200, and 5000gpwt respectively). Such dureum is reshaped to form part of the device, and returns to its original form and position when the spell terminates.
Level: 3rd.

4th Level

Accumulate Power: produces a large device which stores power as an Accumulator III and a fully shielded Transformer Crystal III (2000ep, 500ep; 20ep/rnd, 50ep/seg; initially containing 100ep per priest level). Alternatively if the priest has an Aura Crystal, and has Psionic Theory, then a small device which acts as an Auric Accumulator II (it is initially full with 500ep) and an Auric Field Generator (and level number of Auric Power Receiver) can be produced; it is advisable to fully discharge this before it expires or there will be the standard blinding 'flare-off'. Cast as a 5th level spell this is as a Macro Accumulator (5000ep; but no need for an anchor mass; initially containing 125ep per priest level) or Auric Accumulator III (initially full with 1000ep) and an Auric Field Generator II (and level number of Auric Power Receiver II). As 6th level a Macro Accumulator II (10,000ep; doesn't need anchor; initial 150ep/level) or Auric Accumulator IV (2000ep) and an Auric Field Generator III (and level number of Auric Power Receiver III). The device(s) last for for one hour per priest level, and for a day if 9th+ level.
Level: 4th.

Ceiver: produces a large device which acts as a Holoceiver, i.e. an Automatic Transceiver III with the equivalent of a Micro Holo Display and a Micro Holo Camera (both the Omniphonic versions). The holo display is in a 1'rad hemi-sphere, and the holo camera images a 1'rad hemi-sphere, both about a shared 'head' on the end of a short 10' cable, on a support 'arm'. Cast as a 5th level spell this also functions as an Ultra Comm capable of handling holographic information. As 6th level instead of an Ultra Comm as a Multi Comm, again holo capable. This lasts for one hour per priest level, and for a day if 9th+ level. No external power supply is required.
Level: 4th.

Create Power Beam: produces a device which generates an Energy Beam, as an Energy Beam Transmitter, and produces three devices which act as Heavy Power Receiver to tap power from these beams. Alternatively instead of the standard three-beam transmitter may be a Single Energy Beam Transmitter (you still get three Heavy Power Receiver). The transmitter will also act as three Universal Charger, or three Larger Solar Panel (up to 15ep/turn), or extract a similar amount of energy from moving water, or extract a similar amount of energy from moving air, or extract a similar amount of energy from hot ground, or acts as a Macro Power Receiver; one of these set of three (or the receiver) must be chosen at the point of casting. Cast as a 5th level spell this functions as a Power Resonator and three Resonator devices, but is otherwise the same (except Heavy Resonator replaces Macro Power Receiver). As 6th level produces two devices which act as each end of an Energy Conduit, but while neither end gets any energy generation or reception devices neither end needs to be supplied with power to generate the beam. The devices last for one hour per priest level, and for a day if 9th+ level.
Level: 4th.

Focus Teleport: produces a small device which acts as a Teleport Key II, given Multi-Planar Theory, and in addition gives a continuous display of the exact co-ordinates of its current location, suitable to target a Transporter or a Portal Generator (or a Spy Beam or a Viewer), possibly recording co-ordinates (generally annotated) on the integral Recorder+ equivalent. Note that this co-ordinate system is understood by all with at least Tele-Operator Technology, but others can use it by rote. No Recorder Crystal is produced. This device lasts for one hour per priest level, and for a day if 9th+ level. No external power supply is required.
Level: 4th.

Navigation System: produces a large device which acts as a Nav Comp, given Computer Theory, i.e. an interlocked pair of Secure Permanent Recorders (which include a pair of Crystal Clocks), a Navcoder, an Associative Matrix, a Storage Reader+ and a Video And Sound Monitor. Also produced are the equivalent of a set of Nav Comp Sensors for travel in a single chosen environment, such as Ground, Water, Air, Space or FTL, and the Nav Comp is fully configured for the use of these sensors. No Permanent Recorder Crystals are produced, to record the log onto, nor is a (Micro) Storage Crystal with the map and navigation data on - the priest is expected to supply these. This lasts for one hour per priest level, and for a day if 9th+ level. No external power supply is required.
Level: 4th.

Scan Location: produces a small device which acts as one of: Galaxy Compass, Reality Clock (given Reality Theory), Entropy Scanner (given Reality Theory), Universal Constant Analyser (given Reality Theory II), or Locator (given Reality Theory). If the device will not work at all in the current location then the priest will know about this in time to avoid wasting a spell, and they will also know if the device will not work completely, though not in exactly what way, or the reason why. Alternatively, given Psionic Theory, Biological Theory and Computer Theory, produces a device which acts as an Omni Scanner II combined with a Holocoder, the program Sensor Interpretation in a Reflex Processor II, a Full Spectrum Micro Video And Sound Monitor, and a Recorder+; Magical Theory II may be needed to understand some of the scan results. Again no Recorder Crystal is produced. Cast as a 5th level spell, given given Reality Theory II, the device may be a Universal Constant Analyser II (which also functions as a Galaxy Compass, Reality Clock, and Locator). This device lasts for one hour per priest level, and for a day if 9th+ level. No external power supply is required.
Level: 4th.

5th Level

Educate/Translate: produces a device which acts as an Educator, and the equivalent of a Recorder+. Cast as a 6th level spell acts as a Dreamer II and a Recorder+. This device lasts for one hour per priest level, and for a day if 9th+ level. No external power supply is required.
Level: 5th.

Hide: produces a device which acts as one of: Invisibility Generator (given Multi-Planar Theory), Spy Beam Block (given Multi-Planar Theory), or Distort. Cast as a 6th level spell acts as one of: Invisibility Generator II, Spy Beam Block II, Distort II, Transporter Block (given Multi-Planar Theory; up to 3"r), or Viewer Block (given Multi-Planar Theory II; up to 3"r). As 7th one of: Invisibility Generator III, Spy Beam Block III, Distort III, Transporter Block II (up to 6"r), Viewer Block II (up to 6"r), or Portal Block (given Multi-Planar Theory II; up to 3"r). Alternatively as a 6th level spell acts as a Half Phase Generator (given Multi-Planar Theory II) and a Half Phase Interface, and as 7th level a Half Phase Generator II and a Half Phase Interface II. Note that higher marks of a device still need as much theory. No external power supply is required.
Level: 5th.

Record Personality: produces a small device, given Biological Theory II, which acts as a Personality Recorder or a Robot Personality Recorder, and a device capable of writing to any size of Personality Crystal. This device lasts for six hours, long enough to record one personality, or do a lot of personality updating or interface pattern recording. Cast as a 6th level spell acts as a Personality Recorder II, a Robot Personality Recorder II, or a Universal Personality Recorder, and the above crystal writer or Deck Personality Storage-; lasts for twelve hours. As 7th a Personality Recorder III, a Robot Personality Recorder III, or a Universal Personality Recorder II, and the above crystal writer, Deck Storage-, or Data Storage (given Computer Theory III and Reality Theory); lasts for a day. No external power supply is required.
Level: 5th.

Shield Mind: produces a small device which acts as a Mind Shield, and can have any of the different forms a Mind Shield can take. Cast as a 6th level spell acts as a Mind Shield II. As 7th a Mind Shield III. This device lasts for one hour per priest level, and for a day if 9th+ level. No external power supply is required.
Level: 5th.

Suspend Animation: produces a device, given Biological Theory, which acts as a Modulated Sus An Gen, and also prevents slow dehydration. Sus An Buffer drug, and Survival Trance NWP, work as standard with this. While this device is effectively a Modulated Tapping Sus An Gen, with enough extra Sus An Life Taps to indefinitely keep creatures suspended, Reality Theory is not required. Cast as a 6th level spell acts as a Modulated Sus An Gen II. As 7th a Modulated Sus An Gen III or a (effectively Modulated Tapping) Life Suspension Generator. This device lasts for one hour per priest level, for a day if 9th+ level, and indefinitely if it is holding at least one creature in suspended animation. No external power supply is required.
Level: 5th.

Weld Tissue: produces a small device, given Biological Theory, which acts as a Tissue Welder. Cast as a 6th level spell, given Biological Theory II, acts as a Fast Tissue Welder. This device lasts for one hour per priest level, and for a day if 9th+ level. No external power supply is required.
Level: 5th.

6th Level

Control Body: produces a device, given Biological Theory II, which acts as a Sensory (Willing) Body Controller, a Medi Scanner, and a Holo Transceiver. If this spell is known then a 5th level spell will produce a control device which acts as a Holo Transceiver and a Mind Interface III, for use by the controller, which also allows them to keep track of the health of the controlled. The main purpose of this is to be used for safe practical instruction, and the instructor will use the control device. These devices last for a day. No external power supply is required, for either device.
Level: 6th.

Field: produces a small device which acts as one of: Matter Shield III, Energy Shield III, Prosthetic Field III (given Biological Theory), Battle Field II, Defence Field, or Environment Shield. This device lasts for a day. No external power supply is required.
Level: 6th.

Medi Kit: produces a small device, given Biological Theory II and Computer Theory, which acts as a Medi Kit. Some external source is required for the palliatives, such as the 7th level spell Synthesise. As long as a 5th level spell is 'spent' on this device once per day it will last indefinitely, otherwise this device lasts one day. No external power supply is required.
Level: 6th.

Revive Suspended: produces a device, given Biological Theory II, which safely revives a single creature at a time from indefinite suspended animation. The device lasts one day. No external power supply is required.
Level: 6th.

Suicide: produces a minute device, given Biological Theory II, which acts as a Suicide Lock, and further after activation an Aspect-based stealth message informing of the suicide is sent to a pre-specified creature. As long as a 5th level spell is 'spent' on this device once per day it will last indefinitely, otherwise this device lasts one day; it is destroyed by its activation.
Level: 6th.

Tractor-Prestor: produces a device which acts as a Tractor-Prestor II. Cast as a 7th level spell acts as a Heavy Tractor-Prestor II. This device lasts for a day. No external power supply is required.
Level: 6th.

7th Level

Cache: produces a small device, given Reality Theory II, which acts as a Cache Key to access the Cache that is created. The Cache will last indefinitely, but few gods are happy to have their power used to create a Cache (effectively a demi-plane or a Pocket Universe) without good reason. As long as a 5th level spell is 'spent' on this device once per day the Key will last indefinitely, otherwise it lasts one day. Knowing this spell means a replacement Key can be created using a 5th level spell, and standard attempts may be made to find lost caches. Power is required to move objects into and out of the Cache.
Level: 7th.

Escape: produces a minute device, given Biological Theory III, which acts as a Trauma Recorder, which further after activation is stealth transported, possibly inter-universally, to a pre-specified safe location, generally a temple. As long as a 5th level spell is 'spent' on this device once per day it will last indefinitely, otherwise this device lasts one day. Once this device has been activated it will last indefinitely, until it is no longer needed.
Level: 7th.

Item Cache: produces a small device, Reality Theory II, which acts as a Single Item Cache Key II to access the Single Item Cache II that is created. The Cache will last indefinitely, but few gods are happy to have their power used to create a Cache (effectively a demi-plane or a Pocket Universe) without good reason. As long as a 5th level spell is 'spent' on this device once per day the Key will last indefinitely, otherwise it lasts one day. Knowing this spell means a replacement Key can be created using a 5th level spell, and standard attempts may be made to find lost caches. No external power supply is required.
Level: 7th.

Minder: produces a device which acts as either a thousand times faster Educator/Dreamer II (given Reality Theory II and Biological Theory II) for the purpose of teaching (there are very roughly 10,000hrs in a year, so a NWP training course is unlikely to exceed an hour), a thousand times faster Android Programmer II (given Reality Theory II and Biological Theory II; about two hours to program a complete personality), or a Life Mover (given Life Theory II; which moves minds into new bodies). This device lasts for a day. No external power supply is required.
Level: 7th.

Non Material Interface: produces a small device, given Multi-Planar Theory II and Reality Theory, which acts as the non-living variety of Non Material Interface, with a Mind Interface II, which does make Non Material Communication possible, including the standard ability of communication with spirits and astral forms, and access to the ethereal, inner and astral planes for detection devices. Gives the ability to fight almost any creatures that require magical weapons to strike, usually up to +3. Divine servants are often equipped with a permanent version of one of these, so as to remain in contact with the god. This device lasts for a day. No external power supply is required.
Level: 7th.

Synthesise: produces a large device which acts as one of: Organic Synthesiser (given Biological Theory II), Inorganic Synthesiser, Air Regenerator III, Material Synthesiser, Bio Material Synthesiser (given Biological Theory; includes Valet program, with any desired prejudices), Power Crystal Synthesiser (given Reality Theory II or (Al)Chemical Theory III), Storage Crystal Synthesiser (given Reality Theory II or (Al)Chemical Theory III), Frame Synthesiser (given Mechanical Theory II and Computer Theory II), Fixed Food Synthesiser (given Biological Theory; with chosen list of foods), Fixed Medical Synthesiser (given Life Theory II; with chosen list of palliatives), or Mould Support System (given Biological Theory). Note that Crystal Synthesiser and any specialised variety of Catalysis Generator (or Matter Transmuter) is not on this list. Most of the devices count as at least Miniturised, all will need raw materials. This device lasts for a day. No external power supply is required.
Level: 7th.


(c) Rory O. McLean, 1980 - August 2006
    Permission granted to use for non-profit making purposes