Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
E.N. Toolbook - Mechamancy
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="catsclaw227" data-source="post: 2454541" data-attributes="member: 14197"><p><strong>Mechamancy: The Clockwork Magic</strong></p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px"><strong>Mechamancy: The Clockwork Magic</strong></span></span></p><p><strong>56pg PDF </strong></p><p><strong>Written by: Robert Sullivan</strong></p><p><strong>Edited By: Ryan Nock</strong></p><p><strong>Published by: E.N. Publishing</strong></p><p></p><p>I received this PDF as a complimentary review copy. This is not a playtest review.</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 12px"><strong>PDF Details</strong></span></span></p><p>Mechamancy: The Clockwork Magic (M:TCM) is a 56pg PDF, with 1 page for credits, 1 for TOC, and 1 for OGL leaving 53 pages of content. It doesn’t have an index, but it’s got an AWESOME set of bookmarks. It’s very easy to find what you’re looking for. </p><p></p><p>[rant] I wish all PDFs were bookmarked like this and not just a Quark export (or whatever). The big PDFs really need it, and though I imagine it takes time to create them, it can’t be THAT much time considering the benefits. [/rant]</p><p></p><p>Mechamancy is a new school of magic, floating between traditional magic and steampunk magic. Mechamancers empower devices with magical power, allowing even those not proficient with the magic to use the device. Practitioners believe that magic and technology aren’t mutually exclusive forces and they are quite forthright about their love of their art. (This, apparently, ticks off the oft secretive necromancers and infernalists.)</p><p></p><p>Mechamancy devices aren’t really single items like a sword or a wand, built by one person to be used by one person, but rather magical components built by many and combined together into a bigger device. I’ll explain more about this later.</p><p></p><p>Like most other authors, the writer uses boxed text throughout the book to further explain terminology and give examples, but he makes use of them in another way. M:TCM includes a “sample” world, Elstrice, and the idea of a Fantasy Renaissance to aid explaining how this new school of magic can be integrated into your own campaign. He uses these text boxes to make parallel references between Elstrice and Renaissance Italy as a real-world example of the plausible natural evolution of magic and technology. At first this really bugged me, but after sticking with it, I found myself looking forward to reading the parallel examples. It seemed to fit well.</p><p></p><p>This is NOT steam-sorcery revisited. That book is a but further in the “future” of techo-magic. This book doesn’t tread on the ground of steam technology at all. I would think it is closer to Chaositech (Malhavoc) than E.N. Publishing’s Steam and Steel. I may follow this with a review of Steam and Steel.</p><p></p><p>OK… about the contents…</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 12px"><strong>Section 1: Introduction</strong></span></span></p><p>This section basically described what mechamancy is and why it exists. It’s only 2 pages with an additional page devoted to a Lexicon of terms.</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 12px"><strong>Section 2: For Gamemasters</strong></span></span></p><p>Well… not really just for gamemasters, it also helps players to grasp the ideas how mechamancy could fit into the world they are adventuring in. This chapter talks about the levels of power, the ethical and moral implications of mechamancy and how mechamancy fits into the world. They also introduce Elstrice and the parallels to Renaissance Italy. </p><p></p><p><span style="color: DarkOrange"><span style="font-size: 12px"><strong>Section 3: The Magic of Mechamancy</strong></span></span></p><p>This section provides new skills, feats, a couple of prestige classes, spells, a mechamancy organization (The Machinst Guild), and even a new deity (The Divine Engine) and cleric domain (Machine). I’ll list them, but to get the descriptions you’ll have to buy the book. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>Skills:</strong></p><p>Craft (clockwork),</p><p>Knowledge (philosophy) – quite interesting</p><p>Knowledge(technology)</p><p>Speak language (binary) – a bit cheesy. </p><p></p><p><strong>Feats:</strong></p><p>Build Fantastic Machine [ITEM CREATION]</p><p>Effective Crafting [GENERAL]</p><p>Eidetic Memory [GENERAL]</p><p>Exotic Weapon Proficiency (Renaissance Firearms) [GENERAL]</p><p>Living Machine Familiar [GENERAL]</p><p>Long-Term Effort [ITEM CREATION] – maybe to be used in conjunction with the drunken mechamancers in the adventure location form Appendix 2</p><p>Project Head [GENERAL] – no…. not a floating head… think project management.</p><p></p><p><strong>Prestige Classes:</strong></p><p>The Machinist – Prestige class clerics of the Divine Engine, also called the clockwork god, and the leaders of the deity’s mystery cult, are machinists.</p><p>The Technician - Technicians are secular spellcasters who study and execute the planning and construction of devices using mechamancy.</p><p></p><p><strong>Spells:</strong></p><p>Alter Range (Sor/Wiz 4)</p><p>Awaken Machine (Sor/Wiz 6, Clr 6)</p><p>Clear Metal (Sor/Wiz 1)</p><p>Grand Calculation (Sor/Wiz 2)</p><p>Know Design (Sor/Wiz 3)</p><p>Magnetic Spell Bottle (sor/wiz 7)</p><p>Magnetize (Sor/Wiz 0, Clr 0)</p><p>Sabotage (Sor/Wiz 5, Clr 5)</p><p>Summon Machine 1 – 9 (Sor/Wiz, Clr)</p><p>Transmute Shaped Stone to Mud (Sor/Wiz 6, Drd 6)</p><p>Undo Device (Sor/Wiz 8, Clr 8)</p><p></p><p>The write-up on the guild is quite good. The Machinist Guild helps buffer the mechamancers against those that would try to squash them out. Mechamancy is looked at with a strage eye, so skepticism and fear are common. The Guild is well organized and gives the practitioners a safety shield against this ignorance. </p><p></p><p>The new deity The Divine Macine is interesting. The write up includes information about the history, the function of the god, it's theology ("Conduct your life in as logical, coherent, dispassionate, and responsible a way as is possible, because excessive emotion leads to more suffering than joy."). It also goes into the divine view of mechamancy. </p><p></p><p>One note on spells, I thought the summon spells were a bit overpowered. But this is without playtesting, so take that with a grain of salt.</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 12px"><strong>Section 4: Creating Fantasic Devices</strong></span></span></p><p>This section goes into the basis of mechamancy: the creation of these magic-techno items. The description of the process of how to construct these items is very thorough, and it gives examples along the way, but I felt these items were also a bit overpowered. The creation DCs are really over the top, but I suppose that makes up for the power level. A text box explains this further. I still think that it would be easy to max out a char (or NPC) and they could crank these out with a lab and some engineers quite easily. There are creation DC modifications for everything, including (but not exclusive to) granting ability scores, weight, size, materials used, feats imbued and spells imbued. The gold and XP cost seemed a bit low, but I didn’t playtest these so it’s only a gut feeling. From what I could tell, mechamancy devices aren’t charged per se, they do “run out” but can be rewound to get their powers back. </p><p></p><p><span style="color: DarkOrange"><span style="font-size: 12px"><strong>Section 5: Tools and Items</strong></span></span></p><p>This section has tables and descriptions for mundane tools, new weapons and mechamancy items. Some items stand out for better or worse: like a lightning cannon that can fire enlarged, extended and maximized lightning bolts, a spell bottle, battle armor that gives you 20 dex and 20 str, a flying ship, and a device that can calculate any number and even use probability to divine the future.</p><p></p><p>There are also two appendices that have a couple of artifact type mechamancy devices that are “lost” and an observatory adventure location complete with a pair of drunken mechmancer women and their drunken male companion (where’s Larry and Mr. Farley?)</p><p></p><p></p><p><span style="color: DarkOrange"><span style="font-size: 12px"><strong>Conclusions:</strong></span></span></p><p>All in all this is a very well written and designed product. I believe Mr. Sullivan put in a lot of time researching the requirements necessary for introducing a Fantasy Renaissance into the game. I preferred the fluff over the crunch, but that’s my style. Don’t get me wrong, the skills and feats are interesting, the spells are necessary for introducing this school of magic (though I still am not as fond of the summon machine spells), and the prestige classes are well done. </p><p></p><p>I have some mixed feelings about how to introduce this into my game, but I done slowly, it would make for an interesting plot device. I really liked the Guild of Machinists and I think I will make the deity a “lost god” or something from another plane. And I read something about a living machine outsider web enhancement too. That would help bridge the gap for my campaign story, making this a product of another plane brought in and introduced by cultists that may worship one of these outsiders. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>I don’t let “how this will fit in my campaign” bias my review, however. The book was well written, well supported with notes and how-to explanations for creating devices, and has a very good balance of crunch and fluff. I would give it 5 stars if my gut feeling wasn’t that some of the spells and devices were a bit overpowered. In a high magic world, it would fit in perfectly. This reviewer’s opinion is that it would take a lot of work to introduce this into your low magic world, it would require a fair amount of work to prevent to disrupting an already delicate magic system balance.</p><p></p><p>Most PDFs aren’t very expensive and if you want to add an interesting layer to your game, this book has some excellent ideas.</p><p></p><p>Matthew Olivia</p><p>aka Catsclaw</p></blockquote><p></p>
[QUOTE="catsclaw227, post: 2454541, member: 14197"] [b]Mechamancy: The Clockwork Magic[/b] [COLOR=DarkOrange][SIZE=4][B]Mechamancy: The Clockwork Magic[/B][/SIZE][/COLOR] [B]56pg PDF Written by: Robert Sullivan Edited By: Ryan Nock Published by: E.N. Publishing[/B] I received this PDF as a complimentary review copy. This is not a playtest review. [COLOR=DarkOrange][SIZE=3][B]PDF Details[/B][/SIZE][/COLOR] Mechamancy: The Clockwork Magic (M:TCM) is a 56pg PDF, with 1 page for credits, 1 for TOC, and 1 for OGL leaving 53 pages of content. It doesn’t have an index, but it’s got an AWESOME set of bookmarks. It’s very easy to find what you’re looking for. [rant] I wish all PDFs were bookmarked like this and not just a Quark export (or whatever). The big PDFs really need it, and though I imagine it takes time to create them, it can’t be THAT much time considering the benefits. [/rant] Mechamancy is a new school of magic, floating between traditional magic and steampunk magic. Mechamancers empower devices with magical power, allowing even those not proficient with the magic to use the device. Practitioners believe that magic and technology aren’t mutually exclusive forces and they are quite forthright about their love of their art. (This, apparently, ticks off the oft secretive necromancers and infernalists.) Mechamancy devices aren’t really single items like a sword or a wand, built by one person to be used by one person, but rather magical components built by many and combined together into a bigger device. I’ll explain more about this later. Like most other authors, the writer uses boxed text throughout the book to further explain terminology and give examples, but he makes use of them in another way. M:TCM includes a “sample” world, Elstrice, and the idea of a Fantasy Renaissance to aid explaining how this new school of magic can be integrated into your own campaign. He uses these text boxes to make parallel references between Elstrice and Renaissance Italy as a real-world example of the plausible natural evolution of magic and technology. At first this really bugged me, but after sticking with it, I found myself looking forward to reading the parallel examples. It seemed to fit well. This is NOT steam-sorcery revisited. That book is a but further in the “future” of techo-magic. This book doesn’t tread on the ground of steam technology at all. I would think it is closer to Chaositech (Malhavoc) than E.N. Publishing’s Steam and Steel. I may follow this with a review of Steam and Steel. OK… about the contents… [COLOR=DarkOrange][SIZE=3][B]Section 1: Introduction[/B][/SIZE][/COLOR] This section basically described what mechamancy is and why it exists. It’s only 2 pages with an additional page devoted to a Lexicon of terms. [COLOR=DarkOrange][SIZE=3][B]Section 2: For Gamemasters[/B][/SIZE][/COLOR] Well… not really just for gamemasters, it also helps players to grasp the ideas how mechamancy could fit into the world they are adventuring in. This chapter talks about the levels of power, the ethical and moral implications of mechamancy and how mechamancy fits into the world. They also introduce Elstrice and the parallels to Renaissance Italy. [COLOR=DarkOrange][SIZE=3][B]Section 3: The Magic of Mechamancy[/B][/SIZE][/COLOR] This section provides new skills, feats, a couple of prestige classes, spells, a mechamancy organization (The Machinst Guild), and even a new deity (The Divine Engine) and cleric domain (Machine). I’ll list them, but to get the descriptions you’ll have to buy the book. :) [B]Skills:[/B] Craft (clockwork), Knowledge (philosophy) – quite interesting Knowledge(technology) Speak language (binary) – a bit cheesy. [B]Feats:[/B] Build Fantastic Machine [ITEM CREATION] Effective Crafting [GENERAL] Eidetic Memory [GENERAL] Exotic Weapon Proficiency (Renaissance Firearms) [GENERAL] Living Machine Familiar [GENERAL] Long-Term Effort [ITEM CREATION] – maybe to be used in conjunction with the drunken mechamancers in the adventure location form Appendix 2 Project Head [GENERAL] – no…. not a floating head… think project management. [B]Prestige Classes:[/B] The Machinist – Prestige class clerics of the Divine Engine, also called the clockwork god, and the leaders of the deity’s mystery cult, are machinists. The Technician - Technicians are secular spellcasters who study and execute the planning and construction of devices using mechamancy. [B]Spells:[/B] Alter Range (Sor/Wiz 4) Awaken Machine (Sor/Wiz 6, Clr 6) Clear Metal (Sor/Wiz 1) Grand Calculation (Sor/Wiz 2) Know Design (Sor/Wiz 3) Magnetic Spell Bottle (sor/wiz 7) Magnetize (Sor/Wiz 0, Clr 0) Sabotage (Sor/Wiz 5, Clr 5) Summon Machine 1 – 9 (Sor/Wiz, Clr) Transmute Shaped Stone to Mud (Sor/Wiz 6, Drd 6) Undo Device (Sor/Wiz 8, Clr 8) The write-up on the guild is quite good. The Machinist Guild helps buffer the mechamancers against those that would try to squash them out. Mechamancy is looked at with a strage eye, so skepticism and fear are common. The Guild is well organized and gives the practitioners a safety shield against this ignorance. The new deity The Divine Macine is interesting. The write up includes information about the history, the function of the god, it's theology ("Conduct your life in as logical, coherent, dispassionate, and responsible a way as is possible, because excessive emotion leads to more suffering than joy."). It also goes into the divine view of mechamancy. One note on spells, I thought the summon spells were a bit overpowered. But this is without playtesting, so take that with a grain of salt. [COLOR=DarkOrange][SIZE=3][B]Section 4: Creating Fantasic Devices[/B][/SIZE][/COLOR] This section goes into the basis of mechamancy: the creation of these magic-techno items. The description of the process of how to construct these items is very thorough, and it gives examples along the way, but I felt these items were also a bit overpowered. The creation DCs are really over the top, but I suppose that makes up for the power level. A text box explains this further. I still think that it would be easy to max out a char (or NPC) and they could crank these out with a lab and some engineers quite easily. There are creation DC modifications for everything, including (but not exclusive to) granting ability scores, weight, size, materials used, feats imbued and spells imbued. The gold and XP cost seemed a bit low, but I didn’t playtest these so it’s only a gut feeling. From what I could tell, mechamancy devices aren’t charged per se, they do “run out” but can be rewound to get their powers back. [COLOR=DarkOrange][SIZE=3][B]Section 5: Tools and Items[/B][/SIZE][/COLOR] This section has tables and descriptions for mundane tools, new weapons and mechamancy items. Some items stand out for better or worse: like a lightning cannon that can fire enlarged, extended and maximized lightning bolts, a spell bottle, battle armor that gives you 20 dex and 20 str, a flying ship, and a device that can calculate any number and even use probability to divine the future. There are also two appendices that have a couple of artifact type mechamancy devices that are “lost” and an observatory adventure location complete with a pair of drunken mechmancer women and their drunken male companion (where’s Larry and Mr. Farley?) [COLOR=DarkOrange][SIZE=3][B]Conclusions:[/B][/SIZE][/COLOR] All in all this is a very well written and designed product. I believe Mr. Sullivan put in a lot of time researching the requirements necessary for introducing a Fantasy Renaissance into the game. I preferred the fluff over the crunch, but that’s my style. Don’t get me wrong, the skills and feats are interesting, the spells are necessary for introducing this school of magic (though I still am not as fond of the summon machine spells), and the prestige classes are well done. I have some mixed feelings about how to introduce this into my game, but I done slowly, it would make for an interesting plot device. I really liked the Guild of Machinists and I think I will make the deity a “lost god” or something from another plane. And I read something about a living machine outsider web enhancement too. That would help bridge the gap for my campaign story, making this a product of another plane brought in and introduced by cultists that may worship one of these outsiders. :) I don’t let “how this will fit in my campaign” bias my review, however. The book was well written, well supported with notes and how-to explanations for creating devices, and has a very good balance of crunch and fluff. I would give it 5 stars if my gut feeling wasn’t that some of the spells and devices were a bit overpowered. In a high magic world, it would fit in perfectly. This reviewer’s opinion is that it would take a lot of work to introduce this into your low magic world, it would require a fair amount of work to prevent to disrupting an already delicate magic system balance. Most PDFs aren’t very expensive and if you want to add an interesting layer to your game, this book has some excellent ideas. Matthew Olivia aka Catsclaw [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
E.N. Toolbook - Mechamancy
Top