Help me make a "Technological" Spell-list, and Subschool

Love of Awesome

First Post
HI, i need help creating a Spell sub-school for "Technological" spells. I don't know what to call the class yet. I like the term "Technomancer", but i also find it kind of corny. Help with that will also be appreciated.

Here's what i have for a spell list so far (Ripped straight from Urban Arcana)

Level 0 spells


  • Haywire
  • Mending
Level 1 spells


  • Degauss
  • Power Device
Level 2 spells


  • Dataread
  • Machine Invisibilty
  • Magic Message
Level 3 spells

  • Electromagnetic Pulse
Level 4 spells

  • Magic Bullets
Level 5 spells

  • Instant Connectivity

This is all i have so far. Other "Techno-magic" resources i have are Steam & Sorcery, and 4 Dragonmech books (Core, Steam Warriors, 2nd age, and Mech manual).

Thanks to anyone who helps me out.
 

log in or register to remove this ad

What is the tech level of the campaign?

Are they spells intended to fight in with roughly clock-punk, steam-punk, or cyber-punk? Without knowing the exact function of the spells, your list sounds cyber-punk to me. That means an entirely different sort of spell list than you'd make for a clock-punk campaign.

Whatever the tech level, you should add:

Fabricate,
Minor Creation,
Major Creation

to the list. Reflavored, they are perfect for a technomancer/artisan spell-caster.
 

What is the tech level of the campaign?

Are they spells intended to fight in with roughly clock-punk, steam-punk, or cyber-punk? Without knowing the exact function of the spells, your list sounds cyber-punk to me. That means an entirely different sort of spell list than you'd make for a clock-punk campaign.

Whatever the tech level, you should add:

Fabricate,
Minor Creation,
Major Creation

to the list. Reflavored, they are perfect for a technomancer/artisan spell-caster.

Well it's kind of an odd mix of steam technology with modern technology. I'm running a "1632"by Eric Flint style campaign, where a modern city in our time get's warped into.... Eberron. Some technologies have been rendered useless, but Electronics, Propeller Airplanes, and some other minor forms of technology survived. Still the lack of resources ment that they had to revert back to some primary steam technologies. They've had to build Steam Cars, which may not sound that good, but the Steam car is actually not that bad and is relatively cheap. Steam Turbine Electric Generator Power plants.

The game has been going pretty well so far, but the time is coming where Eberron magic and American technology are beginning to blend into each other a fair bit. Fire elemental's replace fire ovens in steam engines, etc, etc. So i'm preparing for the future on a technological Spellcaster. It's kind of a blend between steam (atleast for now), and modern computer technology.
 

The game has been going pretty well so far, but the time is coming where Eberron magic and American technology are beginning to blend into each other a fair bit. Fire elemental's replace fire ovens in steam engines, etc, etc. So i'm preparing for the future on a technological Spellcaster. It's kind of a blend between steam (atleast for now), and modern computer technology.

Have you given much thought to what the basis of a technomancers power is meant to be in your campaign?

Are there 'tech spirits' or 'machine spirits' that the spellcaster is accessing? Is technomancy just ordinary magic applied to metals, electricity and the other components of machine things? Is the technomancer channeling some fundamental lawful/organization principle (Mechanus?) of the universe? Is the technomancer channeling some alien principle that is leaking into the universe (perhaps even from this universe?). These kind of things make a difference in what you put on a spell list, and thinking about them may inspire some new approaches.

IMC, 'technomancy' is not really known per se, but there was an early age of 'art magic' (as it is now known) that was really something more like 'craft magic'. That is to say, there use to be magic as much based on painting, cooking, and sculpture as modern magic is based on word (or in the case of bards, song). Magic in this context is less magical than it is control over the natural world by the exercising of prodigious refined skill. 'Art Magic' is now effectively banned by the gods, so I've never needed to work out the details of how the system would work. It's just a prop I use whenever I want to introduce an item that doesn't work according to the rules of magic available to the players, and a bit of color for the world.

Without knowing what the basis of your magic is intended to be - without knowing what you intend and what flavor you want to capture - its hard for me to give recommendations.

So, while you are thinking of that, why don't you rate some existing spells for how in flavor they are, and then once I have a feel for what you want I can probably spam out alot of ideas:

Find Traps
Wall of Stone
Fabricate
Animate Rope
Grease
Unseen Servant
Shatter
Iron Body
 



Remove ads

Top