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Magitech

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With the introduction of the modern world to the people of Tarinfell, those with magic and those with skills in engineering began developing technology of their own, made unique by their access to magic.  This has led to the growth of the Wakefield Advancement Guild, and the development of technology like magical smart phones and magical energy replacements for electricity in houses.

Technology in Tarinfell has and will (mostly) continue to advance at the same rate as the outside world, thanks to W.A.G. reverse engineering modern tech to create magical alternatives.

 

[Disclaimer: While creating magitech can be fun and we want to support creativity as much as possible, we ask that you please make and use it fairly. Staff reserves the right to moderate--confiscate or have your tech break if you are using it to break rules of consent or gain unfair advantages over other players.]

(Allowed Exception to the Following: Creating Warforged for another player to play.)

- All Magitech must be based on something that would be accessible to the ordinary person in current times (So no military grade weaponry or giant robots! And remember, guns are around but are illegal). If you have a cool idea you’re uncertain about, ask an admin before creating it!

Magic infused into magitech must be within the creator's magical spell list. If made by a class requiring something to cast, such as a cleric’s symbol, it must be represented in the tech in some way. You may not infuse class abilities, only spells!

- Must have some way to tell it apart from its non-magical counterparts. Runes may be etched into a phone battery, the screen may emit a soft rainbow glow, or it may be tingly to the touch--get creative and have fun with it :)

 

- For an item’s creation, the magic source depends on the class of the item’s creator, but existing Magitech may be recharged by anyone with magical ability.

    Divine energy  (Cleric, Paladin) is granted and borrowed from a deity (see deity list), and fueled by the user's beliefs.

    Natural energy (Druid, Ranger) is gained by manipulating forces of nature around you.

    Arcane energy (Bard, Wizard/Sorcerer) is gained by manipulating forces pulled from another plane.

 

- Spell effects may not exceed 20m around the device at the time of use--sorry, you can’t magically charm people over texts, and wards will only reach so far!

- Magic is not a certain thing, casting can go wrong or have side effects, have some fun with it!

- All working technology in Tarinfell runs on magic, there’s no normal charging stations. 

- Portable devices are on a small power supply, they will run out of energy like any mobile device runs out of battery. They can either be charged by a magic user or plugged into a wall unit to charge.

-  Anyone can use magitech, but players may carry no more than 3 magitech tools/weapons at a time and all must be visible or noted in your titler to be used in combat. 

 

All Magitech used actively to cast a spell may hold only 1 use of 1 spell before it must be recharged. All spells used in this way must follow casting/combat guidelines for that spell. 

     - Choose a physical hit OR its spell for a combat action, unless the spell is specific to enhancing that single attack.

     - If interrupted, you may try again, but if the spell is cast and misses, the piece is now empty and will need a recharge. 

     - Each player may only use 1 magitech item in combat per day (If the spell is in the user's spellbook, this does not apply).

     - Castable combat spell must be charged/recharged by a player character with the spell in their spellbook.

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