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<blockquote data-quote="kronos182" data-source="post: 6905959" data-attributes="member: 6668634"><p>Magical Gear</p><p></p><p><span style="font-family: 'Calibri'">What happens if youhave magic in your future campaigns? A society that has progressed passed themedieval age type of government to democracy or other forms, advancing intechnology, industrializing magic?</span></p><p><span style="font-family: 'Calibri'">How do you go about creating magic items for such a society?</span></p><p><span style="font-family: 'Calibri'">Well here's a few thoughts I had.</span></p><p><span style="font-family: 'Calibri'">"Common" or simple magical items and spells can replace modernequivalents, only with a more magical flare to them. For instance, flashlightsare now a tube or some other item with light cast upon it. Toolkits are a fewitems in a box that casts the spell Repair, or a hand held wand like devicethat casts Unseen Servant with ranks in Repair, Craft: Mechanical orElectronics. Firearms are shaped similar to future variants, but are anevolution to wands, using a universal magical power source that are like apower pack, which provides the power to the weapon. The weapon would have anevoke chamber which is programmed with the particular spell that deals damage,or particular effect, which projects the spells effect.</span></p><p><span style="font-family: 'Calibri'">More powerful items and spells can be incorporated as well, like sensor systemswould make use of divination spells, arcane eye and the like.</span></p><p><span style="font-family: 'Calibri'">The cost of such items would be reduced as well. After converting any goldprice (from sources of items such as DMG) to PDC, reduce it by 2 or 3, for morecommon types of devices, bringing them closer to technological equivalents.More uncommon items, such as weapons, reduce the PDC by 1 or 2. This is due tothe mass production of such items, making them cheaper. Magical items wouldn'tneed to be mastercrafted to be enchanted, as the process of enchanting themwould be far more streamlined and simplified. </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Many magical items would have many technological features, allowing those whoare not spellcasters to make use of the item. </span></p><p><span style="font-family: 'Calibri'">For example, the magical equivalent of a flashlight. It would be something assimple as a tube with a crystal at one end, and a button on top. The button ispressed and the light is turned on. Inside this tube would be a power source, acrystal that contains raw magical power, connected to a power transformer (thisis used more in devices that create a specific type of energy, such as magicalfirearms), then connected to an evoke chamber which has a programmed spell init, which then when the button is pressed, activates and releases the spell. Inthis case, the light spell, which draws power from the power source until it isturned off again, or is drained.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Such magical items would be created in factories, much like those we havetoday, where individual components can be made there, or brought in from otherfactories. People, or animated objects, or even golems would assemble thecomponents into the finished pieces. The evoke chambers and their programmingwould most likely be built and programmed in factories designed just forcreating and programming them. These facilities would most likely employspellcasters, with ones using low level spells could employ low levelcasters. These spell casters wouldoperate devices that can cast the spells necessary, or just provide the energyneeded for the spells, as long as the caster can cast the spell. For those thatdon't know the spell, the spell would most likely be provided with theequipment, similar to a scroll, but not erased from the source. This wouldallow the caster to cast the spell repeatedly, programming multiple evokechambers in a day, just like a machine operator building parts of anengine.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">The power sources would most likely be crystals, which could be placed in aprotective shell much like batteries and power packs. These would be chargedwith magical energy from large magical sources, such as a power planet designedto provide magical energy. Such places would most likely have portals or someother means of collecting energy from a plane of energy, such as the Plane ofPositive Energy, or the Elemental Plane of Fire, or locations with strong sourcesof magical energy. </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">With magic as an available option to how things are done, things like powergeneration could be even more powerful, or perhaps even smaller and simpler.For example, power generating stations. Instead of huge nuclear power stations,a smaller facility could provide the same amount of power. Instead of a nuclearpower plant, magic can be used instead. A simple means would be a portal to alocation such as a volcano, which allows lava to flow into a tank of water,which creates steam, which then goes into a turbine, which powers generatorsthat create electrical energy. Wind power could be more viable as many windmilltype devices could be built into a valley and a portal to the Elemental Planeof Air opened, or a magical device that creates wind, or even just redirects itright into the valley, and can be directed by users as they wish. Greater powerdemand, just increase the wind as necessary, or lower when not as much power isneeded. </span></p><p><span style="font-family: 'Calibri'">Instead of internal combustion engines, magical energy to animate the vehicleslightly, or a piece of elemental fire, or something similar to a continualflame provides the power necessary to move thevehicle.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Technological devices could be enhanced with magical abilities, either throughnormal enchanting methods, but done cheaper from such a society, or through theaddition of evoke chambers and the necessary components necessary.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">For things that require a caster level, such as Spell Resistance or Dispelling,the minimal caster level is used at -1 due to the mass production. For someitems, just handwave some stuff to make easier. Like most magical firearms aremore designed for combat and penetrating spell resistance, most weapons wouldhave a caster level of 4 or 5 as many of the spells are Level 1 to3.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Example magical fire arm</span></p><p><span style="font-family: 'Calibri'">Blaster</span></p><p><span style="font-family: 'Calibri'">Blasters are force weapons that are fairly common and cheap. As a force weaponit can damage both animate and inanimate objects, and can affect incorporealcreatures. The blaster emits a bright muzzle flash with a loud squealingretort. A bright pulse of light then streaks to the target and bursts withshattering impact and a spray of object shards, smoke, and sparks. Someblasters also have the ability to knock back opponents. Blasters use a modifiedversion of the classic magic missile spell.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Blaster Pistol (PL6 Personal Firearms Proficiency)</span></p><p><span style="font-family: 'Calibri'">Damage: 3d4</span></p><p><span style="font-family: 'Calibri'">Critical: 20</span></p><p><span style="font-family: 'Calibri'">Damage Type: force</span></p><p><span style="font-family: 'Calibri'">Range Increment: 20 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: semi</span></p><p><span style="font-family: 'Calibri'">Size: small</span></p><p><span style="font-family: 'Calibri'">Weight: 3 lb</span></p><p><span style="font-family: 'Calibri'">Ammo: 50 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 16 Lic (+1)</span></p><p><span style="font-family: 'Calibri'">Notes: </span></p><p><span style="font-family: 'Calibri'">Optional ability Knockback: If a blaster with this ability hits, it initiates abull rush attack on the target. Use the damage roll (before deducting anydamage reduction, if any) of the blaster attack for its strength value.Subtract 8 from the blaster's roll.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Underbarrel Fireball Attachment</span></p><p><span style="font-family: 'Calibri'">This is a magical device that provides the benefits of a grenade launcher, butuses the spell fireball instead. As it uses a more powerful spell and is anattachment, it has a more limited payload than a dedicated weapon. Theattachment looks a little similar to current underbarrel attachments, but issmaller and instead of an open barrel, it has a ruby-like crystal at the end,and a small magical power pack fits into the back of it. When activated, thelauncher fires a small red glowing ball, about the size of an acorn, whichexplodes upon contact.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Underbarrel Fireball Attachment (PL5/6)</span></p><p><span style="font-family: 'Calibri'">Damage: 5d6</span></p><p><span style="font-family: 'Calibri'">Critical: -</span></p><p><span style="font-family: 'Calibri'">Burst Radius: 20 ft</span></p><p><span style="font-family: 'Calibri'">Reflex DC: 15</span></p><p><span style="font-family: 'Calibri'">Damage Type: fire</span></p><p><span style="font-family: 'Calibri'">Range Increment: 50 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: semi</span></p><p><span style="font-family: 'Calibri'">Size: Tiny</span></p><p><span style="font-family: 'Calibri'">Weight: 3 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 10 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 18 Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: Universal mount for most rifles.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p>BlasterRifle (PL6 Personal Firearms Proficiency)</p><p>Damage: 5d4</p><p>Critical: 20</p><p>Damage Type: force</p><p>Range Increment: 80 ft</p><p>Rate of Fire: S/A</p><p>Size: medium</p><p>Weight: 6 lb</p><p>Ammo: 50 box</p><p>Purchase DC: 18 Lic (+1)</p><p>Notes: Uses a special power pack not compatible with normal energyweapons.</p><p>Optional Knockback: If a blaster with this ability hits, it initiates a bullrush attack on the target. Use the damage roll (before deducting any damagereduction, if any) of the blaster attack for its strength value. Subtract 4from the blaster's roll. Increase PDC by +1 to install thisability.</p><p></p><p>Magical Power Packs</p><p>These power packs provide power to magical weapons and are not compatible withnormal energy weapons. They look similar to normal power packs, but areslightly smaller, and the contacts look more like crystals than metal.</p><p>PDC 9</p><p></p><p></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Blazer</span></p><p><span style="font-family: 'Calibri'">Blazers are magical energy weapons that discharge small, sizzling orbs ofmagical flame with a trailing tail of fire. This easily ignites any unattendedflammable objects. Pyromaniacs and arsonists delight in usingblazers.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Blazer Pistol (PL6 Personal Firearms Proficiency)</span></p><p><span style="font-family: 'Calibri'">Damage: 3d6</span></p><p><span style="font-family: 'Calibri'">Critical: 20</span></p><p><span style="font-family: 'Calibri'">Damage Type: fire</span></p><p><span style="font-family: 'Calibri'">Range Increment: 25 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: s</span></p><p><span style="font-family: 'Calibri'">Size: small</span></p><p><span style="font-family: 'Calibri'">Weight: 3 lb</span></p><p><span style="font-family: 'Calibri'">Ammo: 50</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 16 Res (+2)</span></p><p><span style="font-family: 'Calibri'">Notes: Uses magic power packs only.</span></p><p><span style="font-family: 'Calibri'">Optional Flash: When the projectile from blazers with this ability strikes atarget, it flares up. This flash requires the target to make a Fortitude saveor be dazed for 1d4 rounds (character is unable to act, take no actions, but stillgets normal Defense). The DC for the Fortitude save is equal to the hit pointdamage. Increases PDC by +1.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Blazer Rifle (PL6 Personal Firearms Proficiency)</span></p><p><span style="font-family: 'Calibri'">Damage: 3d8</span></p><p><span style="font-family: 'Calibri'">Critical: 20</span></p><p><span style="font-family: 'Calibri'">Damage Type: fire</span></p><p><span style="font-family: 'Calibri'">Range Increment: 80 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: s/a</span></p><p><span style="font-family: 'Calibri'">Size: medium</span></p><p><span style="font-family: 'Calibri'">Weight: 7.5 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 50 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 18 Res (+2)</span></p><p><span style="font-family: 'Calibri'">Notes: Uses magic power packs only.</span></p><p><span style="font-family: 'Calibri'">Optional Flash: When the projectile from the blazer with this ability strikes atarget, it flares up. This flash requires the target to make a Fortitude saveor be dazed for 1d4 rounds. The DC for the Fortitude save is equal to the hitpoint damage. Increases PDC by +1.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">ZenithAnalyzer</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">The Zenith Analyzer is a magical portable sensory unit. It looks like a largeset of digital binoculars combined with night vision type gear. On the side isa set of buttons, with two D-pad joysticks, one on each side. Its basicfunctions as a set of digital binoculars, plus with the casting of darkvisionwith the press of a button, allows their use at night, usable up to a maximumof 5 hours per day. Also installed is a digital recorder that can record up to5 hours of video or thousands of still pictures. An additional ability wasadded to make the zenith even more useful is the ability to cast arcane eye,for allowing remote viewing. The two D-pad joysticks are used to control themovement and direction of the remote eye, for up to 5 minutes of use at a time.The eye can used about 5 times a day, and drains the power pack of 2 minutesworth of power. The digital recorder can be used with the arcane eye, making ita great tool in scouting or for rescue operations.</span></p><p><span style="font-family: 'Calibri'">The zenith analyzer uses a smaller magical power pack which provides up to 10hours of continuous power.</span></p><p><span style="font-family: 'Calibri'">Weight: 4 lbs</span></p><p><span style="font-family: 'Calibri'">PDC: 13</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Small magical power packs, used in most portable devices such as flashlights,and tools has a PDC of 5 for 5 power packs.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]<span style="font-family: 'Calibri'">Munder</span></p><p><span style="font-family: 'Calibri'">Munder weapons use a modified version of the mage hand spell to fire anon-magical projectile, although magical projectiles can easily be used. Theadvantage of this is the projectiles aren't subjected to spell resistance, andcan make use of specialty rounds. Some non-magic users like using the munder asit is fairly silent, and doesn't leave any normal evidence, except for the usedround itself, as there is no residual magnetic traces, as from a railgun orcoilguns, nor chemicals from weapons that use such propellants. Most mundersuse a projectile about the size of a 5.56mm round, although the barrels havespace for up to a .50 cal projectile. This allows them to launch specialmunitions, including possibly mini grenades, syringes, short steel rods, andprojectiles made of non-metallic origins, such as wood, orjade.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Munder Pistol (PL 6 Personal Firearms Proficiency)</span></p><p><span style="font-family: 'Calibri'">Damage: 2d8</span></p><p><span style="font-family: 'Calibri'">Critical: 20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: ballistic/varies</span></p><p><span style="font-family: 'Calibri'">Range Increment: 30 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: s</span></p><p><span style="font-family: 'Calibri'">Size: small</span></p><p><span style="font-family: 'Calibri'">Weight: 4 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 15 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 17 Lic (+1)</span></p><p><span style="font-family: 'Calibri'">Notes: Uses a smaller magical power pack, similar to those used in smalldevices, this allows for a munder pistol to fire up to 200 times before needingto be replaced. The damage type can vary depending on the type of munitionsused. A sharp piece of metal or wood of the proper size would change the damagetype to piercing.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Munder Rifle (PL 6 Personal Firearms Proficiency)</span></p><p><span style="font-family: 'Calibri'">Damage: 3d8</span></p><p><span style="font-family: 'Calibri'">Critical: 20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: ballistic/varies</span></p><p><span style="font-family: 'Calibri'">Range Increment: 90 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: s, a</span></p><p><span style="font-family: 'Calibri'">Size: large</span></p><p><span style="font-family: 'Calibri'">Weight: 10 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 30 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 19 Lic (+1)</span></p><p><span style="font-family: 'Calibri'">Notes: Can use a standard magical power pack which allows for up to 500firings. The damage type can vary depending on the type of munitions used. Asharp piece of metal or wood of the proper size would change the damage type topiercing.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">ProgrammableWands</span></p><p><span style="font-family: 'Calibri'">With magic becoming more prolific, but with many still not trained in its fulluse, some mages got together with engineers and began designing a way to makewands cheaper, allowing many, with the funds, to have magic available option.</span></p><p><span style="font-family: 'Calibri'">The wands themselves are usually metal, or extremely strong plastic, tubesabout 6 or 8 inches in length. At one end is a fitting for three gemstones,usually a diamond, emerald and ruby, worth about PDC 11 to 13 each. Gold andsilver wiring wraps around each gem and disappears into the tube's insidesbehind the fitting. On the top is a push button and a slide lock to preventaccidental pressing of the button from activating the wand. Behind the buttonis a small diamond set flush with the surface of the tube. At the other end isa flip cover to a memory card slot. The memory card requires enough memory forthe spell, which is 100 mb per level of spell, plus 500 mb for miscellaneousfiles and programs for interfacing with the wand. The wands can only use spellsof up to 3rd level.</span></p><p><span style="font-family: 'Calibri'">The wand contains 50 charges, and when activated, by pushing the button andaiming the wand at the target, the spell activates, using up 1 charge per spelllevel. The charges can be recharged by any mage by channelling spell energyinto the wand, by the mage holding the wand, with thumb covering the diamondthat is behind the trigger button. Each spell level channeled into the wandrecharges that many charges. Switching out memory cards, provided the user hasanother one in an easily accessible pocket is a move equivalent action toremove and replace with a different card.</span></p><p><span style="font-family: 'Calibri'">Weight: 1.5 lbs</span></p><p><span style="font-family: 'Calibri'">PDC: 21</span></p><p><span style="font-family: 'Calibri'">Craft: Use similar rules as crafting a wand, using same feats, such as CraftWand or Craft Wonderous Item, able to cast at least level 2 spells, and expand100 experience points, at least 3 ranks in Craft: Mechanical.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">The spells that can be loaded onto a memory card can be any spell usually foundin wands, usually offensive or defensive spells, and use of the Scribe Scrollfeat to scribe the spell into a special program on a computer. Techno mages cando this as a class feature. All normal costs for scribing scrolls must be paid,just like scribing a normal scroll. </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">There are some versions of the programmable wand that can hold multiple spellsinstead of the normal one spell. These versions will have a small display,similar to an ipod, or other small digital music device, two buttons forscrolling up or down through the list of spells, and a select button. Thememory card must be big enough to contain all of the spells to be uploaded.These wands can still only use spells of only up to 3rd level.</span></p><p><span style="font-family: 'Calibri'">Weight: 1.5 lbs</span></p><p><span style="font-family: 'Calibri'">PDC: 22</span></p><p><span style="font-family: 'Calibri'">To craft the multi spell wands, is just like crafting a programmable wand, onlyalso require 3 ranks in Craft: Electrical, and the expenditure of 200experience points.</span></p><p><span style="font-family: 'Calibri'"></span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6905959, member: 6668634"] Magical Gear [FONT=Calibri]What happens if youhave magic in your future campaigns? A society that has progressed passed themedieval age type of government to democracy or other forms, advancing intechnology, industrializing magic? How do you go about creating magic items for such a society? Well here's a few thoughts I had. "Common" or simple magical items and spells can replace modernequivalents, only with a more magical flare to them. For instance, flashlightsare now a tube or some other item with light cast upon it. Toolkits are a fewitems in a box that casts the spell Repair, or a hand held wand like devicethat casts Unseen Servant with ranks in Repair, Craft: Mechanical orElectronics. Firearms are shaped similar to future variants, but are anevolution to wands, using a universal magical power source that are like apower pack, which provides the power to the weapon. The weapon would have anevoke chamber which is programmed with the particular spell that deals damage,or particular effect, which projects the spells effect. More powerful items and spells can be incorporated as well, like sensor systemswould make use of divination spells, arcane eye and the like. The cost of such items would be reduced as well. After converting any goldprice (from sources of items such as DMG) to PDC, reduce it by 2 or 3, for morecommon types of devices, bringing them closer to technological equivalents.More uncommon items, such as weapons, reduce the PDC by 1 or 2. This is due tothe mass production of such items, making them cheaper. Magical items wouldn'tneed to be mastercrafted to be enchanted, as the process of enchanting themwould be far more streamlined and simplified. Many magical items would have many technological features, allowing those whoare not spellcasters to make use of the item. For example, the magical equivalent of a flashlight. It would be something assimple as a tube with a crystal at one end, and a button on top. The button ispressed and the light is turned on. Inside this tube would be a power source, acrystal that contains raw magical power, connected to a power transformer (thisis used more in devices that create a specific type of energy, such as magicalfirearms), then connected to an evoke chamber which has a programmed spell init, which then when the button is pressed, activates and releases the spell. Inthis case, the light spell, which draws power from the power source until it isturned off again, or is drained. Such magical items would be created in factories, much like those we havetoday, where individual components can be made there, or brought in from otherfactories. People, or animated objects, or even golems would assemble thecomponents into the finished pieces. The evoke chambers and their programmingwould most likely be built and programmed in factories designed just forcreating and programming them. These facilities would most likely employspellcasters, with ones using low level spells could employ low levelcasters. These spell casters wouldoperate devices that can cast the spells necessary, or just provide the energyneeded for the spells, as long as the caster can cast the spell. For those thatdon't know the spell, the spell would most likely be provided with theequipment, similar to a scroll, but not erased from the source. This wouldallow the caster to cast the spell repeatedly, programming multiple evokechambers in a day, just like a machine operator building parts of anengine. The power sources would most likely be crystals, which could be placed in aprotective shell much like batteries and power packs. These would be chargedwith magical energy from large magical sources, such as a power planet designedto provide magical energy. Such places would most likely have portals or someother means of collecting energy from a plane of energy, such as the Plane ofPositive Energy, or the Elemental Plane of Fire, or locations with strong sourcesof magical energy. With magic as an available option to how things are done, things like powergeneration could be even more powerful, or perhaps even smaller and simpler.For example, power generating stations. Instead of huge nuclear power stations,a smaller facility could provide the same amount of power. Instead of a nuclearpower plant, magic can be used instead. A simple means would be a portal to alocation such as a volcano, which allows lava to flow into a tank of water,which creates steam, which then goes into a turbine, which powers generatorsthat create electrical energy. Wind power could be more viable as many windmilltype devices could be built into a valley and a portal to the Elemental Planeof Air opened, or a magical device that creates wind, or even just redirects itright into the valley, and can be directed by users as they wish. Greater powerdemand, just increase the wind as necessary, or lower when not as much power isneeded. Instead of internal combustion engines, magical energy to animate the vehicleslightly, or a piece of elemental fire, or something similar to a continualflame provides the power necessary to move thevehicle. Technological devices could be enhanced with magical abilities, either throughnormal enchanting methods, but done cheaper from such a society, or through theaddition of evoke chambers and the necessary components necessary. For things that require a caster level, such as Spell Resistance or Dispelling,the minimal caster level is used at -1 due to the mass production. For someitems, just handwave some stuff to make easier. Like most magical firearms aremore designed for combat and penetrating spell resistance, most weapons wouldhave a caster level of 4 or 5 as many of the spells are Level 1 to3. Example magical fire arm Blaster Blasters are force weapons that are fairly common and cheap. As a force weaponit can damage both animate and inanimate objects, and can affect incorporealcreatures. The blaster emits a bright muzzle flash with a loud squealingretort. A bright pulse of light then streaks to the target and bursts withshattering impact and a spray of object shards, smoke, and sparks. Someblasters also have the ability to knock back opponents. Blasters use a modifiedversion of the classic magic missile spell. Blaster Pistol (PL6 Personal Firearms Proficiency) Damage: 3d4 Critical: 20 Damage Type: force Range Increment: 20 ft Rate of Fire: semi Size: small Weight: 3 lb Ammo: 50 box Purchase DC: 16 Lic (+1) Notes: Optional ability Knockback: If a blaster with this ability hits, it initiates abull rush attack on the target. Use the damage roll (before deducting anydamage reduction, if any) of the blaster attack for its strength value.Subtract 8 from the blaster's roll. Underbarrel Fireball Attachment This is a magical device that provides the benefits of a grenade launcher, butuses the spell fireball instead. As it uses a more powerful spell and is anattachment, it has a more limited payload than a dedicated weapon. Theattachment looks a little similar to current underbarrel attachments, but issmaller and instead of an open barrel, it has a ruby-like crystal at the end,and a small magical power pack fits into the back of it. When activated, thelauncher fires a small red glowing ball, about the size of an acorn, whichexplodes upon contact. Underbarrel Fireball Attachment (PL5/6) Damage: 5d6 Critical: - Burst Radius: 20 ft Reflex DC: 15 Damage Type: fire Range Increment: 50 ft Rate of Fire: semi Size: Tiny Weight: 3 lbs Ammo: 10 box Purchase DC: 18 Mil (+3) Notes: Universal mount for most rifles. [/FONT] [HR][/HR] BlasterRifle (PL6 Personal Firearms Proficiency) Damage: 5d4 Critical: 20 Damage Type: force Range Increment: 80 ft Rate of Fire: S/A Size: medium Weight: 6 lb Ammo: 50 box Purchase DC: 18 Lic (+1) Notes: Uses a special power pack not compatible with normal energyweapons. Optional Knockback: If a blaster with this ability hits, it initiates a bullrush attack on the target. Use the damage roll (before deducting any damagereduction, if any) of the blaster attack for its strength value. Subtract 4from the blaster's roll. Increase PDC by +1 to install thisability. Magical Power Packs These power packs provide power to magical weapons and are not compatible withnormal energy weapons. They look similar to normal power packs, but areslightly smaller, and the contacts look more like crystals than metal. PDC 9 [HR][/HR] [FONT=Calibri]Blazer Blazers are magical energy weapons that discharge small, sizzling orbs ofmagical flame with a trailing tail of fire. This easily ignites any unattendedflammable objects. Pyromaniacs and arsonists delight in usingblazers. Blazer Pistol (PL6 Personal Firearms Proficiency) Damage: 3d6 Critical: 20 Damage Type: fire Range Increment: 25 ft Rate of Fire: s Size: small Weight: 3 lb Ammo: 50 Purchase DC: 16 Res (+2) Notes: Uses magic power packs only. Optional Flash: When the projectile from blazers with this ability strikes atarget, it flares up. This flash requires the target to make a Fortitude saveor be dazed for 1d4 rounds (character is unable to act, take no actions, but stillgets normal Defense). The DC for the Fortitude save is equal to the hit pointdamage. Increases PDC by +1. Blazer Rifle (PL6 Personal Firearms Proficiency) Damage: 3d8 Critical: 20 Damage Type: fire Range Increment: 80 ft Rate of Fire: s/a Size: medium Weight: 7.5 lbs Ammo: 50 box Purchase DC: 18 Res (+2) Notes: Uses magic power packs only. Optional Flash: When the projectile from the blazer with this ability strikes atarget, it flares up. This flash requires the target to make a Fortitude saveor be dazed for 1d4 rounds. The DC for the Fortitude save is equal to the hitpoint damage. Increases PDC by +1. [/FONT] [HR][/HR] [FONT=Calibri]ZenithAnalyzer The Zenith Analyzer is a magical portable sensory unit. It looks like a largeset of digital binoculars combined with night vision type gear. On the side isa set of buttons, with two D-pad joysticks, one on each side. Its basicfunctions as a set of digital binoculars, plus with the casting of darkvisionwith the press of a button, allows their use at night, usable up to a maximumof 5 hours per day. Also installed is a digital recorder that can record up to5 hours of video or thousands of still pictures. An additional ability wasadded to make the zenith even more useful is the ability to cast arcane eye,for allowing remote viewing. The two D-pad joysticks are used to control themovement and direction of the remote eye, for up to 5 minutes of use at a time.The eye can used about 5 times a day, and drains the power pack of 2 minutesworth of power. The digital recorder can be used with the arcane eye, making ita great tool in scouting or for rescue operations. The zenith analyzer uses a smaller magical power pack which provides up to 10hours of continuous power. Weight: 4 lbs PDC: 13 Small magical power packs, used in most portable devices such as flashlights,and tools has a PDC of 5 for 5 power packs. [/FONT] [HR][/HR][FONT=Calibri]Munder Munder weapons use a modified version of the mage hand spell to fire anon-magical projectile, although magical projectiles can easily be used. Theadvantage of this is the projectiles aren't subjected to spell resistance, andcan make use of specialty rounds. Some non-magic users like using the munder asit is fairly silent, and doesn't leave any normal evidence, except for the usedround itself, as there is no residual magnetic traces, as from a railgun orcoilguns, nor chemicals from weapons that use such propellants. Most mundersuse a projectile about the size of a 5.56mm round, although the barrels havespace for up to a .50 cal projectile. This allows them to launch specialmunitions, including possibly mini grenades, syringes, short steel rods, andprojectiles made of non-metallic origins, such as wood, orjade. Munder Pistol (PL 6 Personal Firearms Proficiency) Damage: 2d8 Critical: 20x2 Damage Type: ballistic/varies Range Increment: 30 ft Rate of Fire: s Size: small Weight: 4 lbs Ammo: 15 box Purchase DC: 17 Lic (+1) Notes: Uses a smaller magical power pack, similar to those used in smalldevices, this allows for a munder pistol to fire up to 200 times before needingto be replaced. The damage type can vary depending on the type of munitionsused. A sharp piece of metal or wood of the proper size would change the damagetype to piercing. Munder Rifle (PL 6 Personal Firearms Proficiency) Damage: 3d8 Critical: 20x2 Damage Type: ballistic/varies Range Increment: 90 ft Rate of Fire: s, a Size: large Weight: 10 lbs Ammo: 30 box Purchase DC: 19 Lic (+1) Notes: Can use a standard magical power pack which allows for up to 500firings. The damage type can vary depending on the type of munitions used. Asharp piece of metal or wood of the proper size would change the damage type topiercing. [/FONT] [HR][/HR] [FONT=Calibri]ProgrammableWands With magic becoming more prolific, but with many still not trained in its fulluse, some mages got together with engineers and began designing a way to makewands cheaper, allowing many, with the funds, to have magic available option. The wands themselves are usually metal, or extremely strong plastic, tubesabout 6 or 8 inches in length. At one end is a fitting for three gemstones,usually a diamond, emerald and ruby, worth about PDC 11 to 13 each. Gold andsilver wiring wraps around each gem and disappears into the tube's insidesbehind the fitting. On the top is a push button and a slide lock to preventaccidental pressing of the button from activating the wand. Behind the buttonis a small diamond set flush with the surface of the tube. At the other end isa flip cover to a memory card slot. The memory card requires enough memory forthe spell, which is 100 mb per level of spell, plus 500 mb for miscellaneousfiles and programs for interfacing with the wand. The wands can only use spellsof up to 3rd level. The wand contains 50 charges, and when activated, by pushing the button andaiming the wand at the target, the spell activates, using up 1 charge per spelllevel. The charges can be recharged by any mage by channelling spell energyinto the wand, by the mage holding the wand, with thumb covering the diamondthat is behind the trigger button. Each spell level channeled into the wandrecharges that many charges. Switching out memory cards, provided the user hasanother one in an easily accessible pocket is a move equivalent action toremove and replace with a different card. Weight: 1.5 lbs PDC: 21 Craft: Use similar rules as crafting a wand, using same feats, such as CraftWand or Craft Wonderous Item, able to cast at least level 2 spells, and expand100 experience points, at least 3 ranks in Craft: Mechanical. The spells that can be loaded onto a memory card can be any spell usually foundin wands, usually offensive or defensive spells, and use of the Scribe Scrollfeat to scribe the spell into a special program on a computer. Techno mages cando this as a class feature. All normal costs for scribing scrolls must be paid,just like scribing a normal scroll. There are some versions of the programmable wand that can hold multiple spellsinstead of the normal one spell. These versions will have a small display,similar to an ipod, or other small digital music device, two buttons forscrolling up or down through the list of spells, and a select button. Thememory card must be big enough to contain all of the spells to be uploaded.These wands can still only use spells of only up to 3rd level. Weight: 1.5 lbs PDC: 22 To craft the multi spell wands, is just like crafting a programmable wand, onlyalso require 3 ranks in Craft: Electrical, and the expenditure of 200experience points. [/FONT] [/QUOTE]
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