Sandestin

summon and bind magical servitor entities to carry complex effects

A Fundamental — a Field of Magical Knowledge whose applications reach Note: the sandestin is created in the invoker's current and last 24h; the usual props are based on intensity: 0 requires the brain of a bird;. Learn it Basic (1 yr) for the easy end, Advanced (3 yr) for the deep.

Its 6 applications, by intensity:

ApplicationInt§
Simple Sandestin0§17B1
Conditional Sandestin1§17B2
Skilled Sandestin2§17A3
Judging Sandestin3§17A4
Greater Sandestin5§17A5
Mind Transfer6§17A6

Simple Sandestin

Intensity
0
Code
§17B1
Source
sandestin

Place the controlled aspects of the magical effect of which this application is a part under the control of a simple program which is only able to perceive time. The program must comprise a series of simple, non-conditional, imperative clauses — eg. "move north for five seconds", "move 10 metres north", "move around in a circle slowly three times", or even "dart about randomly" — but not something like "walk to the end of the corridor" (fixed, bestowed).

Conditional Sandestin

Intensity
1
Code
§17B2
Source
sandestin

As above, but the clauses may be conditional (including terms like "if … then …", "do … until …"). However, the verification of conditions must be based upon some senses bestowed upon the sandestin (either as part of it, or subsequently) or it will assume that all conditional terms are false. Eg. "if you sense magic then glow blue" (of course the sandestin would need some means to perceive magic — and know that that was what it was doing — and some means to glow blue, or it might go beep "SYNTAX ERROR").

Skilled Sandestin

Intensity
2
Code
§17A3
Source
sandestin

As above, but the sandestin will also possess (up to) three skills of the invoker's choice, possessed by the invoker, whose formulae do not incorporate IN, with the same PCS and BEF as the invoker.

Judging Sandestin

Intensity
3
Code
§17A4
Source
sandestin

As above, but the sandestin will also be able to make qualitative judgements based on its surroundings. (Eg. it could be told to "travel to Lochinvar as quickly as you can" and could make a series of decisions intended to do this; if told to "follow the most dangerous of my enemies" it could again make a value judgement, although it might not be correct.) Note that this assumes the sandestin has been conferred with senses.

The sandestin may use skills involving IN, and may be given (up to three years' worth of) fields of knowledge possessed by the invoker, instead of a skill. The sandestin may perform magical tasks if it has a source of fatigue to pay for them.

These sandestins have one major drawback, however: since they resent forced servitude, they will pervert the spirit, but not the letter, of any command they are given, whenever possible.

Note: if an invoker creates a magical effect containing an intensity 3 or 5 application of Sandestin, then his/her trained IN is reduced by one for its duration (which may be permanent). Lost IN and skill levels are restored when the effect stops (if the effect is obliterated — eg. by Instil — then the loss is permanent). If the invoker improves his/her IN with experience, then any loss he/she is currently suffering as a result of this rule becomes permanent.

Greater Sandestin

Intensity
5
Code
§17A5
Source
sandestin

The sandestin's "personality" is similar, and its mind and skills equal, to those of the character who invoked it, and the sandestin will do exactly what the invoker instructs it to do. But it cannot invoke other magical effects using the invoker's skills unless it has some source of fatigue to pay for them (see Instil §14A9). (If it took over another magician using, say, compulsion, and hence gained control of his/her capabilities, it could force the magician to invoke magical effects.)

For every such sandestin the invoker already (currently) has in operation (ie. as part of an extant effect) he/she incurs a -1 modifier to all IN, and IN-related (using fields of knowledge, or IN-dependent skills), tasks.

Note that the intelligence of the sandestin is equal to the reduced intelligence and efficacy of the invoker, and incurs the same negative modifiers as the invoker was suffering at the time of invocation. !!!

Mind Transfer

Intensity
6
Code
§17A6
Source
sandestin

The invoker may transfer his/her mind to another object or organism within range (retaining all knowledge and skills, although these may not be usable in the new body).

If the target is non-sapient, then the invoker controls the organism (assuming it fails to resist) completely, extinguishing its "soul". However, while in the body of a non-sapient organism, the invoker increases the intensity of any effect he/she attempts to invoke by two for incantations, and by four for rituals (on top of modifiers for lacking props); casting is unaffected.

If the target is sapient, then the personality with lower WP (the more original personality, in the case of equal WPs) is suppressed whenever the stronger is awake — except where the stronger personality attempts something greatly contrary to the interests of the weaker, in which case both make EF5 WP rolls, the better QR prevailing (a tie indicating the target's body is stunned for fifteen seconds or so, at which point another roll is made). A QR10 WP roll made in such circumstances causes the demise of the fumbling personality. A body left with no personality dies.

A magician's mind in an inanimate object which is not a source of fatigue (such as a staff or fatigue battery) won't be able to produce any effects, even by casting. Note that this application does not produce a "sandestin" as such. (Range 20m; Duration: instantaneous.)

Notes: this application requires a human brain as a prop. If transplanted into a body, this sandestin can use its mental skills, and its physical skills to a degree permitted by its new body (no problems if the new body is wholly superior). If stuck in an inanimate object, with no source of fatigue, then it will have to use casting at -2 or worse (for having no fatigue), or something.

Final notes: a sandestin may be treated as a target, or bestowee, for other applications in an effect of which it is part; it may be allocated a controlled, bestowed application and bestow it upon another target. If affected by a magical effect, and appropriately equipped, a §17A4 or §17A5 sandestin may resist said effect (they would require the Incant skill). A sandestin may be attached to a prepared physical object or creature of sufficient size (GM's discretion as to what is sufficient; only one sandestin per object or creature); if the creature or object is destroyed, then the entire effect is lost. Otherwise, a sandestin is assumed to occupy the location of its invoker at the time it was invoked. A sandestin may be assumed to react with the speed of its invoker (ie. not instantaneously) once preconditions for actions are met.