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Post by brumguvnor on Apr 22, 2019 14:00:14 GMT
So: the background to Magepunk is taking the cyberpunk ethos and putting it into a typical swords and sorcery setting, and then twisting the dial firmly to "11", so there's a lot that such a group would use magic to do. Things like clothes washing - in a primitive society it can take someone an entire day to get enough water together to do a weeks worth of washing, heat it, wash the clothes and then dry them - so instead of that they just cast magical cleaning enchantments on all clothes. The same goes for water and waste disposal: create water and dispel water (and waste) instead of extensive plumbing. They would have centralised kitchens so that 3 or 4 people could feed 150 people - in shifts, in mess halls, with unseen servants doing a lot of the fetching and carrying, magical ovens, create water and so on. Need to build a new defensive wall? - get the iron golems to carry 40 or so bags of holding, full of the correct sized rocks for the wall, then use a ring of stone shaping to cement them into place: you've then got walls and towers going up roughly 20 times faster than otherwise. So: what other magical hacks would such a society use? - remember the key stat for mages is intelligence, and the archmage is very sharp himself - and always repays those who come up with a more efficient way of doing things with payments into their spell balance. And I am using the image of the wizard from the PHB as the archmage as I like the look of him - especially the highly intelligent gleam in his eye...
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Post by pericles on Apr 23, 2019 8:50:52 GMT
Rules as written for magic items are fantastic in that they are vague. The pre-requisites are a formula, a spell caster of appropriate level, and being able to cast the spell the item is based on. Many classes or races gain a limited selection of spells rituals or cantrips which extends the list of "spell casters". The feat Ritual allows people to cast spells as rituals allowing even more people to magic items. In Game the real limits on magic item creation are having the formula, time and money. There are plenty of people with the capability at least in theory of creating an item. Some of the forums expand item creation by allowing herbalists and artificers a little more flexibility but it is hardly necessary. The restriction on being able to cast the spells upon which the item is based can be finessed. Take a sorcerer without magic missile memorised i.e. unable to cast the spell. Providing the sorcerer has a wand of Magic missiles they can cast Magic missile from the wand during the creation of a second wand. Stretching the rules as written where spell caster means capable of casting a spell then anyone who can use a magic item to cast a spell can create a magic item. Stretching the rules further create a magic item as a trap. A humble gerbil on a wheel can trigger the trap casting the spell. A resetting spell trap has become the core component of an item forge operated by mundanes.
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Post by dstubbs on Apr 23, 2019 13:32:04 GMT
Rune-stone magical 3D printer, attached to the back your hand via a cloth sleeve or gauntlet. Essentially a multi-purpose Alchemist Stone. Turn anything into anything else.
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Post by brumguvnor on Apr 23, 2019 17:35:33 GMT
Dave - yes - all good points - but how does that manifest in terms of using magic to save time and avoid unnecessary mundane tasks?
Dan; I am playing rules-as-written as much as possible - otherwise it is far too easy to handwave and say "a wizard did it". At the moment the only thing not in RAW is the masterstone of the archmage - the key deus ex machina of the whole setting and foundation of the clans power... apart from that, it it ain't RAW, it's not happening.
So - ultimate transmutation abilities for L1 PCs? - ain't happenin'.
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Post by Kristian on Apr 24, 2019 19:37:40 GMT
If real humanity is anything to go by ...it would work its way into the sex trade pretty quickly (roll up, roll up, only 5 silver for a mage hand on your enlarged person*). You'd probably also get groups that would shun magic (especially magical healing) for fear of it causing autism (because ...people :S ). *that's so working its way into TT
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Post by brumguvnor on Apr 24, 2019 20:04:03 GMT
So - the Clan has a nice sideline in magic sex golems in the big cities... gotcha.
And I think it'd be pretty hard to shun magic when you can see it all around you every day - this is a very magic heavy setting after all... - and anyone who could afford it (which definitely includes the clan) would use magic healing all the time...
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Post by pericles on Apr 24, 2019 21:33:35 GMT
Dave - yes - all good points - but how does that manifest in terms of using magic to save time and avoid unnecessary mundane tasks?
It removes the limitation on being able to mass produce items. The limitation on available spells and magic items which can be turned to domestic/economic use remains. Domestic and civil engineering magic probably exists it just has not been listed as it is not "Adventure material". Ultimately you want to be able to replace man-power. The low level options are presdigitation, mending, mage hand and unseen servant however the servant has limited strength. Higher level options are dominated / geased servants and golems.
It is unlikely you will be able to replace skilled labour and security services. Nonetheless your secruity services can be kitted out with the mass produced items. Lots of options. An interesting option is for an intelligence operative to walk into the Find Familiar magic trap thereby casting Find Familiar and gaining an extra set of senses.
Providing the Arch mage has access to high level Bards the Arch mage will have full access to the clerical and druidic spell lists without the conflicts of interest. No need to farm when you can create food and drink or the odd Hero's Feast.
Bags of holding, tiny hut, phantom steeds, will be useful for merchant classes. Food and drink useful for everyone. Healing useful for everyone. A machine casting teleportation circle has all the benefits of a permanent circle without the drawback anyone can teleport to it. Animal messengers to replace the postal service.
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Post by pericles on Apr 25, 2019 14:09:44 GMT
Industrial magic is a poor idea, it erodes the arch mages advantage. The ring or whatever the item is becomes irrelevant in the face of a tsunami of magic items.
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Post by brumguvnor on Apr 25, 2019 14:55:24 GMT
that's kind of the entire point of the setting... - the clan has a shit-ton of magic items because of the archmage - and magic items are the equivalent of cyberpunk where you get better weapons, armour and cyberware as you get more experienced.
Of course, that's not to say that there will literally be a "tsunami" of them... - the clan will have a lot of RAW magic items available for use.... - whether or not you get to use them is up to how well you perform.
And there's no erosion of the archmages advantage when all magic items created by the clan can only be used by members of the clan with the clanmark - and who are all personally loyal to him. You need to remember - this is an archmage created by me... - no way is he going to get caught out by someone using his magic weapons against him.
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Post by brumguvnor on May 11, 2019 14:18:42 GMT
Any other fans of Iain M Banks Culture series here?
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Post by pericles on Aug 21, 2020 17:16:54 GMT
Ring of Ritual Storing
Optionally requires attunement by a ritual spell caster i.e. anyone who can cast a ritual. If the ring is un attuned the ring will store three levels of rituals. If the ring is attuned the ring will store level divided by two rounded up levels of rituals, minimum three. Rituals may be cast from the ring as standard spells using a single action.
The Ring of Ritual Storing is a variant on the Ring of Spell Storing. Under the rules as written a Ring of Spell Storing stores any spell cast into it. As a ritual is also a spell it can be argued that the Ring of Ritual Storing is simply a knock off bargain basement second which is unable to accept the fast charge of spell cast in a single round. The flaw in the manufacture of the ring of spell storing takes the item rarity down from rare to uncommon.
Chain of Familiar Transformation
Requires attunement, A familiar is a mystical being manifest on the material plane as a tiny creature. The chain of familiar transformation allows the familiar to take on its true form. Specifically while wearing the chain a familiar may transform into its true form for up to 1 hour per day which may be split across the day in increments of no less than 10minutes.
The form taken by the familiar is specified in the summon spirit suite of spells from Unearthed Arcana. The Spirit types are; Beastial, Fey, Shadow, Undead, Aberrant, Elemental, Celestial and Fiendish. The level of the transformation is dependent on the familiar’s master’s level divided by two and rounded up.
The Chain of Familiar Transformation is a variant on items containing charges for third level spells such as wands. In Jarl Steve has given out items containing the third level spell conjure animals and forth level conjure woodland beings.
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Post by Karrgos on Aug 21, 2020 17:21:31 GMT
Draft version. I'm giving up my +1 dagger to get this item. What are your thoughts?
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Post by zaphodbeebledoc on Aug 21, 2020 22:54:20 GMT
#Name This +1 arrow exists partially in the Material Plane and the Etheral Plane. #Name deals force damage instead of piercing damage and requires attunment. When used to make a ranged attack, #name travels through the Etheral plane back to the attuned creatures hand. Richocet When an attack made with #name hits its target, as a reaction, you may have the arrow pass through the Etheral Plane and strike level divided by two rounded up levels of creatures, minimum three, other target creatures within 10 feet of the target before them, before returning back to your hand. Once used, Richocet and #2 can't be used again until #name has recharged. #2 As an action, arrow can be fired at a target and you teleport through the etheral plane to a spot within 10 feet of the arrow and each creature you choose within 30 feet of you teleport to a spot you choose within 30 feet of you. Once used, Richocet and #2 can't be used again until #name has recharged. Notes: Damage: Force, Replace Damage Type: Force, Ammunition.
#Name recharges after a long rest. Whenever #name or creatures affected by it teleport, they are briefly surrounded by a silvery mist, as in the spell Misty Step. Ability #2 is a combination of Pass Without Trace and Teleport.
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Post by brumguvnor on Aug 22, 2020 8:26:03 GMT
Nice! - Dave and Tony - can you let me know your final answers? - and: no one interested in the mystical secrets of the clanmark? - it will be just as useful as an item...
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Post by zaphodbeebledoc on Aug 22, 2020 9:58:00 GMT
Nice! - Dave and Tony - can you let me know your final answers? - and: no one interested in the mystical secrets of the clanmark? - it will be just as useful as an item... Apart from replacing the hashtags with cool sounding names, mine is final.
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