PDA

View Full Version : DM Help I need help coming up with magitech devices.



Roxxy
2015-08-08, 03:26 AM
The ruleset is Pathfinder. My world operates on the logic that there is no inherent conflict between science and magic, and that combining the two is a distinct possibility. The main method of using magic for a civilian is via alchemy, or the creation of magical potions. These can maintain potency for about a year. Enchanting items is much less common, as an item lacking spiritual significance (an artifact in D&D/Pathfinder terms) won't maintain a charge for more than a day (I have systems to compensate for the loss of magic items, but they aren't relevant to this topic.). Spellcasters tend die earlier than non-spellcasters, losing between 5 to 20 years depending on how powerful a mage gets (the more powerful you get, the lower your lifespan). Alchemists are not spellcasters, so they live normal lifespans (Unless they drink the potions they make on a constant basis. If you imbibe magical elixers on the scale of a PC Alchemist, you'll lose about as much of your lifespan as a spellcaster would.). Alchemists are also faster, easier, and cheaper to train than any spellcaster would be. As a result of this and the superior storability of alchemy compared to enchantments, the Alchemist character class completely dominates the use of magic among civilians. For every one NPC spellcaster, you'll see several dozen NPC Alchemists. Where spellcasters pull ahead is sheer power. Most NPC Alchemists don't have the class features of a PC Alchemist, as PC Alchemists only have them through extra training the average Alchemist never gets.

Generally, you won't see very many NPCs above level 4. This means that, in practical terms, we are working with a metric ton of NPC Alchemists who have access to 1st level extracts and a fair number with 2nd level extracts. In terms of spellcasters, a handful of Arcane or Psychic spellcasters with 1st level spells, and a smaller handful with 2nd level spells, are available. The setting doesn't have the Divine spellcasting classes, except for the Shaman, but the Shaman is considered Psychic (Witches got bumped over to Psychic, too). Magical healing is generally the task of Shamans, Witches, and Alchemists, and sometimes Bards. Healing potions are also easier to come by than they would be in other campaign settings. Nobody can cast Speak with Dead, and no magic is going to let you speak with plants or animals, and certainly not with a god. Occult Adventures content features pretty heavily in this setting, and from a thematic point of view it replaces Divine spellcasting.

The technology level is fully industrialized. Anything modern Earth is able to produce, my setting could produce. It may or may not produce a particular modern device, depending on whether the setting could do that task better with the magic level I provided, but determining what magic does best and what modern technology does best (and what is done best by a mixture of both) is the whole point of this thread.

So, given the specified spell and infusion levels, a very high reliance on alchemy compared to spellcasting, and the ability to produce anything Earth can produce, what magitech can you guys come up with?