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Help me make a "Technological" Spell-list, and Subschool
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<blockquote data-quote="Celebrim" data-source="post: 5344812" data-attributes="member: 4937"><p>Have you given much thought to what the basis of a technomancers power is meant to be in your campaign?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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:</p><p></p><p>Find Traps</p><p>Wall of Stone</p><p>Fabricate</p><p>Animate Rope</p><p>Grease</p><p>Unseen Servant</p><p>Shatter</p><p>Iron Body</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5344812, member: 4937"] 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 [/QUOTE]
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Help me make a "Technological" Spell-list, and Subschool
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