Technological College

The Technological College is one of the few Colleges that has sub colleges.
== Machine==
Spell 	M	Prerequisites 	PC	EnchantmentEnergy 	Item 	Notes 	Book, Page
Animate Machine/TL† 	Y	Machine Control and either Animation or Animate Object 	15	varies 	machine 	[1] 	Magic p. 177
Awaken Building/TL 	Y	Animation; to cast, also 5 spells from a college appropriate to its main material 	8 	 	 	 	Thaumatology: Urban Magics, p. 33
Awaken Computer/TL† 	Y	Animation and Wisdom 	10	Varies 	Com 	[1] 	Magic p. 178
Blind Sensor 	 	Glitch, Seek Emitter 	 	NA 	NA 	NA 	Classic: Technomancer p. 27
Confound Firearm/TL 	 	Glitch 	 	NA 	NA 	NA 	Classic: Technomancer p. 34
Create Mana Co-Processor 	Y	Awaken Computer/TL and Enchant 	 	100 x cost of Magery 	computer 	[1] 	Classic: Magic Items 3 p 30
Delete Commercials/TL 	N	TL 7+ 	0 	10/20 	VCR/E-mail 	[1] 	Classic: Technomancer p 18
Essential Paper 	N	None 	0 	 	 	 	Pyramid 3/48: Secret Magic, p. 21
Glitch/TL 	Y	Machine Control 	12	400 	S, W 	[3T, 4] 	Magic p. 178
Guide Missile/TL 	 	Machine Control and any "Seek" spell 	 	500/varies 	MW/missile 	[1]/special 	Classic: Technomancer p. 34
Ley Vehicle 	Y	Ley Float and Ley Running 	 	 	 	 	Thaumatology: Urban Magics, p. 19
Machine Control/TL 	Y	Reveal Function, Locksmith, and Lightning 	11	1,000 or 2,000 	J, S, W, Hat	[3] 	Magic p. 176
Machine Possession/TL 	Y	Machine Control and either Rider Within or Soul Rider 	16	1,500 	J# 	[3 ($200 synthetic gemstone)]	Magic p. 178
Machine Speech/TL 	Y	Machine Summoning 	13	1,200 or 5,000 	J, S, W 	[3] 	Magic p. 176
Machine Summoning/TL 	Y	Machine Control 	12	500 or 1,000 	J, S, W 	[3] 	Magic, p. 176
Mad Machine/TL 	 	Machine Control, and either Animation or Summon
Demon 	 	1,000 	machine 	[1] 	Classic: Technomancer p. 35
Malfunction/TL 	Y	Magery 2 and Glitch 	13	2,000 	S, W 	[3T, 4] 	Magic p. 177
Magnetic Finger (A) 	N	None 	0 	25 	 	 	Magic: The Least of Spells p. 16
Manipulate DNA † 	 	Sequence DNA and Apportation, or Create
Chimera 	4 	NA 	NA 	NA 	Bio-Tech, p. 32
Permanent Machine Possession†	Y	Magery 3 and Machine Possession 	17	NA 	NA 	NA 	Magic p. 178
Program/TL 	 	Machine Speech — 17+, or Machine Control and
Scribe at 17+. 	 	300 	Com 	[1, 4] 	Classic: Technomancer p. 33
Purify Signal/TL 	 	Purify Air, TL6+ 	 	100 	Com or modem	[1] 	Classic: Technomancer p. 17
Rebuild/TL† 	Y	Magery 3, Repair, Create Object, and 3 spells of each element 	22	NA 	NA 	Perm 	Magic p. 177
Reckless Reconstitution† 	Y	Rebuild 	23	 	 	 	Magic: Death Spells, p. 21
Remote Start/TL (A) 	N	None 	0 	25 	 	 	Magic: The Least of Spells p. 16
Reveal Function/TL 	N	Seek Machine 	1 	1,500 	J, S, W 	[3] 	Magic p. 176
Schematic/TL† 	Y	Reveal Function and History 	7 	200 	blueprint, H	[3T, 4] 	Magic p. 177
Seek Machine/TL 	N	None 	0 	100 	J, S, W 	[3] 	Magic p. 175
Sense Nano 	N	Sense Disease and IQ 15+, or Seek Machine and Small Vision 	2 	NA 	NA 	NA 	Bio-Tech, p. 32
Sequence DNA† 	Y	Magery 2 and either Divination (Genomancy) or Analyze Heredity 	2 	NA 	NA 	NA 	Bio-Tech, p. 32
Spoof Sensor 	 	Blind Sensor 	 	NA 	NA 	NA 	Classic: Technomancer p. 27
Televisomancy 	Y	Magery, and either six other Technological spells or Electronics Operation (Communications) 15+	 	1,000 	television 	[3] 	Classic: Technomancer p 23
Upgrade Computer/TL 	 	Inscribe, Repair and either Schematic or Electronics
(Computers) — 15+ 	 	500 x — Complexity +1, 5,000 x — Complexity +2	Computer 	[2, 4] 	Classic: Technomancer p. 35
Wizardly Workshop/TL (A) 	N	None 	0 	25 	 	 	Magic: The Least of Spells p. 12
==Energy==
Spell 	M	Prerequisites 	PC	Enchantment
Energy 	Item 	Notes 	Book, Page
Alter Nanovirus 	N	Sense Nano and Manipulate DNA 	8 	NA 	NA 	NA 	Bio-Tech, p. 30
Conduct Power/TL† 	Y	Magery 1 and Seek Power 	1 	NA 	NA 	NA 	Magic p. 180
Create Fuel/TL 	N	Seek Fuel and 2 transmutation spells 	5 	400/varies 	J, S, W/Con 	[3, 4]/[3] 	Magic p. 179
Death Ray† 	Y	Magery 4, Lightning, and Radiation Jet 	14	 	 	 	Magic: Artillery Spells p. 26
Draw Power/TL† 	Y	Steal Power and 2 spells from 10 different colleges 	22	NA 	NA 	NA 	Magic p. 180
Essential Fuel/TL 	N	6 Energy spells 	6 	NA 	NA 	NA 	Magic p. 179
Flammability† 	Y	Magery 3, Essential Fuel, and Purify Fue 	8 	 	 	 	Magic: Artillery Spells p. 26
Hotshot 	 	Create Fuel, Know Recipe 	 	NA 	NA 	NA 	Classic: Technomancer p. 30
Lend Power/TL 	Y	Magery 2 and Seek Power 	1 	1,000/100 per lb.# 	S, W, J/Any 	[3T, 4]/[1]	Magic p. 180
Magnetic Vision 	N	Keen Vision 	1 	150 	J, Sp# 	[2] 	Magic p. 181
Minor Conduct Power/TL	N	Seek Power 	11	 	 	 	Thaumatology: Urban Magics, p. 26
Minor Draw Power/TL 	N	Minor Conduct Power and 1 spell from 10 different colleges	1 	 	 	 	Thaumatology: Urban Magics p. 26
Preserve Fuel/TL 	N	Test Fuel 	1 	400/40 per lb. 	J, S, W 	[3]/[1] 	Magic p. 179
Propel/TL 	Y	Create Fuel and Dancing Object 	8 	1,000/1 per 100 lbs.#	J, S, W/engine 	[3T, 4]/[1]	Magic p. 180
Purify Fuel/TL 	N	Purify Water or Decay 	2 	200 	J, S, W 	[3T] 	Magic p. 179
Purify Power 	N	None 	0 	250 or 500 (EMP) 	Electrical device	[1], Perm 	Classic: Technomancer p 30
Radio Hearing 	N	Keen Hearing 	1 	150 	J# 	[2] 	Magic p. 181
Seek Emitter/TL 	N	TL 6+ 	0 	200 	W, map# 	[3] 	Classic: Technomancer p. 17
Seek Fuel/TL 	N	None 	0 	60 	stick# 	[3] 	Magic p. 179
Seek Power/TL 	N	None 	0 	60 	W 	[3] 	Magic p. 179
Spectrum Vision† 	N	Infravision 	2 	750 	J, glasses 	[2] 	Magic p. 181
Steal Power/TL† 	Y	Magery 2, Minor Healing, and Conduct Power 	5 	750 	J, S, W 	[3T, 4] 	Magic p. 180
Stop Power(/TL) 	N	None 	0 	800 	S, W 	[3, 4] 	Magic p. 179
Stop Impulse† 	N	Magery 3, Stop Power, and Total Paralysis 	8 	 	 	 	Magic: Death Spells, p. 21
Test Fuel/TL 	N	None 	0 	100 	J, S, W 	[3T] 	Magic p. 179
Water to Fuel/TL 	 	Purify Fuel and any two transmutation spells 	 	800 per gal, per day 	Container 	[1] 	Classic: Technomancer p. 30; Grimoire p. 100
==Radiation==
While light is technically a type of radiation (infrared and gamma rays for example) it is not considered part of this subcollege.
Spell 	 	Prerequisites 	 	EnchantmentEnergy	Item 	Notes 	Book, Page
Breathe Radiation† 	Y	Magery 2 and Radiation Jet 	9 	1,200 	J 	[3, 4] 	Magic p. 182
Cure Radiation† 	Y	Resist Radiation and Major Healing 	12	1,500 	S, W 	[3, 4 or Physician 20]	Magic p. 182
Extinguish Radiation†	Y	Magery 2, Extinguish Fire, Earth to Air, and Irradiate 	8 	1,500 	J, S, W 	[3] 	Magic p. 181
Irradiate 	N	2 Earth spells and 2 Fire spells 	4 	300 	J, S, W 	[3] 	Magic p. 181
Manipulate DNA 	Y	Sequence DNA and Apportation, or Create Chimera 	 	NA 	NA 	NA 	Bio-Tech, p. 32
Mass Resist Radiation	Y	IQ 13+, Secret Spell (Mass Resist Radiation), and Resist Radiation	 	 	 	 	Pyramid 3/4: Magic on the Battlefield, p. 9 and Magical Styles: Dungeon Magic, p. 13)
Particle Beam 	Y	Magery 2, Lightning. Radiation Jet 	 	3,000 	S, W 	[3, 4] 	Classic: Technomancer p. 38
Radiation Jet 	N	Irradiate and Resist Radiation 	8 	600 	S, W 	[3, 4] 	Magic p. 182
Resist Radiation 	N	3 Radiaition spells 	3 	1,000/1,500 	any/J, S, W	[2]/[3] 	Magic p. 182
See Radiation 	N	None 	0 	400 	J, S, W 	[3] 	Magic p. 181
Seek Radiation 	N	None 	0 	60 	F, W 	[3] 	Magic p. 181
==Metal and Plastic==
Note: some plastics are made from plant materials but there is no indication that the Plant College can effect them.
Spell 	M	Prerequisites 	PC	EnchantmentEnergy	Item 	Notes	Book, Page
Alloy Metal 	Y	Magery 1 and Shape Metal 	3 	 	 	 	Pyramid 3/91: Thaumatology IV p. 22
Anvil Strike† 	Y	Magery 3, Rain of Shards, and Teleport 	 	 	 	 	Pyramid 3/91: Thaumatology IV p. 23
Arrow 	Y	Create Metal 	4 	 	 	 	Pyramid 3/91: Thaumatology IV p. 23
Bloody Iron 	Y	Move Metal 	4 	 	 	 	Pyramid 3/91: Thaumatology IV p. 23
Blunderbuss 	Y	Arrow 	5 	 	 	 	Pyramid 3/91: Thaumatology IV p. 23
Body of Metal† 	Y	Magery 2 and Shape Metal 	3 	3,000 	J, S, W	[2] 	Magic p. 183
Body of Plastic† 	Y	Magery 2 and Shape Plastic 	4 	2,500 	J, S, W	[2] 	Magic p. 183
Celestial Shotgun 	Y	Magery 2 and Blunderbuss 	6 	 	 	 	Pyramid 3/91: Thaumatology IV p. 24
Conjure Shield 	Y	Create Metal 	4 	 	 	 	Pyramid 3/91: Thaumatology IV p. 24
Control Metal Elemental 	Y	Summon Metal Elemental 	 	 	 	 	Pyramid 3/91: Thaumatology IV p. 27
Create Metal 	Y	Earth to Stone 	3 	 	 	 	Pyramid 3/91: Thaumatology IV p. 24
Create Metal Elemental 	Y	Magery 2 and Control Metal Elemental 	 	 	 	 	Pyramid 3/91: Thaumatology IV p. 27
Essential Metal 	N	6 Metal spells 	6 	 	 	 	Pyramid 3/91: Thaumatology IV p. 24
Flesh to Metal 	Y	Magery 2 and Create Metal 	4 	 	 	 	Pyramid 3/91: Thaumatology IV p. 25
Identify Metal 	N	None 	0 	NA 	NA 	NA 	Magic p. 182
Identify Metal (variant)	N	Seek Metal 	1 	 	 	 	Pyramid 3/91: Thaumatology IV p. 25
Identify Plastic 	N	Seek Plastic 	0 	NA 	NA 	NA 	Magic p. 182
Metal to Flesh 	Y	Flesh to Metal 	5 	 	 	 	Pyramid 3/91: Thaumatology IV p. 25
Flesh to Stone 	Y	Stone to Metal or any four Metal spells 	4 	 	 	 	Pyramid 3/91: Thaumatology IV p. 25
Metal Vision 	Y	Shape Metal 	3 	800 	any 	[2] 	Magic p. 183
Move Metal 	Y	Shape Metal 	3 	 	 	 	Pyramid 3/91: Thaumatology IV p. 25
Plastic Vision 	T	Shape Plastic 	4 	800 	any 	[2] 	Magic p. 183
Purify Metal 	Y	Restore Metal 	6 	 	 	 	Pyramid 3/91: Thaumatology IV p. 26
Rain of Shards 	Y	Celestial Shotgun 	7 	 	 	 	Pyramid 3/91: Thaumatology IV p. 26
Restore Metal 	Y	Rust 	5 	 	 	 	Pyramid 3/91: Thaumatology IV p. 26
Rust 	Y	Magery 1 and Create Metal 	4 	 	 	 	Pyramid 3/91: Thaumatology IV p. 27
Seek Metal 	N	None 	0 	 	 	 	Pyramid 3/91: Thaumatology IV p. 27
Seek Plastic 	N	None 	0 	60 	J, S, W	[3] 	Magic p. 182
Shape Metal 	Y	Magery 1 and either Shape Plant or 6 Tech spells 	2 	NA 	NA 	NA 	Magic p. 182
Sharpen Blade 	Y	Shape Metal 	3 	 	 	 	Pyramid 3/91: Thaumatology IV p. 27
Smelt Ore 	Y	Shape Metal and Shape Earth 	5 	 	 	 	Pyramid 3/91: Thaumatology IV p. 27
Stone to Metal 	Y	Magery 2 and Shape Metal 	3 	 	 	 	Pyramid 3/91: Thaumatology IV p. 27
Summon Metal Elemental 	Y	Magery 1 and either eight Metal spells or four Metal spells and another Summon Elemental spell	 	 	 	 	Pyramid 3/91: Thaumatology IV p. 27
Transmute Metal 	Y	Create Metal and Alloy Metal 	8 	 	 	 	Pyramid 3/91: Thaumatology IV p. 28
Walk Through Metal 	Y	4 Metal Spells 	4 	 	 	 	Pyramid 3/91: Thaumatology IV p. 28
==Energy to Fatigue==
* 1 kWs: 0.00277 FP
*9-volt cell: 0.05 FP
* 12-volt cell: 5 FP
*1 kWh or 3,400 btu: 10 FP
*360 kW or 482.5 horsepower: 1 FP/second
"Values for 9- and 12-volt cells assume TL7 non-rechargeable leadacid batteries. The 12-volt cell is a typical car battery. Rechargeable cells or batteries contain half as much energy"
==Special Notes==
==References==
*[[Classic: Technomancer]] pg 29
Category:Colleges
Category:Magic Items