Resident Evil: Everfree Mansion
File: Note to Personnel & Addendum for Security Personnel
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SUBJECT: Magical Disruptors
CC: Security Personnel
Due to magical resonance disrupting several experiments we have installed magical disruptors in a majority of the rooms in the facility. These disruptors react to non-localized forms of magic. Magic such as short range levitation is fairly localized and will not trip them, but magic acting on other ponies and magic that exerted over other objects in the room, such as enchanting, and intense bursts of magic, such as bursts generated by attempting to teleport, will trip the disruptors.
The disruptors will fire a bolt of paralyzing magic meant to stop the caster. The disruptor will then notify security, who will then record the event and remove the paralysis.
ADDENDUM FOR SECURITY
Due to the installation of the magical disruptors unicorn security personnel will be unable to cast the paralysis spell inside of the facility. Instead they will be issued horn mounted disruptor blasters. They slide over the horn and while in place use the eyes of their user for target acquisition and tracking. They work much in the same way as their hoof mounted counterparts issued to hornless personnel. They are activated by localized levitation magic and the mechanism is right where the tip of the horn rests.
The horn and hoof mounted disruptors use the same spell as the wall mounted ones in the facility, so the spell to remove the paralysis remains the same, but must be used by contacting the horn to the paralyzed subject before casting. Otherwise the wall mounted disruptors will trip. The final change is the old ammunition is now obsolete and will trip the disruptors if used. The new ammunition is made on a frequency that is ignored by the disruptors, this means unicorns cannot use their own magic to recharge or power the horn mounted blasters.
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