Technomancy & Super Technology ideas

Here's one thing I'm doing based sort of on ideas from Mage: the Ascension. Treating advanced technology as magic.

One thing first is a variant Wizard class which uses technological components to cast spells. They're pretty much like the standard wizard, except they'll get a mechanical familiar. Though I haven't got any good balanced rules for such a familiar.

Secondly I'm allowing any class to take Item Creation Feats, if they have the right craft and knowledge skill ranks they qualify as having that spell. For example to create a Lightning Gun (essentially a Wand of Lightning Bolt), that would require having the Craft Wand feat, 8 ranks in Craft: Gunsmithing and 8 ranks in Knowledge: Electro-magnetics. The required skill ranks equalling the max skill ranks that the lowest level a core class could have can cast that spell at. In this example the spell is Lightning Bolt which can be cast at 5th level, the max skill ranks is 8.

I'm actually trying to divide the spells and psionic powers into appropriate scientific fields. I think going too general with categories such as just Physics, Chemistry and Biology wouldn't do. I would like to using more specialized fields such as Electromagnetics, Psychology, Mathematics, Mechanics, Medicine, Thermodynamics and so on. But not have too many scientific fields. And then there's the issue of what spell goes into which field.
 

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You might want to check out the Power Classes: Artificer small booklet (by Mongoose, I think). You can check out a review on ENWorld's home page but it essentially has the same mechanics that you want to create, albeit slightly different flavor (they're mages who rely on the technological items to cast their spells as a sort of focus)-but overall it can achieve what I think you want.

Only around $3 or 4 as well :D Mechanically sound for the most part although the create construct ability needs to have their price multiplied by x10 on all accounts, IMO.

Hope that helps
 

Great Idea -it would work well in one of my Homebrews (The Nine-Seas) which uses things like Ship-mounted 'Lightning Spears', arquebus, Steam-powered Talos golems and Anti-Magnetic Flying Platforms.

As for the Sciences I'd say

PHYSICS
Mechanics (Making moving things etc golems/constructs)
Electro-Magnetics (Lightning bolt, Anti-Magnetic Flying boots, Invisibility)
- Radiography (Scrying devices/Divinition, Sonics)
- Photographology* (Invisibility, visual Illusions)
Hydrology (Steam and other Water)
CHEMISTRY
Alchemy (Acid Clouds, Fog)
Pyrotechnics (Fireball, other stuff that explodes or flares or dazzles)
Pharmaceuticals (heal)
BIOLOGY
Memerism (Calm/Suggestion/Animal friendship)
BioSomatics (Mind over Body stuff eg Bulls Strength, Haste)
Medicine (Treat Injury/Heal)
Botany (Druid/Ranger stuff)

Also don't fit specific spells into each science instead make the PCs justify how their science fits the spell (eg Invisibility 1. = Memerism by causing people to beleive they aren't there, or 2. = Electro-Magnetism by bending light around the body or 3. = Photographology transforming visible light into Ultraviolet or something)

* PS what is the Science of 'Light' called?
 



I'd have Mathematics/Statistics considered as a science, though going under the groupings of Biology, Chemistry and Physics, I guess it'll be Physics. My idea of the Genetics field is probably the same as biosomatics.

I have no idea what you would call all of the transmutation effects, metallurgy is probably too narrow. I'd probably have a field called Necrosynthesis which would be like Necromancy, except that I'm thinking more of the Frankenstein Monster stuff (even though the monster was essentially an Awakened or Incarnated Flesh Golem). Also there probably will be something like Dimensional Sciences.
 

You might also check out the 'Mage vs. Machine' article in Dragon Mag #258 if you can get ahold of it. There was also a 'Return of the Machines' article in a more recent Dragon Mag which expanded on this(although I can't find this issue inmy collection right this second to give you the number).

Both articles include technological monsters as well as stuff which could easily be turned into 3E PrC's, 3E skills or feats ("Artifice", "Circuit Tattoo", "Digital Persuasion", or "Salvage"), as well as machine based spells for mages.

I have seen some of the monsters already converted to 3E on the web somewhere, but I don't have an address to give you where. Sorry.

Hope this is somewhat useful to you. I know I enjoyed these articles immensly and had a campaign planned around just such monstrosities as these. Hope you find them as fun!
 

Kobold Avenger said:
I'd have Mathematics/Statistics considered as a science, though going under the groupings of Biology, Chemistry and Physics, I guess it'll be Physics. My idea of the Genetics field is probably the same as biosomatics.

I have no idea what you would call all of the transmutation effects, metallurgy is probably too narrow. I'd probably have a field called Necrosynthesis which would be like Necromancy, except that I'm thinking more of the Frankenstein Monster stuff (even though the monster was essentially an Awakened or Incarnated Flesh Golem). Also there probably will be something like Dimensional Sciences.

Math should be its own field, and its a tool for all other fields, so you might want to put the role of metamagic in math.

Transmutation would fall in Physics under Atomic for matter change, and Genetic for specie change.

Necromancy under medecine.

Dimensional Sciences would be under Physics Knot (don't laugh)
 

Another good resource is the Technomancy section in AEG's Magic book, very well defined and whatnot. I would try to combine this with some of the other suggestions out there.
 

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