Adapting Arcanum-esque magic / technology conflict rules to Pathfinder?


Homebrew and House Rules


I loved Arcanum. It's still one of my favorite RPGs after BG2, and I loved the conflict between steampunk technology and magic... not just in the culture, but there was an actual mechanic in the game that caused the presence of strong/advanced technology or persons of technology to interfere with magic(k) and vice-versa.

I'm going to start a campaign soon, and was hoping to get some ideas on how to work in this conflict mechanics-wise. Chance to fail in the presence of powerful machinery/magic? Chance to critically fail? What would effect it, the level of characters, ranks in spellcraft etc?

Gunslingers would be the biggest technology-buffs followed by Alchemists.


You should check out the magic/technology interference system of Amethyst: Renaissance.

I've only glanced at it a little bit, but the whole concept of the setting is that magic causes technology to fail.

I've always liked Arcanum. Wish they would remake it.


Did you ever settle on a mechanic? I am about to start a very similar campaign.

I was thinking that any magic items could be enchanted as they are normally, and just be considered to be driven by technology. Any time a spell is cast near a tech character or technology, it would force a concentration check of 20+ the character/item level, whichever is higher. If they fail by ten or less, the spell simply fails. If they fail by more than ten, they take damage for it. Maybe a d6 for every five they fail it by?

What did you come up with?
I'm also totally willing to swap concepts if you have any.

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