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<blockquote data-quote="eriktheguy" data-source="post: 4788787" data-attributes="member: 83662"><p>I don't think OP was suggesting a magical void that weakens wizard's powers, just a flavor remake of the arcane classes so that their powers are based on steampunk instead.</p><p>As far as class renames, I think wizards with their intelligence based spells should acquire the 'steam' keyword for their powers, basing their abilities off of coal, steam, powder and alchemy.</p><p>Sorcerers can have the 'clockwork' keyword, basing their powers on the intricate, artistic designs of complex machines, and nifty gadgets. This would set the two competing houses apart. The steam technology is more of a book learning mad scientist approach while the clockwork technology is more like an auto-mechanics or carpenters acquired art. Steam technology is powerful and novel while clockwork is elegant and precise.</p><p></p><p>Flavor: Wizard/Sorcerer at-will powers are probably devices that run on manual power or are easy to reload (hence they are usable every turn). Encounter powers require a short rest to reload their devices, daily powers require an extended rest including tinkering, repairing, and reloading. The devices that the classes use are sentimental personal belongings of great importance. Each character personally manufactures them. They replace the concept of a spell book, and shouldn't take up much more room.</p><p></p><p>Ghost sound: <em>Using a special noise refracting device, you perform a subtle feat of ventriloquism.</em></p><p>Light: <em>You mix a small amount of substance in your hands and sprinkle it with a strange metal, it begins to give off a soft luminescence.</em></p><p>Magic missile: <em>A metal pipe exudes from your sleeve and fires a strange bullet wrapped in exotic glowing energy at a foe.</em></p><p>Scorching burst: <em>You throw a small iron ball like a grenade, it explodes with a puff of scalding hot steam enveloping your enemies.</em></p><p>Icy terrain: <em>The metal pack at your side supercools a strange liquid to be fired at your enemies in battle, sending them sliding to the ground.</em></p><p>Sleep: <em>A small mechanical bird flies across the battlefield. When it reaches the target area it flies in circles leaving small puffs of a sedative powder in the air behind it.</em></p><p></p><p>I try to word the descriptions so that it makes sense how you need to repair them. The magic missile can be reloaded easily, while the Icy terrain needs a 5 minute rest to recharge the cooled liquid and the Sleep spell takes all night to tinker with the complicated delivery device needed to deliver the sedative in a specific manner.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 4788787, member: 83662"] I don't think OP was suggesting a magical void that weakens wizard's powers, just a flavor remake of the arcane classes so that their powers are based on steampunk instead. As far as class renames, I think wizards with their intelligence based spells should acquire the 'steam' keyword for their powers, basing their abilities off of coal, steam, powder and alchemy. Sorcerers can have the 'clockwork' keyword, basing their powers on the intricate, artistic designs of complex machines, and nifty gadgets. This would set the two competing houses apart. The steam technology is more of a book learning mad scientist approach while the clockwork technology is more like an auto-mechanics or carpenters acquired art. Steam technology is powerful and novel while clockwork is elegant and precise. Flavor: Wizard/Sorcerer at-will powers are probably devices that run on manual power or are easy to reload (hence they are usable every turn). Encounter powers require a short rest to reload their devices, daily powers require an extended rest including tinkering, repairing, and reloading. The devices that the classes use are sentimental personal belongings of great importance. Each character personally manufactures them. They replace the concept of a spell book, and shouldn't take up much more room. Ghost sound: [I]Using a special noise refracting device, you perform a subtle feat of ventriloquism.[/I] Light: [I]You mix a small amount of substance in your hands and sprinkle it with a strange metal, it begins to give off a soft luminescence.[/I] Magic missile: [I]A metal pipe exudes from your sleeve and fires a strange bullet wrapped in exotic glowing energy at a foe.[/I] Scorching burst: [I]You throw a small iron ball like a grenade, it explodes with a puff of scalding hot steam enveloping your enemies.[/I] Icy terrain: [I]The metal pack at your side supercools a strange liquid to be fired at your enemies in battle, sending them sliding to the ground.[/I] Sleep: [I]A small mechanical bird flies across the battlefield. When it reaches the target area it flies in circles leaving small puffs of a sedative powder in the air behind it.[/I] I try to word the descriptions so that it makes sense how you need to repair them. The magic missile can be reloaded easily, while the Icy terrain needs a 5 minute rest to recharge the cooled liquid and the Sleep spell takes all night to tinker with the complicated delivery device needed to deliver the sedative in a specific manner. [/QUOTE]
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