How do you do Magitech?


Homebrew and House Rules

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Actually, a gnome wizard in one of my worlds created something using ghost sound, silent image, and similar spells to create a television-like device that could only show pre-recorded "plays" carefully placed on disk.


TV using major image would work too


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on the matter of cybernetics, i think clockwork prosthetics from magical marketplace should work should work (i know im late to the party on that one.)


Yes that would work, I'm just working on pricing ATM


The Mighty Chocobo wrote:
TV using major image would work too

Sure. It's just fabulously more expensive for what amounts to a personal hobby to watch plays in an unusual format anyway. :)


But it's definately more versitile, as you could probably create your own discs that way.


Using ghost sound and silent image should be the VHS standard, While Major image would give you a blue ray high def type of result.


That works


hmm, didn't I mention technology that uses illusions before? Of course I try to stay away from mentioning specifics, since specifics kinda tie you into particular settings or rules sets.


If you did, it wasn't on this thread (trust me, I checked). But specifics are fine for me, I'll play with them a bit before working them into my own worlds anyways


GM DarkLightHitomi wrote:

I like the arcane science in Fallout Equestria. Spell matrices that are like computers but can crash and must be reset by connecting to another active spell matrix.

They also have soul containers which by infusing a soul makes them nearly indestructable.

I do something similar but I use illusion spells as the interface, so the interface is like a hologram but looks good, can be seen, felt, heard, smelt etc.

------
Cr500cricket

I dont know what exactly his nanomachines are different, but the nanomachines I know of basically are just advanced technology that can do effects with the appearance of magic.

Scrapped Princess is a good example. They dont explicitly say that is how the magic works, but they do imply that from what is seen in the later episodes.

I knew it! I am on the automatic ignore list. Oh well, at least people don't try to sit on me (my younger sister is watching that movie, not me, I swear!)

:)

Well now I know why no one answers my questions.

I do apologize bout my previous post, I was only halfway through when I ran out of time and thought I cancelled it. I dont remember where I had been going with it though.

But yeah, Ministry of Arcane Science rules!


Sorry! ._.


http://www.youtube.com/watch?v=aKRDvSZ-igA

Tl;dw, Maxwell's demon. A thought experiment that shows how the second law of thermodynamics might be broken, using a "demon" (this is the mid 1800's when this was conceived, today it would be a computer or something, but Maxwell's Microchip doesn't sound as cool) that controls a door separating hot particles and cold particles. Whenever an exceptionally hot particle from the cold side, or an exceptionally cold particle from the hot side approaches the door, the demon lets the particle through, gradually making the hot side hotter and the cold side colder.

This could be really friggin cool if implemented in a fantasy/steampunk game. Devices powered by steam energy- the fuel source is a frosty canister that imprisons a demon, continually producing heat on one side, and ice as a waste product on the other, needing to be changed out before the heat makes the red-hot steel canister melt.


Or use adamantine to bypass that annoying melting problem


Goa'uld energy weapons, got an entire mythic campaign based on that tech


I run with a magecore, a techno-magic device that is used to power constructs, engines and weaponry. It needs to be recharged sometimes, how often depends on the size.

The magecore can be made by non-spellcasters who has the nessessary knowledge and materials for the crafting.

It has resulted in lightning enhanced blades with large bacpack powerpacks, train-like transportation and working constructs that isn't dependant on having a wizard crafting them.


Straying away from the classic DnD spells,

I am putting together a Halo & FIM crossover, so figuring out the specifics of the magic tech.

So far thinking of using of using my magetech that was inspired by Fallout Equestria, then I'll modify further to fit.

If anyone wants to make suggestions, feel free, though remember I am not using D20.

Edit: lol, how fitting! This is message 117!


I'm acknowledging your presence GM DarkLightHitomi, You aren't on the Automatic ignore list


lol! Thanks :)


What? The Mighty Chocobo, who are you talking too? There's no one there! No one at all!

;P :D

Shadow Lodge

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Lol my group is in the midst of getting out of an ancient high tech dungeon with teleporter doors, genetic experiments, and suspended animation tubes. Also Cthulhian monsters but I digress. Currently the party alchemist is figuring out how pull the cpus out of the wall and power them with the half used battery they have.

As for other items we have railgun style crossbows crafted from scrap pieces of lost technology, flying bikes, and radioactive flame throwers.


doc the grey wrote:

Lol my group is in the midst of getting out of an ancient high tech dungeon with teleporter doors, genetic experiments, and suspended animation tubes. Also Cthulhian monsters but I digress. Currently the party alchemist is figuring out how pull the cpus out of the wall and power them with the half used battery they have.

As for other items we have railgun style crossbows crafted from scrap pieces of lost technology, flying bikes, and radioactive flame throwers.

There are 2 lab rooms in The Cleaves you could use print out and play for that. Make a numbered list of all the teleporter doors, and use the magic remote(in items) to change the associated doors. If you self associate a door, you come back out the same door one round later. For best results, have the NPC get emotionally attached to the remote. "My precious!"

Shadow Lodge

Goth Guru wrote:
doc the grey wrote:

Lol my group is in the midst of getting out of an ancient high tech dungeon with teleporter doors, genetic experiments, and suspended animation tubes. Also Cthulhian monsters but I digress. Currently the party alchemist is figuring out how pull the cpus out of the wall and power them with the half used battery they have.

As for other items we have railgun style crossbows crafted from scrap pieces of lost technology, flying bikes, and radioactive flame throwers.

There are 2 lab rooms in The Cleaves you could use print out and play for that. Make a numbered list of all the teleporter doors, and use the magic remote(in items) to change the associated doors. If you self associate a door, you come back out the same door one round later. For best results, have the NPC get emotionally attached to the remote. "My precious!"

Lol they just finished the dungeon last week. The teleporter doors were pretty easy to run mechanically. The fun of them was the fact that it forced them to go through the doors one at a time without being able to see what's on the other side. Then there was the other issue of them using Cthulhu mythos magic to work and was made "safe" and stable by kyton binding magic. That being said the latter kind of frays as they get closer to the center of the complex and are exposed to the glorious horror of Shub Niggurath/Yog Sothoth/some other nameless horror as they slipped through that beings bloated flesh corpse to transport them closer to their end goal. Now when the alchemist goes crazy he sees a mythos version of his queen ordering him on to insane action so I think it was worth the price of admission.


I'm currently writing a setting that i want to make playable in different times of its development, the later period will be one of magitech, where and increased presence of arcane energies has caused the potential of magic to explode, and all sorts of things exist that weren't there before. Also along with it alchemy has given birth to new materials and technologies. It's a world with giant mechs, flying ships, fully automatic firearms etc.
The fun poart about writing this is balancing it so, a traditional melee character is no more disadvantaged than it is already.


Tip to balance melee and casters, give casters versatility but not power, thus spells would do less damage then melee weapons, but can do area attacks and different damage types, and of course the various utility spells.

In this way melee, or rather mundane combat since you have guns, is still viable alongside magic casters.

Dark Archive

Psion-tech, hmm... ideas?


As far as I know psionics are just a different way to cast magic, therefore, would the tech be any different?

Of course I might be missing cause I don't have any psionic supplements. (though I did play a 4e psionic pregen character.)


GM DarkLightHitomi wrote:
As far as I know psionics are just a different way to cast magic, therefore, would the tech be any different? . . . .

That is more or less correct. You don't suffer arcane spell failure, and there is no free scaling like in arcane and divine... but in 3.5 and the Dreamscarred Press update, they recommend magic/psionics transparency.

Magic Psionics Transparency:
"" wrote:

Psionics-Magic Transparency: Though not explicitly called out in the spell descriptions or magic item descriptions, spells, spell-like abilities, and magic items that could potentially affect psionics do affect psionics.

When the rule about psionics-magic transparency is in effect, it has the following ramifications.
Spell resistance is effective against powers, using the same mechanics. Likewise, power resistance is effective against spells, using the same mechanics as spell resistance. If a creature has one kind of resistance, it is assumed to have the other. (The effects have similar ends despite having been brought about by different means.)
All spells that dispel magic have equal effect against powers of the same level using the same mechanics, and vice versa.
The spell detect magic detects powers, their number, and their strength and location within 3 rounds (though a Psicraft check is necessary to identify the discipline of the psionic aura).
Dead magic areas are also dead psionics areas.

Also, psionics comes from within and magic comes from without.

So if you want to make the tech's different go for it. If not, one system could be alternating current and the other is direct current, and a simple sort of transformer could convert power...

RPG Superstar 2012 Top 16

I've always treated magic as a specialized form of natural psionic ability. Wielding magic is just 'magickinesis', a special innate affinity for magic that just happens to be wildly common because it's amplified by all the non-human bloodlines zipping through the human gene pool.

==Aelryinth


For the geniuses out there, any ideas on Skyfortress cannons?


So, uh, hope this works for you.

Breathtakingly expensive, but here we go...

Cannon Golem (or arcane cannon, or, heck, just a cannon or cannon; or rather a set of them) on either a flying castle or a "flying castle".

The last can be a regular castle with each stone or a given group of stones under the effects of constant lighten object, levitate, and telekinesis (presumably controlled by some sort of central device) or perhaps a tremendous number of immovable rods (either as the actual floor itself - risky for small objects, but very solid "tech-based" feel to it - or perhaps with them literally built inside of magically treated stone that was probably magically molded around them; perhaps even actually created around them), to having the walls be made of or reinforced by constant walls of force (either because of a constantly refreshed or chosen magic effect such as produced by an item, or because of permanency magic).


Of course in one of my settings, gravity worked differently, so there was certain materials, including a type of stone, that are literally lighter than air.

As for cannons, just use the normal type of cannons/siege engines, but change the ammo types to deal with flying creatures and ships, things like buckshot or weighted nets. Of course you could also use wands of an altered Web spell that can be cast in midair.


Oh yeah, I forgot GMDLH! A constant Reverse Gravity effect.


I was meaning naturally, no spell or magic involved.


GM DarkLightHitomi wrote:
I was meaning naturally, no spell or magic involved.

I know, but it still reminded me. :)


Or how 'bout a homebrew spell similar that allows you to raise an island or spontaeneously create one (level 7-9)based to be on par with Mage's(Mordenkainen's)Magnificent Mansion or the Create Demiplane spell tree.


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ARG!

I Missed my edit time by less than 30 seconds.

Anyway, partial re-post (I've flagged my post above as a "double post"; if there is only this post, you'll know why!):

That might work well, but bear in mind that both of the latter are temporary (and thus in need of the permanency spell) and - relative to a whole floating fortress - pretty small.

That's not to dissuade you - in fact, it sounds great to me! But I wanted to remind of the logic compared to those spells v. the impression that I got from what you wanted.

Also, two addendums:

1) The reverse gravity effect is both finite and limited in what it can do in many ways, but can be very potent, otherwise; I'm not suggesting just dropping a castle in said effect, but rather utilizing it to balance the fortress out (though you might get into weird things like having spinning fortresses, needing multiple effects to avoid "sliding off", or on "prongs" that create the effect at a distance rather than on the fortress itself, so that the fortress can sit atop or only slightly within the field) - in any event, it is just one more method, not the method I would choose*

2) ... ... ... uh... I forgot. :/
EDIT: OH YEAH! Now I remember! I avoided offering home-brew solutions (instead offering explicitly RAW solutions) to effects because I am attempting to "show my work", so to speak, i.e. I'm trying to avoid any personal sensibilities of balance (which, in my case, skew to the "I like giving my PCs things" side) from interfering with other personal sensibilities of balance. Thus, personally, I love your "raise and island or fortress" idea, but I'd suggest, in the interest of making it more setting-neutral, balancing its effects compared to magnificent mansion or create demiplane (or the greater or lesser variants) - a fairly large range, granted, but still worth considering.

ANYway! Enjoy!

EDIT: Lousy forgetting that I intended to make a side-note:
* I actually used this in a game fairly recently. A player created a "genie" (home-brew world, not the things in the Bestiaries), who had use of reverse gravity at will (among other abilities). They needed to move extremely quickly over a long stretch of jungle to stop an EVIL PLOT (tm) from occurring... but they also had a powerful, extraplanar alien water-bound ship** that they didn't just want to leave behind (technically it could plane shift, but they didn't know how, and that wouldn't help them get closer to their destination). So, clever player being clever, she got the genie to levitate a huge mass of water under the ship, and had the ship sail (well, "row") through the gravity-lifted water to grant a defacto "flying ship" effect, enabling the ship to row "up" the hill of water, as the genie moved the affect forward slightly in front of the ship and slide "down" the hill of water, as the ship got to the other side. It all went great until the (effectively kind of immortal**) people who's ship she'd acquired decided to drop three of them on her at the same time (two with an enormous net to capture and hold, and one as kind of a "hammer" on top; there was a fourth "spider ship" that crawled across the trees waiting to catch/kill any that somehow managed to survive the ship fall). Being a few miles high, the effect was... interesting.***

** They were denizens of Leng.

***

If you actually want details:
The ship - named the Sunset Shimmer, due to its "key" for planar hopping being associated with the sunset - had been turned into a ginormous permanent Animated Object under the command of the player character and genie. The player character - the Captain - in question had, herself, become a mini-superman figure (actually, more like a mortal high-angel) and wielded an epic blade.

So, when the ships first appeared, and the Captain saw the net, she charged the net (while flying) trying to cleave through it. The high hardness and special substance would have been impossible to cleave... except her blade was more or less made for exactly that sort of action. The nice serendipity of making it look like I had planned it all along. Anyway, she nearly clove the entire net, save the front, which tipped the Sunset Shimmer (the ship in question) way-too-far-forward on the bubble for the genie to actually recover the ship; then the Shiphammer (the name of the ship... being used as a hammer) dropped toward the 'Shimmer.

At the player's command (telepathic bonds are quite nice), the genie dropped the reverse gravity effect. The player made her way to the bottom of the ship, embedded herself into the control system (like a mecha, only you're paralyzed and bound entirely immobile so tight are you placed into a tiny space in the wall) and began opening all of its closets and tight spaces, forcing the shipmates into them, and then (gently so as not to kill them) squeezing those spaces tightly around them, so they - especially their heads - didn't continually slam around the ship and kill them.

The genie had proceeded to make a suite of reverse gravity effects to break the fall, as much as possible but, because the two ships were on the edge of the anti-gravity effect, but unable to fall due to being hooked together and the bow of the 'Shimmer, they started getting wound together, ever-more tightly (due to riding the "outside" of the reverse gravity bubble: the part that touched the bubble was pushed upward, while the part that was outside of the bubble was pushed down, causing them to spin).

Because of the halting falls, the reverse gravity effects, and similar the 'hammer missed its target (narrow miss on the attack roll), crashing into the trees and creating quite a large mess. Of course, the spider and the looming crash that would, after several miles, likely kill them all anyway.

The genie granted a couple of wishes (having been carefully rationed and saved), allowing an enormous (and ever-growing series of) metaconcert effect across all currently-living/conscious crewfolk, (which an extremely rapid set of cure effects enabled most of them to be conscious/alive), then utilizing the metaconcert effect to make an enourmous fusion effect (ignoring the normal limits of those becase 1) wish and 2) it's pretty daggum cool) with all those in the ship; this meant that all the bodies of the ship merged with the ship and all of their mental energies were pooled into a singular reserve of power (though not all were psionic).

At the very last second, the ship managed to push off the net-bound ships (now nearly touching) onto the the spider bot (incredible dice rolls and planning abound), and then manifest catfall on itself. (Treated it as feather fall instead, because I couldn't remember the actual limits/effects of catfall and I didn't want to stop the story look up the specifics because DAGGUM WAS THIS COOL! Also it was a massive metaconcert, so I presumed they had the augmenting CL to do it), enabling them to ignore most of the damage they would have otherwise endured. They then polymorphed their combined self into the genie, just for the awesome.

After that, other things happened, though that's the end of the reverse gravity part of the story.

If you really want to know the rest of the story...:
The Denizens of Leng defeated and bound (those that had "died"/returned to the demiplane were actually re-conjured and bound in extremely short order; all were placed into trap the soul type effects) and this was later utilized to destroy them and generate a tremendous horde of archons from their extra-planar essences, which was itself unleashed against two clashing hordes of soldiers (led by a Rakshasa Maharajah) and aberrations (led by a Daelkyr) who were both warring to claim a minor, wounded, and weakened lawful good god as their own (basically an expy of the Silver Flame, called "the Binding Flame" placed in the deep jungles of Africa-expy).

The good guys won, and the minor good god lowered the barrier to ward off the evil creatures (the 'Flame had barely maintained it; the barrioer had nearly collapsed several times) in order to bless the PC mightily (making her - technically the entire metaconcert/ship, since that's the form they were still in - its Chosen). At which point a few minor demon lords came to free their ruler/feast on the 'Flame, and basically succeeded before the PC and powered suite could stop them, but, though it was difficult, with the fusion/metaconcert PC and genie working together with the freed divine paladin and divine couatl, they managed to slay the demon lord, though they were exhausted in doing so.

That is, of course, when the evil god who'd orchestrated the whole thing showed up to finish the job and consume all the divinity and demonic power (and was entirely capable of doing so, too, since all the good guys were so exhausted).

The paladin, couatl, hordes of archons, and PC (still fused with the ship in a metaconcert) - with the help of a more subtle (also minor) good god who surprised the evil one, eventually sacrificing herself in perma-death and granting the Player-controlled metaconcert/ship divine ranks - managed to overwhelm her, and distribute her divine ranks equally amongst all the good people (technically all of the evil god's ranks and the secondary good-god's ranks went to the fused-metaconcert ship/self, however dividing up the ranks among all those within generated a large number of divine rank 0 deities.

Given that most all of these were lawful good kalashtar who followed the Path of Light, and they'd rescued what amounted to an expy of the Silver Flame (after having defeated and "eaten" what amounts to expies of a gestalt of Shar/Set/Zehir and a gestalt of Thard Harr/Akadi/Bast) they all more or less converted to the worship of the Binding Flame with the Path of Light as the primary exemplar of that philosophy. The Binding Flame was effectively reestablished by sealing a major demon lord who'd conquered a major, reclusive racially-divided city (the dwarves, the elves/fey, and the githzerai) the PC'd intended to go save "later" when she'd had time, and then all were taught in the philosophies and religion. Good stuff proceeded from there.


When I originally made that post, I was asking for big nasty guns/siege engines of Magitech. I already had my idea for the fortress.


The Mighty Chocobo wrote:
When I originally made that post, I was asking for big nasty guns/siege engines of Magitech. I already had my idea for the fortress.

That works - I just wasn't sure. :)


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Read the story, DAMN IS THAT COOL!!!!!


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Tacticslion wrote:
The Mighty Chocobo wrote:
When I originally made that post, I was asking for big nasty guns/siege engines of Magitech. I already had my idea for the fortress.
That works - I just wasn't sure. :)

Guess I wasn't clear enough then.

So to rephrase: To those geniuses out there, any ideas on big badass guns that make 20th level Dwarven raging Barbarians pee their pants and run away screaming MOMMY!!! at the top of their lungs


The Mighty Chocobo wrote:
Read the story, DAMN IS THAT COOL!!!!!

It... it really was...

As a GM, I didn't really expect the PC to die, but I didn't expect her to fully be able to handle everything - I kind of thought it was going to be a total loss of the ship/most of the crew, and add a lot of revenge/pathos involved toward the evil deity manipulating everything.

NOPE.

Instead, it was pure awesome. Upon polymorphing into the genie, she utilized a special suite of abilities she's carefully husbanded from 3.5 material in order to gain spell-like abilities of creatures she polymorphed into (with limited use over-all). There were a couple of other combats, but they seriously had (all combined) almost godlike power anyway, so they defeated all their remaining enemies in short order. (Incidentally, they managed to create new quori through a similar set of circumstances to creating archons, and then made new kalashtar lines from them. They also successfully recruited other quori spirits to make even more kalashtar lines later.)

So, once that happened, they realized they could teleport at will, and suddenly the trip was a lot shorter... but it worked out pretty well.

Also worth mentioning is that they ultimately managed to set Vlaakith and her githyankin (and hell/red dragons) up in an ever-war against the Dreaming Dark; later, upon effectively defeating the expy of Reidra (and destroying almost all of the Inspired, and driving the remaining few into hiding... on the astral plane... where they were enslaved by the githyanki...) potential hook for future games if we ever play in that setting: Inspired Githanki v. Undead Githyanki goddess and her undead githyanki???

The Mighty Chocobo wrote:
Tacticslion wrote:
The Mighty Chocobo wrote:
When I originally made that post, I was asking for big nasty guns/siege engines of Magitech. I already had my idea for the fortress.
That works - I just wasn't sure. :)

Guess I wasn't clear enough then.

So to rephrase: To those geniuses out there, any ideas on big badass guns that make 20th level Dwarven raging Barbarians pee their pants and run away screaming MOMMY!!! at the top of their lungs

Ah. Very good then.

In that case, simulacrum of (a) canon golems, made to look like dwarves worst nightmares (maybe a corpse-and-wood golem made of dwarf parts that looks like a large leafy elf or hobgoblin?); maybe with a few animated firedrakes, firewyrms, or fiend'smouth cannon (the last potentially part of the actual cannon golems) perhaps permanent animated objects thereof. :)

Maybe find a way to give one or more of them the frightening presence special ability or some equivalent (perhaps enchanting each cannonball with a fear effect somehow or something similar. :)

EDIT: still not claiming to be a genius, by the way! :D


Taking things a mite literally mayhaps. Put the emphasis on big badass guns and not the dwarves


The Mighty Chocobo wrote:
Taking things a mite literally mayhaps. Put the emphasis on big badass guns and not the dwarves

... but... but... it's so much fun.

(And the cannon golems and other weaponry are what I was trying to emphasize. The other was just for style points. :D)


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Style points, all of a sudden thinking chapter 4 of ACG ...
Making a class around that as well as the Hordecharger and the 3 archetypes I'm thinking of. Channeler (final fantasy summoner)
Controversial poet (Eminem bard archetype)
Icecaller (sorcerer archetype/bloodline)
...wow I see why you get off topic so much, very fun! ;)


:D


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The Mighty Chocobo wrote:
. . . wow I see why you get off topic so much, very fun! ;)

Two roads diverged in a wood, and I—

I took my 4 wheeler off road,
To where I pan for gold.


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4 wheeler? Y u no ride Chocobo?


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Chocobo is the bestest ride!

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