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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Clockwork Magic
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<blockquote data-quote="The Grumpy Celt" data-source="post: 436236" data-attributes="member: 1019"><p>The first draft for the book on clockwork magic is nearing competition.</p><p></p><p>The book discusses the different methods that allow magic and clockwork technology to be used together to create new effects that neither could achieve alone. The technology is generally limited to clockwork and that available during the Renaissance period. Some examples include the “turtle” tank vehicle, the flying ship and aerial screw designs by da Vinci – they actually work if a little magic is included. The technical limit is imposed because this book is for the pseudo-Middle Ages settings of traditional fantasy games. However, the mechanic in Section 05 and the advancement sidebar in Section 08 mean the book could have use in a d20 Modern game as well.</p><p></p><p>The draft is divided into 10 sections.</p><p></p><p>01. Introduction.</p><p></p><p>02. In Context: This provides a history and context for the school of clockwork magic. This section provides a discussion of proponents and enemies of the school and this should allow it to be more easily included in-game. This section is for players and game masters.</p><p></p><p>03. Prestige Classes: Two new prestige classes (one dealing with divine spell casters and the other one dealing with arcane spell casters); 10 new skills (all of which are profession, craft or knowledge’s); and 8 new feats (which deal with creating fantastic devices, reducing the material cost of an item and similar aspects). This section is for players and game masters.</p><p></p><p>04. New Spells and Magic: This presents 30 new spells. There is fair balance of arcane and divine spells. There are – among others – spells to specifically summon machines and living machine outsiders. Three new divine spell domains are also presented. This section is for players and game masters. </p><p></p><p>05. Creating: This presents the actual game mechanics for building fantastic machines. The system is designed to be open and flexible – but with limits. It might be possible to build a “flame thrower” of sorts (pump, tank filled with alchemist fire, nozzle, etc) it will not be possible to build a “plasma rifle in the 40 megawatt range.” In fact, the technology initially available to players at the stops before it reaches the Newcomen steam engine. This section is for players and game masters.</p><p></p><p>06. Karakuri: The word is a term borrowed from Animae – it is a catch all term for robots, dolls and similar constructs that are actually characters in a story. This sections deals with living machines. It includes 10 living machine outsiders (9 monsters and one template) and also includes the possibility of clockwork familiars and clockwork player characters. This section is for players and game masters.</p><p></p><p>07. Items: 100 different items; flying ships; clockwork robot-like devices that clean your house; goggles to see through metal; etc. It also includes a discussion of 20 different materials; the difference between adamantine and adamantium, tyrine, quicksilver, pitchblende, etc. This section is for players and game masters.</p><p></p><p>08. For the GM: This section discusses how to balance the game; incorporate karakuri and how to advance the technology level if necessary. It is for game masters.</p><p></p><p>09. Appendix I: Here is additional material that did not fit anywhere else. This includes artifact level clockwork items, NPCs, story hooks, a list of suggested reading and an essay by the author. It is for game masters.</p><p></p><p>10. Appendix II: This is a repeat of all the tables from the book in one section – this should minimize the need to flip back and forth. It also includes character sheets and a sheet for recording a fantastic device. This section is for players and game masters.</p><p></p><p>The clockwork devices can and do provide remarkable power. However, they have limited charge – i.e. being wound up. They are also rather fragile and must be maintained. </p><p></p><p>Lastly, people who practice clock magic are unpopular with people who work magic in traditional ways.</p><p></p><p>Do you have any comments, questions or observations?</p><p></p><p></p><p>Should anyone be interested in a few weeks the draft will be sufficiently ready for play testing.</p></blockquote><p></p>
[QUOTE="The Grumpy Celt, post: 436236, member: 1019"] The first draft for the book on clockwork magic is nearing competition. The book discusses the different methods that allow magic and clockwork technology to be used together to create new effects that neither could achieve alone. The technology is generally limited to clockwork and that available during the Renaissance period. Some examples include the “turtle” tank vehicle, the flying ship and aerial screw designs by da Vinci – they actually work if a little magic is included. The technical limit is imposed because this book is for the pseudo-Middle Ages settings of traditional fantasy games. However, the mechanic in Section 05 and the advancement sidebar in Section 08 mean the book could have use in a d20 Modern game as well. The draft is divided into 10 sections. 01. Introduction. 02. In Context: This provides a history and context for the school of clockwork magic. This section provides a discussion of proponents and enemies of the school and this should allow it to be more easily included in-game. This section is for players and game masters. 03. Prestige Classes: Two new prestige classes (one dealing with divine spell casters and the other one dealing with arcane spell casters); 10 new skills (all of which are profession, craft or knowledge’s); and 8 new feats (which deal with creating fantastic devices, reducing the material cost of an item and similar aspects). This section is for players and game masters. 04. New Spells and Magic: This presents 30 new spells. There is fair balance of arcane and divine spells. There are – among others – spells to specifically summon machines and living machine outsiders. Three new divine spell domains are also presented. This section is for players and game masters. 05. Creating: This presents the actual game mechanics for building fantastic machines. The system is designed to be open and flexible – but with limits. It might be possible to build a “flame thrower” of sorts (pump, tank filled with alchemist fire, nozzle, etc) it will not be possible to build a “plasma rifle in the 40 megawatt range.” In fact, the technology initially available to players at the stops before it reaches the Newcomen steam engine. This section is for players and game masters. 06. Karakuri: The word is a term borrowed from Animae – it is a catch all term for robots, dolls and similar constructs that are actually characters in a story. This sections deals with living machines. It includes 10 living machine outsiders (9 monsters and one template) and also includes the possibility of clockwork familiars and clockwork player characters. This section is for players and game masters. 07. Items: 100 different items; flying ships; clockwork robot-like devices that clean your house; goggles to see through metal; etc. It also includes a discussion of 20 different materials; the difference between adamantine and adamantium, tyrine, quicksilver, pitchblende, etc. This section is for players and game masters. 08. For the GM: This section discusses how to balance the game; incorporate karakuri and how to advance the technology level if necessary. It is for game masters. 09. Appendix I: Here is additional material that did not fit anywhere else. This includes artifact level clockwork items, NPCs, story hooks, a list of suggested reading and an essay by the author. It is for game masters. 10. Appendix II: This is a repeat of all the tables from the book in one section – this should minimize the need to flip back and forth. It also includes character sheets and a sheet for recording a fantastic device. This section is for players and game masters. The clockwork devices can and do provide remarkable power. However, they have limited charge – i.e. being wound up. They are also rather fragile and must be maintained. Lastly, people who practice clock magic are unpopular with people who work magic in traditional ways. Do you have any comments, questions or observations? Should anyone be interested in a few weeks the draft will be sufficiently ready for play testing. [/QUOTE]
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