The Academy Sub-Basement
The Sub-Basement of the Academy Tower contains a variety of old invention prototypes created by previous students; some of these are available for sale in the Academy Store, while others are considered too dangerous to pass out to students. A few are used by specific classes to protect students (or provide them with further education.)
ATTN Booth. This relic of a bygone era was formerly used by Arcydea's inhabitants as part of a swift and effortless form of transportation and communication. Unfortunately, the system was never entirely perfected - fluctuations in mana and dimensional fabric require frequent recalibrations, and internal limitations occasionally resulted in lost passengers. Furthermore, the computer system that used to run the system is no longer controllable, having devolved into internal anarchy. As a result, the calling booths, as well as the portal hubs located across Arcydea, are no longer in service. Manaphones have assumed the communications role of the service, and a wide variety of alternative world transit options are available.
Crystal Systems. Most mana and psitech objects operate using crystals that store magical or psionic energy, or magical spells. The simplest example is the Capacicrystal, which directly stores fatigue from a caster, then expels it when its user wants to cast a spell. Psicrystals are usually used to assist in focus, improving the strength of a power. One example of a persistent enchantment is the Receiver Crystal, which when connected to a Crystalscreen can view broadcasted content from the crystal's maker; this manatech also allows things like manaphones to function. In general, the bigger the crystal, the better the range.
Temporal Displacement Module. This device creates a ten-yard-wide bubble for up to 20 seconds. The bubble is translucent, and things within the bubble seem to occur and incredible speed; likewise, those within the bubble see the outside world as moving incredibly slowly. Fifteen seconds pass within the bubble for every second outside; however, the temporal strain gradually damages the machine, eventually causing it to break down or malfunction. People and projectiles can pass through the barrier (inflicting double normal damage if going from inside to out, or half normal damage if going from out to in, and -3 to hit before modifiers), beams dissipate (through 1/10 damage harms the machine itself.)
Helmet Hairstylist. A magical helmet that automatically trims, lengthens, tints, dyes, primps, adjusts, and otherwise modifies hair so that when the helm is removed, a particular hairstyle is formed. The thesis indicates its intent was to provide perfect long flowing hair to warrior women forced to trim it bald for combat; unfortunately, it isn't much of a defensive item.
Shield of Disrobement. This mirrored shield has a particularly bizarre effect; anyone who sees their reflection in it will (if they fail to resist) have their clothing and other equipment teleported off their body (generally landing a yard or two away.) Intended to weaken armies by removing their armor, it is mostly used as an amusing college prank. Resistance is generally from +4 for very loose items (hats) to -4 for secured or very tight items (underwear, rings, spandex). Piercings and other objects not entirely external cannot be teleported. Make a Will roll to resist the effects; success by 4 or more generally protects everything, whereas failure by 5 or more generally loses everything. The shield is otherwise a normal steel shield with reflective coating. Functions in a 45 degree fan at a distance of between 2 and 10 yards; works at -4 in low mana, +1 in high mana, +2 in very high mana, +4 in Nexus. Items are separated and land pseudo-randomly in an area about two yards around the affected individual. Can be blocked by any significant cover; anything at least partially behind cover (practically anything for a chainlink fence) is protected. (SM-2 can be affected within one yard; SM-4 can be hit in close combat.) This can only attempt to affect a specific person once per ten seconds, so if it fails... well, better have a backup plan.
Blaster of Disrobement. A later creation by the same student, with somewhat more controllable effects. Instead of teleporting the objects, it attempts to teleport the user; in order to work, the beam must hit exposed flesh. If it does, the target makes a Will save (as above) - on any failure, the user disappears (the 'removed' items remain where they were until gravity kicks in) and reappears one second later in a random location up to two yards away (and must make a Body Sense roll in order to land well.) Successes result in no effect. If an item worn/carried by a person is struck, roll a resist as above (at an extra -2); on a failure, teleport that specific object away. The Blaster has limited shots and high recoil, but an object hit is more likely to work, making it useful against armored knights.
Grenade of Disrobement. The final creation of this student (before accepting a job at Eros Productions), this thrown grenade affects everything within five yards of the impact (including the thrower if he is in range.) All targets must make Will checks (anyone directly struck rolls at -2) or be affected as though affected by the Shield of Disrobement; further, they are also randomly teleported as though hit by the Blaster of Disrobement. As this also makes them effectively gone for one second, this could be used as a peculiar method of dodging...
Anti-Voyeur Clothing. A direct result of the Disrobement tests was a rise in the popularity of these enchanted duds; in effect, they are rendered immune to 'see through...' effects and teleportation effects, except those of a cosmic nature. (This also means they cannot be turned invisible along with the wearer; however, they WILL travel with the wearer if the wearer is teleported.)
Anti-Magic Clothing. Traditional and generally useful, this clothing simply cannot be affected by any form of magic - positive or negative. Touching this fabric does not count as touching its wearer for mages trying to deliver touch spells, and this protects against special effects of projectile magic as well (though not basic damage or more mundane effects.) A petrify ray wouldn't turn their clothes to stone, for instance, but a fireball will still damage it normally! This also means the material cannot be repaired with magic, though it can be handled by mundane machines powered by magic.
Sword of Disarmament. A failed early project, the sword's intended purpose is to remove things from people when the blade touches them. Unfortunately, in practice, the effect only works when used defensively (during a Parry or if the opponent intentionally strikes the blade), and still inflicts normal sword damage for all intents and purposes. Should something strike the blade, its holder/wielder must resist vs. Will or have the errant object teleported two yards away in a random direction.
Breastplate of Endowment. This shiny gold breastplate magically provides females with an effective +2 Charisma bonus to reaction rolls (it just looks silly on males); unfortunately, it is not very helpful in a fight (DR 2).
Arrow of Persistence. For all intents and purposes this is a normal arrow - until it misses a target it is fired at. On a normal miss, it will fly ten yards past the target, then turn around and try again! Arrow's subsequent attacks hit a random location and are performed with a skill of 15 (minus range and distance penalties for total distance traveled.) On a critical failure, the arrow chooses the wrong target! The arrow ceases flight if it strikes something (a wall, cover, etc.)
Arrow of Volleys. Firing this arrow into the air causes it to split in flight to form ten, twenty, fifty, or even one hundred arrows, allowing a lone archer to shower an area with arrows. (The effect occurs at 100 yards' travel, so this could theoretically also be used as an extreme-range shotgun, with a strong enough archer. It has been used in at least one recorded dragonslaying.)
Revolver of Regeneration. This revolver literally regenerates spent ammo over a period of five seconds; for best use, user is advised to take his time in aiming. Regenerated bullets are normal; special bullets must be manually loaded between regenerations.
Arrow of Impact. This arrow inflicts crushing damage on impact, but also inflicts an additional 4d damage solely for determining knockback. Also common in bullets, marbles, and bolts, and occasionally throwing weapons.
Potion of Deadly Wit. This magical elixir makes the damage of cutting remarks all too real; in effect, the user gains the Rapier Wit advantage for the duration, but every successful 'attack' inflicts 1d-3 cut damage in addition to the normal mental stun effects. If the user already has Rapier Wit, they gain a +2 to skill. This only damages exposed flesh, and only damages individuals.
Potion of Deadly Gas. A prank potion that causes the drinker to fart (loudly and embarrassingly) at random intervals for four hours. An HT roll (at -1 per previous successful resist) allows you to stave off the inevitable flatulence, which creates a 2 yard wide cloud of poisonous gas centered on the user. The gas inflicts 1d damage per second, but disperses gradually (-1 damage and +1 yard range per second; does not dissipate at all in contained spaces, dissipates faster in windy areas.) In very confined spaces (like a coffin), damage is doubled! Drinker is not given immunity to this effect, but it only affects people who can smell it (those not breathing are automatically immune.) Holding your breath can avoid damage.
Potion of Deadly Intent. This potion effectively gives (and triggers) the Berserk, Bloodlust, Bully, and Sadism disadvantages for a duration of five minutes if the drinker fails an HT or Will roll; it also lowers Will by 2 (and an additional 2 for each of those advantages already possessed by the drinker.) The drinker also gains (for five minutes) Hard to Kill 5 and Hard to Subdue 5. At the end of the duration, immediately make normal consciousness/death checks if at 0 HP/FP or lower. Multiple doses extend duration, but inflict 1d cumulative damage at duration's end per dose; maximum 30 minute duration and 15d after-damage. Does not provide extra combat competence.
Beverage of Inhibition Nullification. Failing an HT roll when consuming this beverage results in a -1 to Will relating to resisting Fast Talk, Sex Appeal, and any other circumstance in which your better judgment is being called into question, as well as a -1 to resist further doses, until you have received a full night's sleep (or until 24 hours has passed). Will rolls receive their normal bonuses for danger (+10 for suicidally dangerous behavior or getting a strongly chaste virginal paladin into your bed). Subject also loses 1 FP per dose, and receives the Will penalty to avoid losing consciousness. Consuming multiple doses simultaneously or in very rapid succession requires only one HT roll to resist, at -1 per additional dose (chugging down four doses at once is resisted by IQ-3; failure results in -4 to future resists and loss of 4 FP.) Generally tastes like slightly syrupy wine coolers; a Poisons roll can identify it as an intoxicant, or for exactly what it is if the examiner has prior experience. Standard dosage is one ounce of poison diluted in seven ounces of light drink or mixed with one ounce of strong drink. Drinking it straight gives a +2 to Taste/Poison checks to notice something is peculiar about it (it is more syrupy than wine coolers) in time to avoid receiving more than one dose. Popular in Jello shots.
Bullet of Dessication. If this bullet penetrates, it inflicts an extra 1d HP loss to anyone with blood or similar circulatory liquids systems; 2d HP loss if composed entirely of liquids (like water elementals). Must penetrate target to have effect.
Bullet of Desecration. Inflicts an additional 1d 'evil power' damage on impact.
Bullet of Consecration. Inflicts an extra 1d 'holy power' damage on impact.
Bullet of Glowing. This bullet glows when fired (allowing it to be used as a tracer) and for one hour afterwards. Damage is unchanged.
Bullet of Sensory Expansion. A person shot with this bullet gets a +5 to all senses for one hour (or until the bullet is removed); however, anything normally considered extreme to a sense (bright light, loud noise, pungent fumes, burning pain, bitter taste) immediately stuns the user and renders the sense useless (-5 instead of +5) for ten seconds per second of overload. In addition, any attempt to resist something that assaults a particular sense (pain, for instance) is at -5.
Bullet of Silence. This bullet discharges silently (-10 to normal rolls to hear it.)
Bullet of Self-Firing. This bullet can be fired normally, or can be prodded by a user to fire without a gun. Triggers only on lifeform-oriented pressure, inflicts 1 point of damage to user's hand per full die of damage the bullet normally inflicts.
Bullet of Shockwaves. This bullet's Rcl is tripled; however, anyone within one yard of the bullet's firing trajectory (starting at a point two yards away from the gun) takes 1d concussive damage, and an explosive effect centered on the target inflicts a secondary damage effect equal to the damage of the bullet divided by the distance in yards from the target
Bullet of Least Resistance. This bullet gains a +5 to hit any 'weak point' on a man-sized or larger object, as long as the to-hit penalty is -5 or higher. (Frequently used on bullets made of substances certain creatures abhor.)
Wanderball. A living, sapient, floating projectile, Wanderballs are incredibly bouncy, and utilize psi and magic to great effect. However, with the exception of Deathballs, most wanderballs are not considered incredibly dangerous. However, they do hit hard, and can be devastating against those who can't tolerate crushing damage.
Tailtips. Weapons attached to the tip of a tail, ranging from simple axes and maces to complicated grappling claws to powerful grenade launchers. In response to more technological nations, industrious inventors have also created decoy launchers (IR, chaff, and otherwise.)
Broomgun. A huge four-barrelled shotgun that can fire all four barrels at once, and has a speedloading box case for rapid replenishment. Requires a lot of strength to use it, though, due to the massive kick.
Chain Arrow Launcher. A large seige weapon that uses magical runestones and a simple crank assembly; six 'barrels' are each loaded when they shift into position over the springloaded arrow case. When an arrow reaches the top chamber, it is launched outward at high speed via magical impulse. Runestone generally wears out gradually over time, but is usually guaranteed for 50 reloads; each arrow case holds 20 arrows.
Nitro Arrow. An arrow loaded with a core of nitroglycerin; any sharp shock has a chance of setting it off, and impact is practically guaranteed to do so. Too volatile for use in Chain Arrow Launchers, unfortunately.
Sodium Arrow. Another entry in the 'wiseass' category, Sodium Arrows basically have a core of flammable oil and small fragments of sodium, and a hollow point tip that usually contains the same. Under optimal conditions, the sodium will reach air when the arrow fractures or deforms on impact; if it embeds in a target, it has a second chance, since most people are trained to snap the arrow and push it through... either way, ideal for starting fires.
Barb Flak. This nasty little device launches a spread of sharp barbs upwards at low-flying creatures, ideally attempting to ruin their wings and thus force a crash.
Telebeacon. This compact beacon diverts incoming teleportation attempts into or out of the target zone, causing them to terminate at a point three feet above the beacon. These are occasionally used to prevent teleport attacks, though their primary use is to assist unskilled teleporters' accuracy.
Psibreaker. This device emits a low-level mental static field that hampers the efforts of psis within the area, particularly those capable of telepathy.
Teleseeking Missle. This advanced and nasty bit of psitech guides its payload towards anyone actively involved in telepathy, making it easier to hit them...
Mana Incendiary Device. The most devastating of all known weapons, an MID consumes mana in the region in a terrible conflagration. Power level controls range and damage, as well as environmental long-term impact. As nuclear explosions are surprisingly ineffectual (at best annihilating a small area and irradiating its contents, causing peculiar mutagenic effects), the MID is considered the ultimate weapon, particularly against mana-rich regions.
The Extractor. This diabolical device extracts blood and magical power from a victim via a series of specially designed syringes attached to a cranking mechanism. The resulting fluid can be separated into regular blood and liquid mana through alchemical procedures. Ideal for any mana-reliant mad scientist.
Anti-Polluting Ballistic Defense System. Designed by conservation-minded gnomes who desired a less wasteful solution to invading pests than throwing metal at them, the APBDS is an autoloading crossbow with the ultimate in water cooling - a freezing unit that takes in water and rapidly cools it, freezing icicle 'spears' to be loaded in the weapon. The device does actually work, but has a few key problems that are still being worked out; primary among them is heat dispersal (heat from the cooling chamber accumulates rapidly when the unit is used for more than one shot at a time) and jamming failures (malformed or not entirely frozen bolts jamming and breaking in the firing mechanism, prohibiting further use.)
The Yanky' Noodle. Another gnomish weapon, this appears to be a peculiarly weighted trebuchet loaded with a length of chain terminating in a gargantuan grappling hook. When fired, the hook soars upwards, ideally striking the target: impact or reaching maximum distance triggers a spring release that closes the claw sharply on whatever it might have caught. However, the true surprise occurs if the chain becomes completely taut (or an alert ground crew pulls the final release pin.) Twin two-ton weights six feet from the ground are allowed to fall (some have much greater drops), pulling the chain in - and generally bringing down the flying object. Unfortunately, most Yankys are difficult to aim, and targets that know what to expect are likely to evade it; further, the device is very slow to reload, and often just breaks during use, requiring extensive repairs. Still, it is devastating when it works. Its unusual name comes from the original creator's idea of such a device being used to grab a giant enemy's head and snap their neck.
Magic Marbles. Mostly sold in Nexus, magic marbles are inert and harmless within special marble pouches, but when broken outside of a pouch (they are moderately fragile and hollow), they release a magical effect. Several 'standardized' marble brands exist, and are thus easily identified; specialty marbles and other brandless goods are often far more interesting and destructive.
Laser Revolver. Essentially, a laser pistol with a cylinder of six small power cells and filaments as opposed to one larger one. Cylinder rotates, resulting in semi-auto fire only (no penetrating effect) at best, even if modified. Hotshotted versions likely burn out the cells...
Killer Beehive Round. This extreme anti-personnel weapon is designed to be fired over targets, where it proceeds to launch barrages of heat-guided microrockets to annihilate large groups of individuals without worrying about cover protection.
The TeslaSoaker. Sprays conductive, electrified gel that discharges upon touching a ground (metal, person standing on uninsulated surface, etc.)
Industrial Acid Cannon. A liquid projector that inflicts corrosive damage (excepting on plastics) by spraying acids on them. Prone to malfunction with use.
Repulsor Mine. An explosive covered in extremely powerful magnets; these magnets disrupt electrical fields, but most importantly improve the chances of missing a metal object. Generally equipped with an audio cue and tossed into maintenance shafts in zero-G conditions as a method of taking out pesty clogs.
Bioelectric Taser. A hand taser that draws its electrical power directly from the user's body; can be draining, or dangerous at higher settings.
Grappling Grenade. This 'grappling gun' seems normal, but its grappling hooks act as stabilizers for the grenade at its core. Three seconds after grappling something or reaching the end of the line, the grenade explodes (double damage to anything the hooks happen to be caught on.) Trapped versions also ignite the grappling line - a quick-burning fuse - setting off another grenade-sized blast should it burn down to the grapnel. (Note that the fuse is inside the cord, and thus is hard to simply douse or even notice... cut it or throw it!)
Bomb Watch. A fine example of a useful waste of taxpayer dollars, this inconspicuous sports watch functions normally, unless the lap button is pressed while the stopwatch is timing. If this occurs, the watch begins counting back downwards, and at zero, it explodes, blowing a hole through less-than-durable objects (or wrists.)
Monowire Jumprope. Despite its moniker, this appears to be an ordinary child's jumprope - two plastic handles and a flexible plastic cord about a yard long between them. However, the core is indeed monowire, making it an effective whip or garrotte once it is unshealthed. Beware robotic ninja kids...
Monotip Jacks. Another bit of child's play, these caltrops look like ordinary jacks - but have a monomolecular tip, making them punch right through armored boots, tires, and other ground-based conveyances.
Boomball. The Boomball is another wacky fun toy - a large fist-sized ball that bounces fairly well. However, if thrown with sufficient force (hurled at the ground by someone with high ST, struck with a baseball bat, etc), its impact-sensitive timer is armed and set. It resets a three second timer every time it detects any form of impact. Should the ball come to a stop - or spend three seconds in the air - it explodes like a (slightly reduced) fragmentation grenade.
Mana Pistol. Fires large marbles that inflict crushing damage. (2d cr, Acc2, 120/250 yds, weighs 2 lb, costs 1250s. RoF 1, holds one shot, mana crystal powers for 100 shots and costs 50s.) Ammo costs 1s for 10 steel marbles, 1s for 50 glass marbles (-2 to dmg), or 1s per for spiked marbles (dmg becomes pi).
Magic Wands. Another mystical staple, wands hold multiple charges of a spell. More advanced models are rechargeable, and Milochian models in particular are very advanced...
Wand-Rifle. An example of Milochian manatech innovation, the Wand-Rifle is basically a rifle stock, handle, and trigger, with a Milochian Standardized Wand loaded and locked through the breech. The advantages are numerous, particularly for accuracy-based spells, and the rifle includes a power crystal for extending the usable life of the wand. Wand-Rifles has a display system that indicates in rough terms how much power the loaded wand has remaining, and once familiar with a particular wand type can guess at shots remaining. Wand-Rifles also have a variety of attachments for improved functionality.
Mana Injection Engine. This machine has been certified environmentally safe by the Arcydean World Council of Mana Regulation, and is the cornerstone of many mana-based propulsion systems; it uses liquid mana as a form of combustible fuel, with phenomenal effects. It is mentioned here because it can also be used as the primer of a cannon, such as...
The Big Nexican Gun. This stupidly large cannon has twin handgrips, an optional ground brace, and is powered by a two-gallon Mana Injection Engine. The BNG, utilizing principles found in other mass-driver manatech, adds in a nasty twist of Mana Incendiary Device: the BNG propels whatever is in the tube, including air molecules, at extremely high speeds, while simultaneously subjecting them to magical dissipation. The resulting blast is actually a beam of magically ionized particules that explodes on contact with normal molecules. Its power and range depend on the gun's settings (and available fuel), but even on lower settings it is considered the best way to break a mage's concentration.
Travel Cannon. Not terribly popular outside of Nexus, the Travel Cannon uses liquid mana both to create its finely-tuned explosive propulsion effect, and to put spells on the launchers to protect them from the damaging effects of impact. Sabotaged Travel Cannons are deathtraps, though, and they aren't difficult to sabotage.
Chainwand. Stunningly simple, the Chainwand is an innovation in manatech that sees use mostly on Milochian craft. A triggerstone is mounted on a framework, with six to ten Standardized Wands in a crank-operated frame. To operate it, one person cranks the mechanism, while a second aims; Milochian fightercraft use an improved model that can be aimed and cranked remotely and automatically.
Implosion Sphere. This seemingly sturdy sphere actually contains a portable, unstable dimensional rift in a containment field. If broken open, the rift expands briefly, drawing in anything within 10 yards (as if they had suffered ten hexes of knockback; very heavy or knockback-resistant things are less vulnerable). Anything sucked into the rift takes damage and, if still alive, is usually dropped into Nexus City. (If in range of a Telebeacon, rift occurs at Telebeacon point and only inflicts damage. If rift draws in telebeacon, a massive implosion/explosion effect occurs - everything within 20 yards is pulled in, takes damage, and is then flung out in random directions.) As such, this weapon is considered ideal for destroying portable telebeacons used for troop movements.
Dragon Lance. This heavy lance is decorated in dragon etchings, and the very tip of the spear is a screw-on dragon statuette with open mouth and pointed tongue. However, the mouth is actually a pressure sensor - when both jaws are pushed back, a high-explosive shaped charge detonates, hitting whatever might be impaled on it. This generally renders the weapon useless thenceforth, though the tip is designed to be replaced.
Thief Eater. This inelegant burglar protection device consists of a toothy, fangy beast under a stasis spell. Any active detection spell (detect traps, detect magic, detect life, etc.) is the trigger to end the stasis spell, releasing the creatures. Innate powers that are not targeting the spell or its contents work safely; however, use of these on the spell itself counts as an active detection. (Glasses that detect magic could trigger the spell; an orb that glows when magic is nearby would not.)
Unbreakable Staff. Reasonably rare, but still acquireable, the Unbreakable Staff is best known for being, well, unbreakable, a trait that makes it useful for jamming machinery and gearworks, stopping descending ceilings, etc. At least one vendor has made his fortune by selling Sleeves of Holding Unbreakable Staffs.
Dagger of Assisted Suicide. This weapon (usually a dagger, though other versions exist) acts as a normal weapon for all intents and purposes, until used to attempt to injure another person. In this case, the user's attack (while it seems to him to land or miss appropriately) actually is directed against himself. No pain or shock is suffered from these injuries until the weapon is no longer used to attack someone (at which point the wounds take full normal effect). The user's attack is made normally, with only his passive defenses assisting him. Rumor has it the dagger was first made and gifted to a great assassin by a mage whose grand-daughter had been among his targets. An IQ-6, Perception-8, or other skill roll -2 to -6 may allow the PC to notice the dagger's flaw, at GM option.
Bunch of Grenades. This Nexus City invention is essentially a flail with six heads; each head is a grenade of the user's choice. When a button is depressed, the locks holding the grenades are released, and swinging the flail will result in some or all of the grenades coming free and flying at the target. This method of attack is terribly inaccurate (and very dangerous), but that rarely stops Nexicans.
Hilt Grenade. Another trapped weapon, the Hilt Grenade is attached as the handle of a normal weapon; if the weapon strikes with impact sufficient to cause significant damage, the grenade explodes (likely taking the user's hand or arm with it.) It is said that Eric Garrett occasionally used these on his throwing swords as a theft deterrent, replacing them with the real hilts before battle. Hilt Grenades can be used as impact grenades (-2 to hit; a miss by 1 or 2 means the grenade hits, but does not go off.)
Liquid Weapon. Pour this on the ground and it will coalesce into an ordinary (created-grade) metal weapon; requires one ounce of Liquid Weapon per pound of object. Must not be mixed with any other liquid or it becomes worthless. Mildly toxic if consumed.
Blood Bomb. This compact sphere, when broken on any surface, sprays a gallon of blood over a two-yard-wide area; aside from being disgusting, this is also useful for throwing off the ability of vampires and certain other creatures to smell blood. The blood in question is always fresh and human, though specifics vary.
AutoNavigating Ballistic Missle. This rocket, fueled by liquid or crystallized mana, is generally equipped with a Mana Incendiary Device with a high base payload. While fairly slow, it is effective at striking even interplanetary objects.
Dragon of Ragnarok. The Dragon of Ragnarok was created by a graduate student in World Design as part of his thesis, "Reversing Entropy: Apocalypse Aftermath". Its general purpose, as stated in the thesis, is to awaken at the time of the end of the world and rebuild it. However, since no microworld was ever designed to test out the Dragon of Ragnarok's practical usage, it has been left in the sub-basement pending further study.
The Crystal of End. The Dragon of Ragnarok is currently responsible for guarding this object within the Academy Tower's depths. It is not listed in 'Reversing Entropy: Apocalypse Aftermath', and theories as to its function vary.
Academy Tech Used On Campus
Vehicles
The Fieldship. Used in some cases to carry students to field trip locations, and most frequently used to bring kids on Basic Nexican Survival courses. The Fieldship travels at over 300mph, using a combination of internal mana cells, mana thrusters, and high-powered VTOL jets to remain aloft. It is heavily armored (including the windows), and has two gunner positions that operate laser turrets on the front and rear, both with 180 degree rotation.
Second Chance Treatments
Soft-Served Stupid Spigot. Named by its creator in a fit of pique, the Soft-Serve requires a corpse (the more of the body available the better - skin flakes from a pillow will work, but take much longer), and churn it (along with various chilled alchemical reagants) for an hour or more (up to a day for skin flakes; 12 hours for a finger or ear; 6 hours for a small portion of the corpse; 4 hours for most of the corpse; 2 hours for a complete body; half time if subject had Regrowth or Regeneration, to a minimum of 1 hour.) The mix is then dispensed into a mushy pile in the serving bowl, which coalesces over a period of five minutes to form a living, naked, very cold body, thus resurrecting the subject.
Taser of Life. A simple handheld taser that can shock someone enough to bring them back to life! Generally only works on intact bodies; revived victims are restored to 1 HP, 1 FP, and are at -4 to do anything for an hour (and in extreme pain until the wiseass shuts the taser off.) On a living subject, this object merely causes extreme pain (but no physical injury.)
Japanese Coca-Cola. Yes, someone actually acquired and enchanted a supply of Coca-Cola from Japan in order to resurrect the dead. This requires that the corpse have a mouth (or other large hole to pour the soft drink into); it takes a few minutes to work, but restores the victim to 1 HP (it stops bleeding and closes wounds, but does not regrow limbs.) Consuming it while alive results in the standard caffeine high, and restores 1 HP. Side effects of consumption include gas, indigestion, hyperactivity, and an unexplainable desire to mock foreign languages.
Bioreplicator. The technological solution, Bioreplicators are generally used to restore those without a body left; they use a DNA sample on file (or corpse remnants) to recreate the physical form of an entity, then store its spirit in or play in a memory tape or whatever else might be useful. Bioreplication generally suffers from the drawback that events within two days of your death may be hazy at best, or longer if you've been away from campus for a while. Requires one hour to process.
The Thingy. A gift from one of the founders of LAMAA, this potent magical artifact allows you to find a person and transport them from a point precluding their cause of death (GM decision, but a skilled operator has better control.) The individual will be in the shape they were at the time of pickup, seriously disoriented, and have no memory of any event that occurred after pickup - after all, he never experienced it, and it never happened. Because of the potential for paradoxes, the Thingy can also be used to recover pieces of an individual for use in other resurrection methods, which is generally considered safer (if less pleasant).
Reincarnatron. Requiring the spirit of the victim (or a tape), this machine chooses a new physical form for the being. (In effect, any physical attributes can be adjusted at this time; point values will generally balance out, though, and this process is generally not under the deceased's control, even if they ask really nicely.) Rumors that the machine takes karmic retribution into account are hopefully exaggerated.