Dr. Hellstromme wrote:No, its not like those otaku guys from another techno-fantasy game
Computer-Wizardry"Press F8 for Fireball"The idea behind classical techno-wizardry is this: take a few gems and some precious metal wires, and fashion a magic circuit board out of them. Psychic energy flows in the conduits, and there you got a working spell. Some people from those civilizations where magic and technology are both highly advanced have achieved the next level: the creation of magical integrated circuits. They use precious metal foils and gem dust to create ROM panels that can activate different magic spells. An interesting fact: these ICs are actually technological versions of magical runes. It is highly probable that a Diabolist would be able to identify some of them.
The origins of computer-wizardry are attributed to several sources: the Altess, Inglix the Mad or the Amaki homeworld are some examples. The truth is, this variation of technomagic have appeared several times in several worlds during the last centuries, but never really caught on. That is because it requires a quite high expertise of electronics, computers and magic not only from the creator, but even from the user. So even in the Three Galaxies, computer-wizardry is the game of some very dedicated sapients, and they keep their creations to themselves.
Excellent so far!
I've had some of the same thoughts before, specifically that you could design circuitboards to include runes and magic sigils and such in order to gain magical effect.
So I'm right there with you on the core concept you present, despite some issues/questions below.
The greatest advantage of the art is that you can replace the magic chips in your devices: combat-oriented CWs just carry one ranged weapon that can literally fire anything from energy beams to magic nets. They can also combine chips to create more complicated spell effects. When a traditional TW has to plan every single creation separately, a CW just puts the proper ROMs in the sockets of his computer, calibrates the whole thing in a few minutes, and he is ready.
Here's where you start to lose me. Already, they seem too powerful from that first sentence... depending on how it's carried out. If the net result is essentially the same as the Techno-Wizard's need for tech devices as a conduit for his spells, only the CW has to swap chips to alter functions, that's fine. It would make the CWs more versatile in some ways, but less versatile in others.
When a CW learns a new spell, he always creates a ROM of it. Unless he loses that, or needs several copies, he may never has to cast that spell ever again! It does not mean that his chip collection is his "spellbook": he knows the spells by heart, he just needs normal spellcasting methods even less than other TWs. The ROM must be slotted into some kind of hardware to use it: attack spells need a rifle, sensory spells some kind of scanner or goggles, etc. Spells that enhance the user in some way just need a "magic box" strapped on a belt, preferably worn across the chest (near the heart), or they can be put in a hi-tech body armor. The more experienced the CW, the more chips he can synchronize in the same hardware. (Rule: 3 spells at 1st level, plus one at every 3 levels) This process can create devices that need several spells to work ("spell chains" from RUE) or truly multi-functional gadgets (an armor that can turn invisible and fly at the same time is subject to synchronize rules as well).
My question here is: What powers these spells?
Are they like scrolls, where you use the components, PPE, and spell costs when you make the chip, then it self-destructs after use?
Are they like TW items that need the user to either charge up a battery first, or to provide the PPE when the device is used?
Or are you just giving the CWs infinite spells for free once that chip is made?
Or what...?
Synchronization requires a computer. That doesnt have to be magical, the same way a normal TW doesnt require magical screwdrivers. The CW links it to the hardware holding the spells and improvise a little program. This is absolutely unavoidable, whenever you create a new combination, as no matter how good your "Techno" is, "Wizardry" will always be dependent on place, time and person. (Rule: Computer programming skill test, unmodified for two spells, -5% for every one beyond that. Other classes can try it with a nice -50% penalty, half of that for traditional techno-wizards. Requires Magical Lore skill for non-wizardly types. The process takes one minute per spell involved.)
The hardwares CWs slot their chips into are traditional, albeit very simple techno-wizard devices. All they need is a power source, usually in the form of a built-in Globe of daylight or Energy bolt spell.
Interesting so far, but I could use a lot more detail.
Rule: skills modifications based on RUE techno-wizard OCC:
Computer Operation increased to +15%
Computer Programming increased to +20 %
replace Mechanical Engineer with Electrical Engineer
lose one OCC related skill at 1st level
Sounds like they're more powerful than Techno-Wizards, with only one minor penalty.
How would these guys not make Techno-Wizards obsolete?