Magitech Technology / Science in Apocrypha | World Anvil
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Magitech

Overview
  Magitech is a unique category of various technologies, powered by magic to interface directly with physical reality. Unlike enchantments, this does not draw upon the Weave's magic permeating the universe; instead requiring a spellcaster - known as a Conduit - to channel their own arcane ability. Such a process is mentally draining, but produces greater effects as more effort is expended. Magitech is incredibly rare, and expensive.  
Arcane Propulsion   "We're giving sixty gold to anyone who tests our Arcane Propulsion Pads. Frankly, you oughta be paying us."   Arcane Propulsion utilises magitech to enhance propel objects, often to enhance vehicles or ranged weapons.
This is achieved by affixing a magical device, which is then activated to push the object, vehicle, or person.
Alternatively, they can launch nearby items like mine-carts, or even projectiles like bullets and cannonballs.   Unlike passive enchantments, this requires time to recharge, or for a spellcaster to channel their own magic.
When attached to a harness, propulsion packs allow the wearer to jump to great heights, mitigating their fall.
Attempts to propel creatures directly somewhat succeeded, at the cost of injuring the subject in the process.  
Fire Lances   "These are a sure-fire way to make countless enemies, yet I still wouldn't wish it on the worst of them."   Using a potent combination of alchemy, magic, and even psionics, Fire Lances are a truly horrific weapon.
Invented for Duergar soldiers known as Xarrorns, these lances are outfitted with a flame-spewing nozzle.
Integrated into the point of the lance, they can also be used to immolate the victim from the inside-out.   The hilt or pommel houses a chemical chamber, which a Conduit may use to periodically generate fire.
Despite the name, some lances use other ingredients to spray acid, fumes, ice-cold liquid, or electricity.
To prevent misuse, Duergar-made lances often instead require Psionics to initiate the chemical reaction.  
Glyph Arrays   "Congratulations, Harvestee! Your sentence has been upgraded to: The Conduit-Glyph Systems Array!"   Glyph Arrays refer to multiple methods of combining arcane sigils, to automate the process of spellcasting.
This is achieved by casting one or more warding spells, where one creates the conditions to trigger another.
Non-magitech arrays use pre-cast spells to perform and act upon simple logic, without requiring a conduit.   Arrays involving a conduit allow them to automatically cast spells as needed, allowing for complex decisions.
Subjects have described it as 'expanding their consciousness', and may find the experience to be addictive.
Rare incidents report of arrays overriding the conduit's decisions - driving them mad, or even killing them.  
Mythallars   "Flying cities? That'd be a waste of the mythallar's power. With this, we can achieve immortality."   A mythallar is a colossal device - reminiscent of the sun - used to channel vast energy from the Weave.
Up to 150 feet in diameter, they emit miles-wide fields, known as mythals, that produce magical effects.
Most well known is Arcanopolis, with its mythallar able to levitate - and even teleport - the entire city.   By attuning with the mythallar, an individual can alter the effects of the field, and recharge magic items.
Details of their creation are mostly conflicting, however they all mention the willing sacrifice of a creator.
Thought to be a hole in the Weave itself; the sacrificed soul becomes its conduit, and is thus magitech.  
Planar Gateways   "A window to the planes... to any plane. A universe at our fingertips... where do you want to start?"   Planar Gateways are immense archways, windows, or pools, housing controllable portals to other planes.
While small, temporary portals are not rare, they are often unstable due to events across the cosmos.
It is said that the gods once used large gateways of their own to enter Apocrypha, prior to the Severance.   Repeated casting of spells that facilitate planar travel, weakens the cosmic boundaries between locations.
Eventually this becomes a semi-permanent rift; able to be opened and closed by a conduit using the gate.
A spellcaster bearing an appropriate device, attuned to the desired plane, can relocate the portal's exit.  
Spelljammers   "The Nautiloid wreckage in the Southern Sands... It's older than than anything we thought possible."   Considered mythological by most, spelljammers are ships capable of flight through space and the astral sea.
Pivotal to this is the Spelljammer Helm, a navigator's seat which allows one full control over the entire ship.
Beyond movement, the helm is capable of producing breathable air, and even rendering the ship invisible.   Spelljammers require a spellcaster to pilot them, draining their capacity for magic until after a period of rest.
It is this fact that has lead to them being classified as magitech, despite their otherwise enigmatic origins.
They are only obtained by extraplanar trade, piracy, or excavation, with all attempts to recreate them failing.
Arcane Cannoneer
A Troll Artificer, Self-Augmented with Magitech.
 
Duergar Xarrorn
Using the 'Pyroconverger' Mounted Fire-Lance.
 
Thri-kreen Warrior
Descendant of an Ancient Spacefaring Species.

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