Magitech rules and ideas


Homebrew and House Rules


My Players To complete a task that will help them solve their story, which is not entirely integrated into the original campaign, they went to the Azlantian ruins, which turned out to be surprisingly restored by someone. There are no living people in them, only still military or peaceful clockwork constructs. Well, also the remains of interesting loot from the Great Ancient Civilization.
In my implementation, as I imagine the first great civilization of humans, they are a techno-magical state with an emphasis on magic and the magical creation of things, such as golems and different magical items. And with this idea, I began to come up with interesting loot that I can provide to my players.

The first thing I thought about was firearms. There is a Gusnlinger in the party of players, so he will be interested in such loot. In addition, people or soldiers who had not mastered magic somehow had to use the benefits of their civilization.
The most suitable solution was to make wands with a changed price as ammunition for such a weapons. Something similar with the Weaponwand spell, but in this case the wands themselves are weapons and treat it as a special firearm. And due to this, its need some special rules

Proficiency: needs Exotic Weapon Proficiency (firearms) to use, because it uses firearm mechanisms

Capacity: amount of charges in battery

Range and Penetration: attack works as in spell description

Loading a Firearm: "reloading" this weapon takes standart action due to the complexity of the mechanisms activating spells

Misfires: such weapons are complex in its structure, but contains an even more complex essence. It gains broken condition on 1,2 and 3. After misfire it increse by 2. After second misfire it explodes in area of spell and deal full spell damage or (if spell was a ray) explodes in 10 foot radius dealing half damage. If you have gunsmithing feat, but haven't ranks in UMD or spellcraft you can't restore this weapon.

I want it to be used as a weapon and then make sometimes more then one "shot", but some kind of mechanics are needed to limit the possibility due to the possible power of the spell. For example, do flat checks like in 2E, increasing the difficulty with each attack attempt in the round. I also don’t know what to do in this case with spells that emit several rays in one cast

1 - 3 level spells are one handed weapons, 4 and higher - two handed

Scarab Sages

I'd suggest looking at starfinder for ideas bsaically anything out of there is going to be an artifact i.e. priceless but you can still get lower powered items that wont unbalance the game.


In my topic, technological items, the blaster is pretty much where the game balance ended up. It does reasonable damage but you have to recharge it in your ruins only.

The brain welk designed lightning rod can be recharged with natural or magical electric damage.


I've found that Phasers and Zat guns which can disintegrate things alarm the game balance police. I finally settled on a blaster which only does some damage and has the aforementioned recharging issues.

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