5.1 Graduations of Technology
On Sinai's surface, technology above simple clockwork has a chance of
breaking down, or failing self-destructively. Unstable materials and
explosives of all kinds always explode prematurely or fail to combust.
Electronics tend to short out.
This is not a change of physical laws: it is an increase in quantum
uncertainty at the macroscopic level. More succinctly, whatever can go
wrong generally does.
At higher elevations, the quantum uncertainty becomes less pronounced
until computers will run (with a high degree of error) at the level of
the sky islands. The effect ends at the ionosphere.
There is a higher mutation risk for surface-dwelling races, which has
caused some visible drift between "pure" examples of a species and
"variant" tribes.
In recent years, this effect has shifted slightly. As recently as 6097 RTR, steam boilers
would have a high chance of exploding for no particularly good reason. Now, steam engines
are coming into use on the surface with greater frequency, and simple combustion engines
are being introduced to airships (though the concept of motorized flight is still a matter
of theory and experimentation).
In areas of high magical activity, machines still have a high chance of malfunctioning or
breaking down violently, but as of 6104 RTR, it's now possible to build railroads on the
surface, and to make use of zeppelins. Gunpowder is still too dangerous to use below
sky island level, though.
Technology that Generally Works:
Technology that Sometimes Works:
Absolute No-Nos:
5.1.1 Limitations of the Sinai Universe
While Sinai itself may have certain limitations on technology, there are also
some distinct limitations that apply everywhere in the Sinai universe.
Not even the GMs can break these rules. (There are, however, several clever
ways of seeming to do so.) This list is by no means exhaustive, but
just lists a few things that might help to clarify the "laws" of the
universe beyond Sinai.
Furthermore, it should be noted that the GMs aren't physicists and biochemists.
Just because you might have studied in that realm, or some other science,
doesn't mean that if you throw a bunch of numbers at the GMs, you should be able
to justify all sorts of wild technologies that your PC can make
use of. "Selective science" to bolster your case isn't helpful, either. (For
instance, your PC is up against an airship in some plot, so you, the player,
rather than dealing with the problem at hand, argue with the GM about how
physically infeasible the enemy airship is, and how it shouldn't work at all. One might
wonder why these arguments didn't come up earlier, before an airship actually posed some
sort of threat to your PC.)
As a rule of thumb, if you come up with some clever idea of how some technological
or magical wonder can be abused to get a whole lot of power, odds
are that, no, it won't work. (If nothing else ... why hasn't someone else
done it by now?)
5.1.2 Sifras and First Ones Technology
In short, First Ones and Sifras technology doesn't follow the same rules and restrictions as other technology. Since the PCs are not Sifras or First Ones, there's not much that a PC can do with this information (and PCs should probably skip this part), but there are still some guidelines for GMs to keep in mind.
5.2 The Power of Magic
Magic is strongest around ruins, along fault lines in the planetary
strata, on volcanic mountains, and in valleys close to or below sea
level. It dwindles away the higher one goes, vanishing entirely at the
ionosphere. Wherever it is strongest, technology becomes weakest. The
interference causes breakdowns and catastrophic explosions which are
proportional to the technological level of the object. It is illegal to bring
any but the simplest technologies into inhabited surface areas.
Magic must be gathered by the caster in some way before being used or
stored. It is difficult to contain for very long. It is sensitive
to willpower, and some people are naturally resistant or immune to
magic directly worked upon them. Iron and other heavy metals tend to
warp or disrupt magic. Some organic products have obscure properties
in disrupting particular types of magic, leading credence to
"superstitions" that involve creating special herbal talismans to
ward off supernatural beings.
Magical items are difficult to make. Permanent magical items must be
made with materials created by the First Ones, as lesser items will
deteriorate and warp under the effects of enchantment.
Notes for Player Characters:
5.3 Forbidden Zones
Certain special locations on Sinai are identified as "Forbidden Zones". They
share in common that airships passing into these areas tend to mysteriously
vanish. Beyond that, details vary greatly. Some Forbidden Zones have
high concentrations of magical energy. In some, magic may be suppressed, or
perhaps may be so wild and uncontrollable that it is simply not practical to
use. In some Forbidden Zones, the very laws of nature may seem to behave
differently. When one enters a Forbidden Zone, all bets are off, as to how
magic and/or technology may behave -- A spell or machine that works in one
instance may behave totally differently the next time someone thinks to make
use of it. Forbidden Zones are, for the most part, wisely avoided.
5.4 The Planets
In recent history, the Gateway Tower in the Himaat was discovered, and it
became possible for a few brave (or foolhardy) adventurers to take expeditions
to the neighboring worlds, and to even contact other cultures there. As of
yet, little is known about how magic and technology differ on these worlds.
The average person on the street would know little of this, but certain
persons in the know (i.e., closely associated with Rephidim Temple) might discern
this much:
5.5 Magic
Magic, as it exists on Sinai, is the direction of strange and barely
understood energies that are stronger near the surface, and weaker as one
gains elevation. At times, magic seems to manifest itself without any
direction, especially in Forbidden Zones. For the most part, however, it
appears under the direction of living, sapient beings.
5.5.1 Cantrips and Rituals
The traditional way for mages to cause effects by means of magic is through
the use of "spells", with the power of the resultant effect tied to the
amount of time and effort put into the casting of the spell. The shortest of
spells is the "cantrip", which is nothing more than a few magical words uttered
for about 15 seconds on the surface, or a minute in Rephidim. These are
typically useless for practical purposes, but only as amusements ... although
a few cantrips could potentially be useful for such things as providing a
dim source of light, or to do things that could be easily performed with a
simple tool ... when one doesn't happen to have the tool in question.
Minor Spells are the next step up, ranging from 5 minutes to 15 minutes in
casting time. These are significantly more potent than cantrips, but this is
offset by the longer casting time.
Rituals require more than mere uttering of magical words, as the creation
of magical circles and complex rituals lasting an hour or more (sometimes
several days) is necessary to build up the desired level of power. Sometimes,
additional mages or apprentices may be required to increase the power of the
spell, or to help take "shifts", due to constraints upon the endurance of
the wizard(s) involved.
It should be noted that although these spells are caused by rituals and
the uttering of magical words, it is not the sound of the word that causes
magic to form. A tape recording, no matter how faithful the reproduction,
would be incapable of replicating a spell.
For more on the differences between Cantrips and Rituals, see 9.7.2 Levels of Magic.
5.5.3 Dance Rituals
Not all magic requires the uttering of magical chants. In fact, it may not
be common knowledge to all of Sinai, but Savanites have long been able to use
magic, by the use of elaborate rituals that utilize dancing instead of
chanting. Casting times are the same, but Cantrips are not possible with this
method of spellcasting. (That is, Cantrips could be cast ... but the
total time required to set up the ritual and dance would make it more reasonable
just to use a Minor Spell for increased effect.)
5.5.3 Inherent Powers
There are certain rare cases where magic manifests itself in forms other than
traditional spell-casting, but rather in inherent powers found in creatures --
either as a racial trait, or else as a unique ability. One example would be
the semi-magical shapeshifting ability of the Lacinus -- No ritual or
spell-casting is involved, but rather it is just an inborn ability that
works more effectively in high magic areas, and not so well in low magic
areas. Attempts have been made to study these phenomena and see how it might
revolutionize spell-casting ... but so far, these instances are not fully
understood.
5.5.4 Enchantments
There are certain instances -- for the most part rare -- where inanimate
objects have been empowered with permanent or semi-permanent "enchantments".
Such items have some sort of supernatural property endowed upon them, typically
by lengthy and expensive rituals. Sometimes, especially in the case of items
with limited uses ("charges"), it isn't immediately apparent just why someone
would go to that much trouble for something that wouldn't last. There are
legends that, once upon a time, the Aelfin race had some mages in its number
that were especially adept at the art of making permanently enchanted items,
but this art has long since been lost, and Aelfin artifacts (most notably
being Aelfin blades) are exceedingly rare and generally highly valued.
5.5.5 Spheres of Magic
The field of magic is so broad that no mortal could hope to learn it all in
a lifetime. Therefore, the areas of magic have been divided up into twelve
"Spheres", each with a different emphasis on power. Sometimes, a mage may
specialize in a sub-Sphere -- an even narrower focus on particular effects
within that Sphere -- for the sake of becoming even more adept at that limited
band of powers.
5.5.5.1 Light/Scrying
This Sphere deals with the arts of prophesy -- seeing into the future, the
present, and the past. Mages of this field are also known as Seers, and
they traditionally wear golden robes.
Details on Spells of the Sphere of Light
5.5.5.2 Water
This Sphere deals with the manipulation of water. Some Specialize in a
sub-Sphere of this, known as Winter Mages. Water Mages typically dress in
robes of sea green, though Winter Mages wear robes of pale ice green.
Details on Spells of the Sphere of Water
5.5.5.3 Air
This Sphere deals with the manipulation of air, and control of the weather.
Air Mages are sought after to aid in air travel, to propel and protect
airships that travel across the world of Sinai. Air Mages typically wear
robes of sky blue.
Details on Spells of the Sphere of Air
5.5.5.4 Shadow
Shadow Mages deal with spells that obscure, obfuscate, and conceal. They are
of special interest to military operations where stealth is necessary. Shadow
Mages traditionally wear robes of very dark purple.
Details on Spells of the Sphere of Shadow
5.5.5.5 Fire
Fire Mages wield great destructive power, as their spells deal with the
control of fire. They sometimes also train in the use of weapons, for they
are often employed as battle mages, providing fire support for armies. They
traditionally wear robes of fiery red.
Details on Spells of the Sphere of Fire
5.5.5.6 Earth
Earth Mages have power over plants, stone, metal, and dirt -- all associated
with the earth. Some specialize in one of these four aspects, but those that
do not have a fairly wide repertoire of powers. Nature Mages (plants) are able
to heal plants and to promote growth. Stone Mages can reshape stone, and
cause their own bodies to adopt stone-like qualities. Metal Mages can
reshape and douse for quantities of metal ... though they generally specialize
in a single type of metal (iron, gold, etc.). "Mud Mages" are the
rarest, specializing in just manipulation of dirt, but they are still valued
for their ability to encourage fertility in soil that is about to be planted
with seeds for a new season. Earth Mages traditionally wear robes of deep,
earthy orange.
Details on Spells of the Sphere of Earth
5.5.5.7 Spirit
Spirit Mages deal with the energies associated with living beings, and those
"impressions" left when creatures -- especially sapient ones -- die. Some
specialize in the arts of Necromancy -- the creation of "ghosts", and the
animation of corpses. Others take the flip side of the coin, becoming
Warders, specializing in the combatting of such forces. (After all, Sinai
has several strange phenomena, and ghosts and other undead creatures that
arise without need for a Necromancer to create them.) Spirit Mages traditionally
dress in robes of white.
Details on Spells of the Sphere of Spirit
Dream Mages affect what goes on in our minds when we are asleep ... and can
sometimes even bring out apparitions from dreams in the wakeful, or cause those
who are awake to go to sleep. Dream Mages traditionally dress in robes of grey.
Details on Spells of the Sphere of Dream
5.5.5.9 Chaos
Chaos Mages specialize in the raw energies of magic itself, and of probability.
They can enhance the magical power of rituals of other mages, or dispel or
inhibit them. They can also slightly increase or decrease the chances of
something happening ... but this is a very inexact "science", and the results
are quite often not what was expected. Chaos Mages have no specific color
associated with their Sphere.
Details on Spells of the Sphere of Chaos
5.5.5.10 Illusion
Illusionists can create false sensations in any of the sense groups -- taste,
touch, smell, sight, hearing ... and even false readings in other senses,
such as "magic sense". Making truly convincing illusions, however, is a true
art, limited by the caster's knowledge of the subject being impersonated.
Illusionists traditionally wear robes of black.
Details on Spells of the Sphere of Illusion
5.5.5.11 Life
Life Mages specialize in the manipulation of energies of healing, and even
modification of the living body. On the flip side, they are also capable of
causing injury and illness. Some Life Mages specialize in becoming
Healers, while others specialize in Transformation of the body. A very few
specialize as Disease Mages, though this is greatly frowned upon. Life
Mages traditionally wear robes of all the colors of the rainbow.
Details on Spells of the Sphere of Life
5.5.5.12 Mind
Mentalists specialize in psionic powers and the reading and/or influencing of
minds. They are capable of swaying and even controlling the weak-willed,
though their powers over the strong-willed are somewhat limited. Some
Mentalists are powerful enough to be able to exercise "mind over matter",
and to levitate small objects.
Details on Spells of the Sphere of Mind
5.5.5.8 Dream