Mechancial, technological and industrial magics make up the “technology” of Sable society. Magic powers the technology, for example by way of magically generated static or active electricity (sometimes directly cast, sometimes generated with magically driven steam turbines), and it is these categories of magic that are used to do this. The effects produced also differ from the created in the majority of other classes, because part of the idea behind this is that once the spells are in place, the non-Talented can then interact with them: for example turning lights on and off, or playing a recording crystal, or using a telephone. In addition, the very basic levels – such as creating simple batteries – can sometimes be taught to the non-Talented.
A knowledge of the physics of electricity, gravity and other forces is needed, as well as mundane mechanics and applied mathematics.
All mages leave college with a knowledge of how to set powering spells into items, which can be left to run without the mage having to expend concentration thereafter. Spells do decay – the time period depending on the level of ability and strength of will of the caster – but any Sable mage has the skill to replenish the power.
In addition, basics related to the mechanical side of things are taught at college, for example telekinesis to help interface the magic and the mechanical sides of the technology, or setting heat spells such that they interact with the boilers of steam engines to power them. At higher levels, telekenesis is now also being taught as part of the Transportation Magic syllabus.
On the powering side, the duration of spells is improved, as is the potency of the power they offer to the enterprise. Also, mages learn how to build triggers into spells so that the non-Talented can use them: on/off switches, or basic controls such as start, stop, move more quickly, move more slowly.
On the mechanical side, mages begin to learn how to design and build the devices into which they would otherwise just cast powering spells, and set in the magical interfaces which the powering magics can act upon.
Telekinesis can be taken further as a separate skill, with a variety of uses available, including acting as the magical “cranes” for construction and other major engineering projects, or loading and unloading cargoes. The weight that can be lifted improves with the power of the mage, or the strength of the specialisation. At this level the ability to lift up to about 200lbs weight is common, but not often exceeded. The main restriction is that the weight being lifted must remain in the line of sight of the mage doing the lifting.
The mage learns to set up more detailed triggers for powering spells, for example allowing a non-Talented person to play a recording crystal, decide which piece of music he wishes to listen to, and activate that particular piece.
Mechanical devices that can cope with magical power sources can be designed and built at more and more complex levels. Also, basic computational devices can be developed.
Telekinesis mages can lift weights of up to a tonne, although still only within line of sight, and those who specialise still further can achieve far more than that.
Specific Specialisation: Higher-Level Telekinesis
Those who choose to take this as a specific speciality can move and manipulate far heavier weights than is usual, even on full specialisation, often carrying multiple tonnes and for further than is usual at the other levels. The control of the telekinetic is sufficiently good, that items can be lifted remotely, as long as some kind of viewing aid (scanning spell, etc) is available to the mage. This can take the range beyond line of sight if a suitable viewer can be placed at that range.