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Empirical Thaumaturge

5,116 bytes added, 21:21, 26 January 2019
Created page with "A ((player character)) ((wizard)) ((kit)) used by ((the Soap Maker)) that focuses on the scientific study and practical exploitation of supposed "magical" forces and the natur..."
A ((player character)) ((wizard)) ((kit)) used by ((the Soap Maker)) that focuses on the scientific study and practical exploitation of supposed "magical" forces and the natural world.

!!Stuff to know (re-title)
*Receives the following NWP's for free: Tinkering, Engineering, and Sage Knowledge: Physics.
*Requires the following NWP's be bought: Read/Write, and Spellcraft.
*Sage Knowledge NWP's cost one less proficiency slot.
*Uses the spell point system from Player's Option: Spells & Magic
*Free magicks may be used. The cost for free magicks remains the same.
*May not exceed normal spell level limit.
*Spell points can be saved by choosing to cast spells with a prolonged casting time or at reduced power.
*Spells are not forgotten when cast. Instead, an amount of spell points equal to the cost of memorizing the spell is deducted from the wizards's spell point total.
**Spell points expended this way are replenished after a full rest.
*May re-memorize spells, essentially writing over spells currently in memory as needed. The thaumaturge must be well rested and have access to his spell books to do this. Re-memorization takes 10 minutes per level of the spell(s) being memorized.
*Must have physical contact with a technological wonder equipped with a thaumaturgic vessel(see below) in order to cast spells.
**The thaumaturgic vessel essentially does all the "heavy lifting" of spell casting, following the instructions given mentally by the wizard to form the magical effect.
***Standard components of casting the spell still apply. The wizard must perform all somatic and verbal components, as well as have all required material components on hand, in order for the spell to work.
*A spellcraft NWP check must be made whenever a spell is cast. Failure causes the thaumaturgic vessel used in the casting to malfunction, rendering it unable to manipulate magical forces until re-calibrated.
**Re-calibration requires the appropriate tools, a successful tinkering check, and at least an hour's worth of time.

!!Technological Wonders
The wizard, through practical application of his knowledge of natural philosophy, can create technological wonders; machines that can perform a variety of tasks limited only by the imagination(and raw know-how) of their creator. These wonders represent the true power of the thaumaturge, providing him not only with potential solutions to the problems he faces, but also his sole means of manipulating magical forces.

-=Trusty "what I can build when" Chart=-
*Lvl 1: (Simple Repetitive Task)
**Mortar shells. Steam saw. Irrigation system. Slow-ass ground & water vehicles.
*Lvl 3: (Complex Repetitive Task)
**Timed bomb. Mechanical calculator.
*Lvl 5: (Simple Responsive Task)
**Firearms. Intruder alarms. Better ground & water vehicles.
*Lvl 9: (Complex Responsive Task)
**Devices to record and analyze information. Slow-ass air vehicles.
*Lvl 12: (Simple Creative Task)
**Devices that forge simple weapons/tools, build walls, or copy books. Even better ground & water vehicles.
*Lvl 14: (Complex Creative Task)
**Devices that create complex chemical compounds(ex: gunpowder,) build complex non-tech equipment(ex: siege weapons,) or make predictions based on a set of information. Better air vehicles.
*Lvl 16: (Amazing Feat of Tech)
**Devices that build simpler technological devices or generate minor magical effects(Spell lvl eq. 1-3) on their own. Badass ground & water vehicles. Even better air vehicles.
*Lvl 18: (Jaw Dropping Feat of Tech)
**Teleportation chambers. Devices that generate significant magical effects(Spell lvl eq. 4-6) on their own. Badass air vehicles.
*Lvl 20: (*TILT*)
**Devices that "think" with humanoid-level intelligence, resurrect the dead, warp the very fabric of reality(Spell lvl eq. 7-9,) and other such weird crap. Vehicles of such supreme badassery that the gods themselves are mildly impressed.

!!Thaumaturgic Vessels
When installed into a technological wonder, a thaumaturgic vessel provides both a bond between the wonder and it's creator, through which the wizard can control his creation, and the only means for him to manipulate magical forces.

The wizard should give careful thought to what type of vessel he/she install into a wonder. While low level vessels are limited both the number of commands they can process at once and extent of the magical forces they can manipulate, they are considerably easier to install. At higher levels, the vessels are able to process numerous commands at once and manipulate potent magical forces, but are incredibly difficult(and expensive) to install.

There is also significant risk in stretching one's abilities too far; failing to properly install a thaumaturgic vessel destroys the entire wonder.

-=Thaumaturgic Vessel Chart=-
|| |# of Commands|Spell Level |Cost
Lv. 1|1 |1|400 gp
Lv. 2|1|2|600 gp
Lv. 3 |1 |3 |800 gp
Lv. 4 |2|4|1000 gp
Lv. 5 |2|5|1200 gp
Lv. 6 |2|6|1600 gp
Lv. 7 |3|7|2000 gp
Lv. 8 |3|8|2500 gp
Lv. 9|4|9|3000 gp||

(more rules to follow)

!!Categories
{CATPATH()}{CATPATH}

[[Category:Import]]
[[Category:Greyhawk Campaign]]

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