Archive of Mechanic Questions in The Magitech Chronicles | World Anvil

Archive of Mechanic Questions

This is the archive of questions, which can't be considered recent anymore.   So instead they all get dumped here or at the Archive of Lore Questions.    
Can Perks raise attributes above racial maximum?
Answer
No they cannot. If they could, power gamers would see them as mandatory.

 
What is the process for getting the magical food? Is it a special cultivation technique or is it as simple as having a schematic that is based on protein magical materials?
Answer
Magical food comes from Catalysts. Infused lifeapples are grown in soil enriched with the blood of Shaya for example.

 
Are there groups or corps that capitalized on these speci items? Similar to drifters and potions?
Answer
There is nothing like the monopoly the Inurans have on artificing, but most types of magical food come from a long established temple, or occasionally a corporation. Many temples sell their harvest to fund other endeavors.

   
What's the difference between the artificers invest magic and the regular enchant spells, both invest a spell point and can end up permanent?
Answer
Enhance Armor is tied to the item's limit. Most non-magical items have a limit of 1. Invest Magic is tied to the artificer's magic, and can exceed an item's limit.

 
So basically, a mage can make a staff that shoots fire bolts out of a metal rod. An artificer can make a rod that thinks it's the next Ikadra?
Answer
well said. An eldimagus is a living item birthed by an artificer, and they can use their spells to help it realize its potential. A mage can likewise invest their own magic into anything, but it's still a part of them.

 
Can you as an artificer use a charged battery stone instead of investing a point enhancing an item or would that work more on item creation?
Answer
It has to come from their own pool, but there are plenty of ways to pad that. Some covenants allow sacrificing souls to increase pool, like the Soulcatcher base ability. Artificers are always hunting for ways to increase their pool, and most carry tons of mana batteries to fuel their spells since their own pool is usually tied up.

 
Is the spell siphon permanent like Aran's or is his a beefed up demigod version?
Answer
Siphon is temporary pool, but there's a higher magic version that's permanent, which is what Aran's using.

 
Does the Human +1 Skepticism raise the maximum Skepticism?
Answer
Yes, it raises the cap as well. Human's with a 2 will can have a 3 skepticism.

 
What happens if you cast a dream bolt at/from a ship from another ship?
Answer
If you fire a dream bolt at a ship it will temporarily disrupt the spell drive, and disables movement. Note it will have a similar effect on any living magic item.

 
Can a person hurt a ship if they fire a spell at it? I’d assume some sort of magnitude threshold below which your spell would have no effect. So the garden variety mage wouldn’t be able to hurt a ship with a spell, but anyone with a certain amount of magic would be able to if they cast a powerful enough spell.
Answer
There is no magnitude or threshold where a starship is safe. If you're a Dark Lord Bert sized creature, and you want to disintegrate a starship, that's fine. But most starships have a LOT of resistance, and even more armor.

 
So summoners summon, can they also send away similar to a banishment?
Answer
Summoning works a bit differently than it would in say D&D. You can only summon a creature with which you have a pact, and it can be dismissed by the summoner. However, there is no existing banishment spell. Such a spell would be spirit / binding based.

 
Are hatchlings able to go into the vacuum of space with no negative effects?
Answer
Yes. Hatchlings are immune to vaccuum. As long as they possess a single point of magic they don't need to breathe in space. This should be clarified under the race.

 
Do the dragons "fly" through space because of magic or is it some other ability?
Answer
Only dragons with void can really fly in space. Other types of magic can be used, like with spelldrives, but with less precision. Void Wyrms are the true masters of space combat. A Wyrm with say only earth magic would have to use it creatively for propulsion. Note that pretty much all adult Wyrms are going to take the time to get void magic. They have a century.

 
Is there anything for the polymorph that affected Kazon, or that allows the wyrms to appear human?
Answer
The Wyrm ability is racial, but the Polymorph spell is a limit 5 Nature spell that will either appear in the player's guide, or the Grimoire. It will be online well before that though.

 
Will the grimoire also include uncommon spell modifications because common only really shows; ball, cone, and range?
Answer
Absolutely. What we'll do is bring versions of the outline here, and then solicit feedback from the group. We will collectively build that book, and we'll include anything and everything we think is cool.

 
What's the difference between Earth's plant control vs nature/creation? I'd have figured that would fall under nature.
Answer
Different aspects often have access to the same or similar spells.

 
Really, can I have an example or two?
Answer
Sure! Flight can be achieved through air, or through void. Earth and life have some overlap with nature-based life. Water and life have some overlap with healing. Void, Fire, Life, and Earth are all used in different ways to power spelldrives to fly ships.

 
So, how do I play a Wearwolf or a Tigres in the Magitech Chronicals?
Answer
I can make you stats on the fly. Ka-Ken or Ka-Dun? I have all the shaping rules in my head. Tigris is much easier. +1 agility, +1 Dodge. They tend to make great mage killers.

 
Will the Eleph be a playable race in the future?
Answer
Yes, Eleph will be a playable race. They are roughly analogous to hatchlings, but elephantine. They gain +1 Fortitude, +1 Brace, and + 1 Skepticism. They are a highly mercenary-oriented culture similar to Klingons, but they are much longer lived.

 
Do Elephs have a primal god or pantheon or they are only orginased by their matriarchs?
Answer
Elephs have bred true, and are a matriarchal society that mirrors elephants. Very martial. Win at any cost.

 
Also what kind of primals are associated with Void?
Answer
Demons are the primals that arise at void Catalysts. There are exceptions, like void drakes, or void _________ whatever you'd like to insert. Anything the god would have found pleasing in life can serve as a template.

 
Are there pattern inducers for void primals and for the other types?
Answer
Any pattern inducer can be reconfigured for any primal.

 
A question about resistances. Example: Fire Bolt does fire damage (thermal energy). Armor can resist energy damage (even from spells according to the rules). If you had Armor, Fire Resistance, and Magic Resistance, would they all stack together or would only the highest resistance be used?
Answer
Fire bolt does magical damage. A flamethrower would be thermal. Your gm makes a choice on the fly. Thermal would go against armor. Fire bolt would go against the total of fire and magic resistance.

 
Can an eldimagus be crafted from material of a living diety?
Answer
Yes, gods can take pieces of themselves and fashion objects in real time, through simple will. Artificing does not always require a worskhop.

 
Will there be a manifest equivalent for the greater paths?
Answer
There is not, no. Aspects are primal forces. Greater paths are a blending. The closest would be divinity based powers, which will be in the player's handbook.

 
Do pets act on a separate turn or on your turn using your action economy?
Answer
So far we just used separate turns. Though it the pets/guardians ect. didn't got any bonus initiative, so usally pretty lown in the turn order.

 
Can summoners buff their summons with either infuse spells or some other summoner specific spell or would they have to become an enchanter to strengthen them?
Answer
GM's call. I rule that pets with a pact or soullink can share / receive infuses and other personal spells, pending GM approval

 
What's the best way to break a binding? When voria does it she seems to use Earth spirit and void together. How would that transfer to the rpg cause making a "cursebreaker" theme would be fun.
Answer
The best way to cancel any spell, and Binding is no exception to this, is to Counterspell it. That is, what Voria does in the books. In the RPG you just make a counterspell by spending at least 1 SP and making a spellcasting check. If you want to do this in combat, you need to be higher in the Initiativ order and hold one of your actions.

 
What if it's an active binding either controlling someone or holding a soul to a body like a lich?
Answer
Counterspelling active binding works as described. Soulshackling is just a subset of binding, and can be countered in the same way.

 
Can void pockets be attached to tattoos or subdermal implants?
Answer
Yes and yes, so long as said tattoos or dermal implants have had a mount placed by an artificer.

 
Gods often devour the magic of the vanquished. At what point does magic remain after the body dies? If a fallen mage is powerful enough, can another mage siphon the remaining magic?
Answer
The divinity rules will be contained in the Player's Handbook, and break down specifics. The short version is any god with a divinity score will leave magic after they die. Gods have a permanent and temporary divinity score, and usually gain temporary divinity from eating a smaller god. Once you have enough temporary divinity you can cash it in to permanently raise your total score. Basically you save up to buy up your power level. PCs will start hitting god around 10 Catalysts, and if they start receiving worship will ascend not longer after. Until that point someone is only going to get permanent spell pool from eating their magic. After that point they could gain actual fire / void / X magic.

 
So each realm has a teleport or jump how does life's work? Because they're already in the life realm does it not work there, or would it be like a moving at the speed of light to a nearby spot?
Answer
Only void has teleport. Each Realm allows for the transfer to other realms. In the case of life if you are in the spirit or dream realm you can create a portal back to our realm. As we are already in the life realm it does nothing while here

 
Say I was a ternus scientist that knew a bunch about light and how it works, and become a life mage, can I use the light as any form on the spectrum like radiation and make x-rays?
Answer
Absolutely. Manifest life will allow you to do all of that.

 
Is nature path the best way to go mad scientist and create chimeras or monster hybrids?
Answer
Yes, yes it is. Pretty much tailored for that.

 
If I were a Summoner worried about my summons, like a demon, and he was wounded life magic is his opposite so would that heal him or would I need to somehow use void to make him better. Or spirit magic for my friendly wraith?
Answer
Summoners have a pact with a real group of living entities, who you'd treat just like any other entities. If you summon them and they are killed, the tribe remembers. They honor the fallen, but smart summoners acknowledge the cost and try to avoid getting their summons killed. Most don't need to be healed directly, as their respective tribe / species can tend to that. In the event that a pact is with a single being, I'd totally give that being some healing / mana beer, some credits, and a shout out on Seizure (social media in universe).

 
Is there a darker side to life or nature that allows you to cause tumors to grow or biological warfare stuff?
Answer
It's been answered, but yes. Light becomes a laser. Heal becomes harm. Life is very good at killing.

 
If spirit had the equivalent of a void pocket I like to imagine it's just a ghost in the spirit realm following you around holding your gear like a manservant, all proper and polished.
Answer
Items from the mortal realm that are brought to the spirit realm quickly drain and wither. I'm picturing a mage putting some flowers in, then the sad manservant handing their date dead flowers 20 minutes later.

 
Are there any negative effects if necrotech, demontech or etherealtech equipment goes through their opposite's catalyst?
Answer
An eldimagus is constructed to achieve perfect resonance with the entire circle of eight. This protects the structure of a living item, and allows it to enhance its own structure using magic that would normally be hostile. Theoretically it would be possible to construct a ward that would allow a demon / ethereal / unliving to gain magic of their opposite type.

 
Magical Wards. Besides blocking a specific or all magic, are they used against physical attacks? I'm assuming so, thus my question of Do they act like an energy shield a la Star Trek, a "solid barrier" like a ships hull, or what? My thinking was, could they be penetrated by non magical means utilizing items which vibrate at an opposing frequency or wavelength?
Answer
We haven't created a Physical Ward spell, but I envision it very much as you've described. It will provide armor, and any kinetic force will disrupt it. I may add that the Immunity Spell from the Greater Path of Protection offers Armor and Magic Resistance.

 
What about other wards mentioned in the books. Do they stop kinetic force or physical objects? Like bullets or rockets fired at ships?
Answer
It depends on the ward. A physical ward will only stop physical. Magic only does magic. Some wards combine the two.

 
Is it possible for a summoner to summon primal elements or ream essence? For example a True Mage Summoner that has also experienced a water Catalyst. From their connection to the Catalyst, could they summon primal water?
Answer
No. That’s not how a connection works, unfortunately. A pact allows a portal between two entities, but having visited a location doesn’t allow a summoner to connect to it per se.

 
So nature can make organic stuff grow and enlarge, say I grew large what's the best path to get my gear to grow with me, or should it just have room to stretch for armor and a larger sword that's two handed when I'm regular and one handed when I'm big?
Answer
Magical gear can be effected by spells, so you’d want spellarmor and a spell weapon and you’d be good to go.

 
With a harness that is an eldimagus what kind of effect does that have on the host body?
Answer
None, unless the harness specifics something.

 
What makes demotech and etherealtech different from necrotech and magitech? Different power source, just how they're made, they're typical functions?
Answer
All of that. Each tech is based around the magic that powers it. Demotech is highly destructive, uses darkness, and often teleportation. Magitech creates permanent magic items, such as your standard eldimagus. Ethertech tends to create more anchored enchantments, like say a ring of invisibility. Necrotech you’ve already seen in action.

 
What happens when you catch a primal but instead of bringing it to it's aligned element you bring it to a different one does it just shift alignments, die, become some sort of mixture?
Answer
Once a primal is typed the process is irreversible. Think of a primal as a caterpillar. Once a butterfly it will not change to another type of butterfly. However, it might gain magic if you brought it to another Catalyst.

 
If a summoner made a contract with another being in another timeline/possiblity and returned home would they still be able to summon them?
Answer
Not without a temporal matrix, or similar magic.

 
How do we make one of those?
Answer
There are four known matrices currently. You need to get on the Spellship, to Inura's installation on Virkon, to Sanctuary, or the Flame of Knowledge

 
It might be a dumb question but, when a Relic Hunter cast through a spellstaff does he use spellcasting?
Answer
If he hard casts, then yes, it is spellcasting. If he swings it in close range to hit people, then it is Melee.

 
What would be the value of the corpse of an elder dragon? I do not think we have ever discussed this. A handful of dragon scales is a fortune in the books.
Answer
Almost incalculable for an elder Wyrm. Even if it didn't become a Catalyst, and most would, that's a massive, massive trove of magical materials. Bone. Scales. Etc.

 
If it were to die near a catalist, as in one dies trying to take control of a catalist would the catalist just leach his power and just become bigger?
Answer
Yes and no. Let's say that a massive dragon, we'll call him Ted, approaches a Catalyst. Ted expires next to the Catalyst. If the Catalyst is fire, then Ted's body and soul are "burned away" and join the Catalyst. However his bones remain behind as Cinder Bone, a magical material that can be mined by adventurers. His scales become Charscales. Those magical materials remain, and are enriched by the Catalyst Ted died near. RIP Ted.

 
Divinity question. Gods have massive reservoirs of magical energy, usually a single type - Xal is Void, Van is Fire, and so on. Gods can be multiple types- Nesbiat as Krox had Void, Fire, Earth, Spirit, and so on... Divinity rules in game require 5 plus Catalyzations to become a Demigod and beyond. So question is this - what happens to a being who successfully Catalyzed all 8 types? If said being became a Catalyst, would they be able to catalyze a new supplicant with all 8 types as well?
Answer
Great question. Most gods possess all eight types of magic, but are known for a dominant aspect. Neith possesses more life magic than Voria, for example, and on her divine character sheet she'd have a separate LIFE and FIRE divinity score. This matters a lot, because gods can spend their divinity, which permanently diminishes that aspect. When Voria rescued Ternus (no spoilers) it cost her a permanent point of divine life. To answer your question if you hit all eight Catalysts, then got two more to push you into divinity, then founded a temple and became a real god, you'd leave a Catalyst devoted to your strongest aspect. That aspect would transmute the other aspects into itself. So your void would gradually become fire if you were a fire god.

 
You have stated that there are multi aspect Catalyst. Is this when the 10+ magic attribute has a tie for the most Catalystation of a specific aspect or more of a plot driven feature than one based on game mechanics? Do the results of the Catalyzation weight in, that is, is Catalyzation resulting in spell pool magic more valuable / important than only gaining a special ability or just an attribute point when calculating divinity value?
Answer
Some gods strike a perfect balance between aspects, usually because they excel at one particular greater path. The results of the Catalyzation don't really matter, just the quantity of overall magic.

 
Why is Group Immunity and Immunity the same cost? They seem to do the same thing, except that Immunity only targets one person.
Answer
Group Immunity should require 1 higher cost and magic than is printed.

 
So I have a question. Let's say I'm a Tech Mage with Mark V spellarmour. I also have a Void catalysation. Would I therefore have 6 Void Resistance, or 3 resistance to everything except void, and the resistance from the armour doesn't add to the void resistance? I'm not sure which of these scenarios is right based on the wording.
Answer
Short Answer: It stacks. Long Answer: If you have 3 Void Resistance and 3 Magic Resistance and I hit you with a Void Bolt dealing 8 Void Damage, then it gets reduced by the sum of both resistances, in this case 6. So you lose 2 HP. Be aware that Magic Resistance doesn't count twice with multiple magic types. E.g. I hit you with a Voidflame Bolt dealing 5 Void and 5 Fire. Then the Void gets reduced by 3 from your Void Resistance and assuming you don't have Fire Resistance, the combined remaining 7 damage gets reduced by your 3 Magic Resistance, resulting in 4 HP lost.

 
When calculating the experience cost for upgrading defenses. It is done at current rating X 5. The question is for a Techmage with a defense value of 3 for example (2 base + the Come get some class feature) are people charging 15 experience (current rating 3 x 5) or 10 (current rating 2 x 5) and not having the class feature alter experience cost?
Answer
I include the class feature in experience cost. That proved the simplest way as otherwise players struggled with the math.

 
Under materials for forges it list it list things plastic, metal and protein. It goes on later in the section stating that mages may consume magical materials to replenish spell pool. Now assuming that one has the Forge/Foundry, magical materials and either an artificer or schematics on hand. Would it be possible to create "super food" protein bars that not only give you all of the nutrients needed for a meal(or day) but also replenish spell pool? Different schematics/ recipes could replicate potion effects but do it in a less fragile or spill able form. Although as a bar/food it would take an action or more longer to work than a potion.
Answer
Yes, but this requires a forge capable of processing magical materials. Assuming you have one you could print all sorts of magical protein bars.

 
I was wondering, is there anyone who is immune to the mind wipe completely? Like someone was supposed to be a Wipe but came out of it with full memories and just pretends to be wiped. Or is this not even possible as that the magic is just that strong?
Answer
Absolutely. Some people are so strong willed that they just cannot be influenced in this way. Usually they are powerful souls, and often have reincarnated at least once. From a game mechanic perspective I'd create a perk called Don't Tread On Me, and I'd have it grant immunity to mind altering effects such as mindwipes or binding.

 
If humans breed from human parents, and parents of different species (I remember the comment that this is a result of a gods doing), hence their proliferation through the stars, is Earth actually their origin world, or just another world affected by this gods game?
Answer
Chris stated in the MC RPG group, in a response to a question about how the series are connected, that Deathless / Magitech (Chronickes and Legacy) / Void Wraith are all different but connected possibilities, or different parallel realities.

 
Ternus is from Earth. At what time (comparative to Deathless) did they leave earth?
Answer
The answer as to how Deathless relates to Magitech will be answered in The Builders. Void Wraith is a mirrored reality, and can only be reached via Temporal Matrix, or similar magic. Both Void Wraith and Deathless are part of the The Great Cycle. In all realities where a deity is powerful enough they can travel between realities, and times. Think Nine Princes of Amber. Blair, Trevor, and Nara are all capable of getting together to binge watch Game of Thrones in a reality where the Night King had an epic ending.

 
So I have a player who really wants to play into the leprechaun aspect of drifters (he’s playing a drifter artificer who specialises in shoes). I think he’s also gonna want to brew healing or mana beers. Would this fall under artificing?
Answer
Brewing falls under artificing, and generally involves magical materials included but not limited too magical water. The Drifter needs the materials, but doesn't need to pledge any pool or anything. I'll have to write up an example

 
Ah, that had crossed my mind, but wasnt sure how it'd work. Are the materials consumed into, or is more of a filtration process, similar to charcoal filtering? (Obviously, its going to differ based on material, but asking in more, broad strokes.)
Answer
The materials fuse into the final product. So when hops, barley, and primal water become beer the act of brewing creates the magic in a sort of chemical / magical reaction.

 
Is there a basic gear list for any of the True Mage paths?
Answer
True Mages start with a napkin and half a can of shaving cream (Rifts joke). They should get a Spellstave, but that needs to added to the Errata.

 
Can fissures open on a planet?
Answer
Yep, you can open a Fissure on a planet, and Nebiat uses this exact strategy in the novel Void Wyrm to bring some forces in.

 
Not exactly Magitech, but based off of thoughts for the coming Deathless rpg and its characters use in Magitech. -While tailored for human DNA, Can other races (Shayans, Elephs, etc), be affected by either virus? Or is it going to be more of a stand alone race/class, based off humans? -If any of the Deathless or Werewolves leave earth local space, and by extension, their power source, can they no longer use Shaping? Or would other catalysts help in that regard?
Answer
From an RPG standpoint the virus functions as a template, and most sentient races are vulnerable. You'll have rules for converting existing races to champions, deathless, vampires, and even dino-people. If a shaper leaves Earth they're boned unless they find another Catalyst. Shapers are utilizing pool broadcast from the star in the form of light, but they never actually Catalyze. However, were a shaper to find a way to get closer to the star itself, then they might come away with a permanent Catalyzation, and could safely keep their powers.

 
Do they need a catalyzation or would like Primal Water work too? Like 1 liter of Primal Water per transformation or something.
Answer
They'd need a way to recharge their pool, which life magic would do.

 
Can a single catalyst mage learn to cast like a true mage without the need of a spellweapon?
Answer
Sure, every mage can learn how to hard cast spells.

 
Is there a way to create an armor with higher than limit 3?
Answer
We are working on that. For your specific game, just ask the responsible gm. ;D I've been hand-rolling sets of armor until we get that figured.

 
My Artificer is about to get Tomb Robber. Can it be used with a melee spellweapon?
Answer
Absolutely.

 
If someone gave me the Blood of Shaya to use in armour construction, would the effects of the potion be applied to the armour permanently? I assume not, because that would be stupidly op.
Answer
For the Blood of Shaya to do what it did for Aran it needs to be consumed. If you used the blood during construction (which you absolutely could do) it would likely grant something like +1 initiative, but it wouldn't do anything like it does as a potion.

 
Can I take 5 Magic Resistance from the Paladin as an ability from another Archetype? Equally, can we take the Mastery abilities from another archetype as one of our choose an ability from another archetype?
Answer
The only thing you can take from another path are path abilities. Hearty is a path ability, so 12 xp for other dedicates, and 20 xp for everyone else. Very pleased to see the way you are thinking. The most powerful characters will have 4-6 path abilites from other paths. Masteries have a flat cost and it doesn't matter what path you are.

 
Like Aran has abilities from Eradicator and War Mage, and Nara has them from Spellsniper and Illusionist, despite, I assume, both starting out as Tech Mages after the mind wipe?
Answer
Aran started as a war mage. Nara started as a larcenist. Everything else they have was purchased, and both have lots of path abilities.

 
Is there a way (for a God) to modify (change/delete parts) the memories what you could get back from your tomb? If you were wiped or some of your memories were altered before you died but you had a tomb and find it in next life will you get meg your original memories or the altered ones?
Answer
Magic can do nearly anything, so to answer the first question yes a god could modify a tomb to obscure or even remove certain memories, but it would take incredibly powerful magic as this is touching the cycle itself. If you are mindwiped, but still find a tomb, then you only get the memories contained within, which would all be from the past life. You'd still be missing the memories taken in the mind wipe. Ohm, the original divinity, uses Github to manage source. Merge conflicts can sometimes occur. It takes an incredibly skilled mage to sort them out, but the mind in question will reconcile each instance in the way that best fits the overall mind. How this plays out can be unpredictable.

 
So if a code was removed (mind wipe) when the commit happens (character dies). You won't be able to restore it unless you are familiar with the commands have have the right to do it
Answer
Exactly! However, the repo still exists and a skilled deity could go in with a command line and manually merge from a backup. This is impossible for mortal mages, and why they say mindwipes are permanent.

 
Question about the Eradicator ability, Efficient Killer. The Eradicator reduces the cost of all destruction, fire, and void spells by 1. Can it reduce the cost to 0. Or is it reduced to a minimum of 1?
Answer
This will be in the errata, but just to officially confirm. It can reduce costs to zero, which means an eradicator never runs out of void or fire bolts.


 
It says under the magic item creation rules, that creating an Eldimagus requires a workshop with rating equal to the rating of the eldimagus being created. So what is the rating of the Improvised Workshop the Artificer can construct? Same as their magic characteristic?
Answer
Correct, which scales really, really nicely.

 
How easily removable, is a spell drive and spell matrix? And how hard linked are they to the installed ship? Could one be installed on a Ternus ship?
Answer
In our First Contact campaign (run by Chris Fox)my char had a spelldrive and spellmatrix installed in his mundane ship (a civilian-class small freighter) as a reward for helping some local people against necromancers. Took a day in game to install, at a fully furnished shipyard at a major station.

 
How much does entropic bone cost? There’s a cost for void stones, but I don’t see one for entropic bone.
Answer
Magical materials don't have a set value. They have a required value for construction. Building a spellblade with entropic bone, for example, would require 1,000 credits worth of bone. This is true of all materials used in general construction that don't possess some sort of specific on use effect

 
How valuable are dragon scales? They are obviously magical - in the books we get reference to knowledge scales - containing written and / or video records and information. Frit uses a scale Nebiat gives her to open a fissure, so they can have spells stored in them. Multiple references to scales used as currency, and even as game pieces. Can scales contain raw magic essence? Could they be used as an emergency source of magic to power spells? Could a large enough trove of them be used as a Catalyst, albeit a minor one?
Answer
I'm making a note to add a section in the Player's Handbook to cover this. A generic dragon scale has a quality and age which determines its base value. If it has been enchanted to be a knowledge scale, then the value goes up further. Still further based on the data stored within it. Base dragon scales come from young wyrms, and run between 100 - 500 credits, with no special properties though they are enchantable.

 
Does this lead to dragon hunting in the bad part of the sector? Is there an illicit trade in "blood scales"?
Answer
Absolutely. Adult dragons are very valuable, and know it. Most take proper precautions, and travel with parties of Outriders for protection. It isn't always enough.

 
What happens if you eat the flesh of a catalyst? Do you turn into a wendigo minion of the guardian?
Answer
That depends on the Catalyst. If you drink from the Tree of Blood, or consume the flesh of the god impaled beneath it, then you empowered, but compelled to seek out a seed, and implant it in your chest. Doing so further increased your power, but you become a minion of the tree. Your wendigo example would be perfect. Have say a spirit god who died, and if you devour the meat left behind you are forever hungry. You waste away, until you become a wendigo, and a minion of the corpse (or whatever). The framework is designed to allow freedom, though, so if you had a life Catalyst, and ate of the heart of a dead Wyrm, then there might be only positive effects. GM perogative.

 
question then... are the qualities imparted by the flesh based on the qualities of the God you're feasting on? I mean, Xal was fiendishly clever (pun intended) yet eating his flesh reduced intelligence... was it due to his being deceased at the time, or are other factors in play?
Answer
Different parts of Xal's body convey different properties. Eating muscle has quite the opposite effect of peering into Xal's mind, as Aran did. Demon muscle will make you stronger, and more savage, whatever the source.

 
Question: if I buy the Extra Skills ability from a True Mage archetype and already have Spellcasting at 3, does it increase to 6 or is that ability just a waste for a True Mage
Answer
I don't consider the Extra Skills something you can buy as a Path Ability.

 
Are there game stats for an Ifrit? For an NPC, not necessarily a player race, though that would be super cool (Or super hot really)
Answer
Ifrit cannot gain water Catalyzations. Their write up is in the player's guide along with the other elemental races. Djinn for air, Shayatin for Earth, and Marid for water.

 
Wait a second, I thought only "raw" primals couldn't get their opposite catalyzation. Once they breed true, they lose the weakness for their opposite magic. So what stops them from getting that magic?
Answer
You're correct that only primals cannot get their opposite. However, only primals get the extra Catalyzation. You're free to roll a true bred Ifrit, and you'll gain your +1 strength, and can get water. However you will not receive the bonus Catalyzation. Were anything else true then the only races most players would take would be elementals, as an extra Catalyzation is more valuable than anything that can be purchased with xp.

 
So, just curious . . . Is the perk "Bravely Run Away" a nod toward Sir Robin and Monty Python?
Answer
Absolutely 100% it is

 
I'm adding some Etherealtech weapons to the loot, I'm thinking: If user doesn't have dream: functions as normal spell weapon but requires +1 spell pool If user has dream: pledge 3 spell pool, level 2 dream bolts at no cost, level 1 all others, +2 accuracy, edge to dream an divination spells viewed through weapon optics. Thoughts? OP? I thought since dream is the "softest" the level 2 wouldn't be of much use in most circumstances, but fun when it can be used.
Answer
Love it. Etherealtech is quite different from magitech or demotech in that it almost always possesses a limitation to the user. There will be certain circumstances where it can't be used, or criteria for the wielder. Ethereal weapons cannot catalyze, but grow in strength as their wielder's story grows. The more famous the user, the more powerful the object. The way you built the rifle fits perfectly. It will get stronger every 10 xp the wielder earns. They can add a point to accuracy, damage, AP, initiative, or a similar stat.

 
Only Necrotech is explicitly mentioned in the books, but Etherealtech and Demotech exist alongside Magitech and Necrotech.
Answer
There will be rules for both Etherealtech and Demotech in future sourcebooks. It remains to be seen how much will make it into the Player's Guide, but both will be Kickstarter goals. I'll start adding the rudiments for both to World Anvil. Necrotech, Demotech, and Etherealtech will all be fleshed out in the near future, enough that people can start testing.

 
Is there a bestiary other than the one in the book?
Answer
Yes, but it's in my head so that doesn't really help you. I will be adding a slew of creatures over the next few months, and that will culminate in the official Bestiary, which will be its own Kickstarter. Some have already been added to World Anvil, but they are under adventures. I'll copy those into the bestiary, and we'll make a habit of centralizing them there. Also, if you make something, and want it added, just post it in the RPG development group.

 
When building a character and using the 5 skill points to buy or improve skills (Masteries) the limit is 3 points (at least according to the video and how I'm reading the book). How do I get to skill rank 5? Is it only through game play?
Answer
The limit is only skill rank 3 is for Character Creation. You can go above 3 after character creation. Buy points with XP as it's gained.

 
Just bought the book this morning and wondering if there is an option for a hand to hand (martial artist) build?
Answer
We're working on martial arts styles, but the first one does involve weapons, and is used in the book. The second style will be purely hand to hand, and I'll get that up in the player's guide section of World Anvil as soon as I can. You'll want the new warrior path... Living Weapon. They get their magic added to all melee attacks, and can deliver spells like a war mage. In place of devestating strike they get Shattering Blow, which allows them to spend a point of pool to ignore armor for any single attack. It's a fast paced playstyle, but runs dry on pool fairly quickly, especially if you start splitting actions.

 
Kind of like kung-fu monk meets Phys Adept (ala Shadowrun character class) woth a touch of warlock (D&D class)?
Answer
Very much so. Also a dash of Magus maybe. Monks usually either suck, or are mediocre. I want people to cry about monks.

 
Miracles - do they require spellpool to use? Are they cast like normal spells and how are they rolled? Will they always succeed but strength of miracle based on roll successes? Or do they simply function at specific effect when used?
Answer
Miracles don't require spellpool, but they have a daily limit. Usually they are rolled with Intuition + Religion.

 
 
Can Hatchlings fly with their wings?
Answer
Yes, at their walking speed, but aerially. They are quite graceful, even Briff, with his enormous gut.

 
Can Eldimagi reproduce? Like Crewes Armor?
Answer
Like…how did I not see this one coming? Magic is infinite. It can do literally anything. Consciousness shapes reality. If Crewes fell in love with his armor, and it wanted a child…anything is possible. In general, though, your spellblade and spellshield aren’t going at it while you’re sleeping, and cannot reproduce.

 
Or can they eventually become organic things themselves?
Answer
This is much less likely. Take Ikadra as an example. He is incredibly powerful, but still limited by his nature and purpose.

 
Does the Spellsniper get any starting equipment?
Answer
A Mark V Spellrifle or Sniper Rifle (only the spellrifle exists in the main book), a suit of light or medium NTM body armor chosen from the main book, and an automatic membership to the Sniper’s guild.   Sniper’s often livestream their jobs.

 
Why do Shayans glow, when they eat food?
Answer
Because they are beings of life, and when they ingest magic, regardless of the type, their bodies are assimilating it.

 
Do Truebreed Primals have the same ability as Shayans? So if they have magic, could a truebreed ifrit stop aging?
Answer
Yes, and that’s true of all similar races that survive on magic. Shayatin, Djinn, Ifrit, and Marid are all immortal in the same way.

 
How does prayers and miracles work from a gods perspective?
Answer
This will be covered in the divinity rules. Gods have a set number of miracles per day they can grant, and cannot have followers exceeding the amount they can provide miracles to.

 
If a binder bounds someone with a covenant, can they force them to use a miracle?
Answer
Absolutely. If the god were aware they were bound they might choose not to grant it.

 
Does the warmage ability Spellriposte, take an action?
Answer
Nope.

 
Could an illusory sword that fools sight and touch deal damage?
Answer
An illusion can't deal direct damage, as it has no substance. Casting an illusion of a tech demon with a spell cannon, guarding a choke point, that persuades a hapless tech mage without fire, air, or void as appropriate, to take a path ending with them falling into a spike filled pit whose opening was also covered by an illusion? That could deal fall and impact damage instead.

 
Are there a list what can be done during travel in the Umberal Depths? I think that is the longest down time for characters, so it is a perfect time to practice. I also understand that they can't use high class magic because that would attract attention. Are there any general guids for these things? Is it a threat to use the Forge and Foundry?
Answer
I left this nebulous because that should be up to the GM. In general low level spells have a very low magical resonance, and can only be sensed for a short distance. The larger the magic, the larger the resonance. Most cultures, like the confederacy, will ban any spell with a cost higher than one, and will prevent a magitech forge from being operated while in the depths. If you run them you run the chance of being noticed. In Tech Mage, when Nara and Aran are taken out on the hull that's an example of the type of creatures that can be attracted. They sensed the magic in the spellcannon, were detected by scanners, and so they had to head out and remove them.

 
I just read the part where Vee created her second braclet in the ship which was in the Depths. Did she not used the forge to create it are there other ways to create eldimagus?
Answer
She absolutely used a magitech forge in the depths in a way that could have attracted the notice of some very nasty things. She got lucky.

 
What is the difference between an Illusion and Manifest Dream? If Manifest Dream can create weapons and armor can it also create some other objects?
Answer
Illusion is, in the end, ultimately insubstantial. Even if the illusion fools sight, sound and smell it is just an illusion. Manifest dream is dream maid real. It has a temporary or pseudo substance to it. It can be used to create a door, complete a circuit trace in damage electronics. Like a temporary physical embodiment of dream

 
Can I summon grenades with Summon Ammunition?
Answer
Yes, with a 4 cost spell called Summon Grenades. Coming in the Player's Guide.

 
If a Character has Tomb Robber and Efficient Caster, that would mean every speel he cast cost one less and have edge? Also does Efficient Caster effetcs the commited spell point as well?
Answer
That would mean every item they cast through an eldimagus would have edge, and cost one less, yes. There are other ways to get edge, and you can only get it once, but most advanced characters are going to pick up something like tomb robber to get it easily.

 
What about the commited spell pool is Efficient Caster has an effect on that as well?
Answer
Never. Committed spell pool cannot be reduced.

 
Does the spell cost reduction stack? (Example if a character has both Efficient Caster and and Compassionate Healer)
Answer
The tech mage ability, and either the eradicator, or the healer ability stack. In those instances you can get a -2 reduction. It's likely that other path abilities may push this even higher in the divinity book.

 
Shayans get +1 Appearance to start. Does that allow their racial max to be 6 instead of 5?
Answer
Yes, yes it does.

 
Mage killer question - guide says they start with a Mark VII Ternus Assault rifle but no stats are given. What is damage, accuracy and range?
Answer
This will be coming in the Player's Guide: NTM Mark VII Assault Rifle Damage: 8 Physical, or 10 for Burst Accuracy: 2 Limit: 1 Range: 30 Ammunition: Standard or Armor Piercing stored in 30 round clip. Bursts fire 3 rounds. Defense: Dodge Cost: 4,500 Credits

 
Darkness spell on World Anvil > Spells and Spellcasting > Void. It says impenetrable darkness, not even thermographic vision will pierce. Does this apply to spell caster as well?
Answer
Yes it does.

 
The Icon of Flaming weapon suggests that Ranged weapons can be enchanted too. Is that correct?
Answer
That is incorrect. You’d need flaming ammunition, which should be a separate spell.

 
Impeccable Taste isn’t in the book, why?
Answer
It got missed and should be added to the player’s guide.

 
Missive is a Greater Path spell, but in the books people use it all the time. Does that mean, that as long you have Fire or Dream and a Scry-screen or something similar, you can use Missive?
Answer
One of the most common magic items (not eldimagus) in the sector are items that send and receive missives. They are mass produced by the Inuran Consortium, and available everywhere. Without one of these devices you’d need the spell to send or receive, which happens twice in the novels that I can remember.

 
The Destruction spells note Void or Fire Damage as Resistance, but shouldn’t the specific resistance for the damage type always be applicable?
Answer
Most destruction spells blend fire and void, but yes each spell should be resisted as its type. If you use a Greater Void Bolt fire resistance should not help.

 
Let’s say a clumsy Eradicator hits himself with a Voidflame Bolt. (Could that happen to Jerek? XD) 3 Void and 3 Fire Resistance means he takes 4 damage, right?
Answer
That’s correct.

 
Does the Rock Spike Miracle ignore Armor?
Answer
No. Does seem like it should have 3 points of AP though.

 
Question to Devastating Strike: Text is: “Add the mage’s magic rating when resolving damage.” So warmages get this as bonus damage?
Answer
Yes, that’s correct.

 
Environmental Body Armor gets mentioned alot in the book, but it is called NTM Cavalier Body Armor, how do we want to adress this?
Answer
Under errata NTM Cavalier Body Armor counts as EBA, as does any other self-contained suit. GM discretion applies.

 
Does Blur go over maximum? I guess so, but should be written there.
Answer
It should be explicitly stated, yes.

 
Dream Bolt: Damage? Should be usable against Life, Void and Spirit, also to determine effect against Magic Resistance. Wake up rules? When and how often can a check be made?
Answer
Mirror Spirit bolt for damage. Wake up rules function as stun. For each point past resistance + skepticism they are asleep for one full round. After that elapses any sound that would normally make them will do so.

 
Can living spells only be created by gods?
Answer
Yes, though I don't have firm rules.

 
Can the players start as Inurans as a race?
Answer
Inurans and Shayans are basically one race, just the Inurans go more for tech / artifacer/ evil merchant than they do nature. They are both children of Inura (Shayans thru Shaya who was raised by Inura)

 
Is Kazon's gauntlet magitech or demotech or some sort of unique blend? And is it rare that it is capable of using void and life?
Answer
Kazon's gauntlet is an artifact, a living divine tool. It possesses properties of both magitech and demotech, and was used by Xal and his chosen artificers in forging many things. Using void and life is rare, but as soon as you reach divinity it becomes trivial to circumvent that limitation.

 
Artifact like the mirror?
Answer
Exactly. These are usually splintered off from the divinity of a god, but also require an act like a forging to make the artifact.

 
I have some rule questions I couldn't find the answer to in the book. 1. Can disintegrate be parried? 2. How does duel weilding work? 3. What is the damage on gauss cannons and nukes for ships and tanks? 4. If visiting a catalyst can kill a player are there rules for that? 5.the gunnery skill says it applies to spell cannons. Is this referring to ships or the hand held ones?
Answer
1. No, I don't think so. 2. Dual wielding has no particular benefit in the rules, though I usually give some extra accuracy. 3. Tank gauss cannons are around 20 damage. 4. Players are exempt from the risk to die. Not that the characters would know that. 5. The gunnery spell refers to vehicles or similar. The handheld spellcannons use Ranged.

 
Where did you find the gauss damage?
Answer
Chris used Gauss cannons in our campaign. Also I just looked up the regular damage of the NTM Hover Tank which is 15.

 
This may have been asked and answered previously, but if you start a magitech chronicles game as a mercenary (no catalizations) and you get a catalization do you have the ability to become a techmage, or some other class within the game mechanics? If I recall correctly that is possible in the novels.
Answer
If you're purchasing an ability within your path it costs 12 xp, so for Aran to get Tech Mage Abilities, or Crewes to get War Mage abilities. If either wanted a true mage ability that would cost 20 xp, as is true for anyone purchasing an ability outside their archetype. That's the only limitation though. You can buy all the path abilities if you want, and I've seen people spend almost 100% of their xp doing that.   To expand Chris' answer: if you start as a Mercenary and you get Magic, you can use a spellweapon and learn spells. You are still a Mercenary RP-wise. And if you have the required Magic than you can even learn a Greater Path.

 
If my character has Charisma 4 and the max for this attribute is 5 and he goes to a Dream Catalyst and choose the +1 attribute will that raise the limit to 6 as well, or that just means I have to buy Charisma to 5 before he goes to the Catalyst?
Answer
It raises the limit.

 
Is there a Greatest Path for Enchanting, and what could I do with it?
Answer
None of the Greatest Paths are the same as the Greater Paths, so no there isn't a specific enchanting path. We get into Creation instead. You could make species, worlds, stars, other gods, and anything else you'd like if you have a high enough divinity to fuel your spells.

 
Is Divinity a Necessity for this or could someone also do stuff without being a god?
Answer
Divinity is a necessity for Greatest Paths. These are not meant for mortals. They are how the original titans forged the building blocks of the original universe. All that changes is amount of power required. More divinity = crazier things created.

 
Any issue with taking 4 flaws upon character creation without taking 4 perks?
Answer
You can always take more flaws, yes

 
Is there a way to detect if someone has a Covenant?
Answer
Yes, there is a mark on their soul and anyone who can perceive auras will notice it (Arcana DT 2).

 
How can one perceive aura? (I think this should be the same for detecting magic)
Answer
The skill itself. As gamer's we're trained to need detect magic, but the skill itself will allow you to examine all magical things. The only thing that changes would be the DT. In the case of a covenant I'd say DT 3, which generally means a real examination, though perceptive characters might pick it up simply in passing.

 
What happens with a covenant once the character reaches God level? Can a God have a covenant with another God?
Answer
Nothing changes. A god can have a covenant to another god

 
Is that why in some pantheons, some gods are higher ranked than others (Zeus being head of the Olympian council, for example) or do the Terran mythical gods not exist in your universe?
Answer
Generally hierarchy is established through power, as in our sector, but yes there are many pantheons that require covenants from weaker gods. Sort of like a pyramid scheme to siphon worship and keep strong gods strong. Most mythological Terran deities did not exist on earth, but are grounded in some real being.

 
Can a living Gods provide different Catalyzation than their main aspect?
Answer
Only if they have that aspect. Example, a god like Shivan could Catalyze Dream or Fire, but Shi would only Catalyze Dream, Van only Fire. Nesbiat Krox could Catalyze Fire, even though Nesbiat herself was a Spirit Catalyst. Aran using the Talon to take Fire and Void from NK was another example of Living God Catalyzing multiple aspects, but only the ones they have the magic for.

 
When Aran gave Bord a void Catalystation, what did it cost Aran?
Answer
It cost him temporary divinity, which is refilled through worship.

 
So if a living god gives a catalyzation it can give any magic he possess but it will cost him a temporary divinity?
Answer
Basically, yes. If they cannot pay the temporary cost, then it costs permanent divinity.

 
Will the Player Guide (or other future source) include rules for Hatchling PCs and molting, and thus full wyrms?
Answer
Yes, rules for molting will be contained in the player's handbook so you can advance to Wyrms. We'll also have divinity rules so you can play true elder gods.

 
So I have been reading over the premade characters, and the Shayan Battlemage, who's magic is tied to her beauty... I understand how that works mechanically, and I can see how it would fit a binder, illusionist, etc, but in terms of theme/narrative how could linking her fire/void magic to her appearance attribute play out?
Answer
The universe itself responds to aesthetic perfection. Mages who choose appearance as expression tend to be fixated on appearances. Every word, every gesture, and every act is perfect. An appearance based fire or void mage is going to use flourishes in her / his spells, and might choose flaws around vanity.

 
Question: I know the Greater Paths are comprised by combining a Elemental Aspect and a Realm Aspect. But if a PC has catalysied multiple Aspects - can they combine the effects of those aspects, even though they aren't adjoining? (Eg: Combining Earth and Fire to rain flaming boulders upon a foe.)
Answer
Yes, they sure can. When building a spell on the fly you need to adhere to magnitude, but have a lot of freedom. For example, if you're launching a void bolt, maybe you want to give it an acid shell to add lingering damage. On the fly you spend 3 xp and learn Eroding Bolt. Eroding bolt has a 1 magnitude higher cost than void bolt, and requires earth and void. If I also wanted to add electricity to give the target a penalty to all actions I would raise the magnitude one more to a base of 3. You're never pulling in complex effects. In other words you're not mixing in a teleport, just damage types. As a rule of thumb if it could be done with manifest you can probably mix it into a spell.

 
Thinking about Spellpistols... The listed defence is Scepticism for Magical attacks or Dodge for Physical... but shouldn't Magical attacks be either Scepticism OR dodge? I mean, in the books no-one really "cynics" their way outta a VoidBolt...
Answer
I agree. It's poorly worded. As a GM you always get final word on which defense makes sense. Generally that will be dodge for a void bolt, though skepticism is certainly possible.

 
Slight world-building tangent: So, does that make scepticism a low-key/passive form of counter-magic?
Answer
Yes, exactly. Your will is acting on the universe, countering effects you don't feel should exist.

 
While I've got your ear (eyes?): I'm curious as to the rationale behind the decision to make the in-game magic system essentially a menu of pre-made spells, rather than something more free-form, like in the books? Was it to keep things breezy & quick? Perhaps a holdover from other games, like D&D? I ask partially because I am a presumptuous git, and partially because prior to discovering the Magitech Chronicles, I had been working on a "build your on spell" magic system (which I had loosely dubbed "RuneLocke"), which (with a little tweaking) I think could be a good addition to your game. Would you be interested in taking a look?? *Presumptuous Git disclaimer* Not looking to step on anyone's toes - I was listening to the audio books, and my mind kept "rune-locking" the spells used in the story... which led me to the World Anvil pages, which in turn led me here.
Answer
The question gets asked a lot, so we might add it to the Recently Asked Questions. It's a good one. My thought was that I wanted a robust system that made sense in my head, and was also easy for gamers to understand and remember. The way the system works you conceive of a spell, and if it's possible you spend the XP and now know it. Aran routinely makes up spells on the fly. Jerek does less of that, but not because it can't or shouldn't be done. I could have attempted a freeform system, but honestly? Every last one sucks. They all fail. Players hate them, because they just want a fixed menu of options. Occasionally one will rise from the ranks and make their own spells, but those are the exceptions, not the rule. Did you ever play White Wolf's Mage the Ascension back in the 90s? The concept was amazing, but too freeform. My players just stared blankly at me. This is much easier for them to get their head around, without constricting freedom. Questions like this are highly encouraged

 
If I choose appearance as an Expression, and hide the true look of the character with too large clotching and mask will that lower the rolling dice number? Can I intentionally roll less dice or say that I don't want to use all the successes?
Answer
The universe recognizes symmetry and beauty, so your dice pool wouldn't be effected by clothing. However, you can always choose to restrict or fail a still check voluntarily.

 
Can a god provide different Covenants? Maybe he has multiple personalities, or faces.
Answer
Yes, definitely. There will be explicit rules for this. Both Shivan and Krox had multiple aspects, and could grant different covenants with different types of followers. Creating a covenant requires permanent divinity, and experience.

 
Munchkin Start? Will there be rules in the Players Guide for the munchkin start? By which I mean beginning with a character that is not at the start of their career for those who are keen to play a 'higher level' campaign? I imagine this wouldn't have to be too complicated but to quickly facilitate a sensible power level increase from day one. Experience, money, equipment lists, catalysations etc.
Answer
I don't have any plans to add this. I do plan to add rules for playing literal gods, and starting a campaign as gods. That's my version of higher level campaigns.

 
If a person were to curse another, would it be similar to enchanting where you pledge and lose the spell points till you either end the curse or someone breaks it?
Answer
Yes, the dream spell Slumber is an example of this. Unless broken the target will be asleep as long as you pledge the pool.

 
Can you use the path of Protection to harm? Example being creating a ward inside somebody and expanding it or forming a razor thin edge and cutting someone?
Answer
You absolutely can use the path of protection to harm. The component aspects are water, which grants ice as a weapon, and spirit, which binds and shackles. Here, have a globe of ice. What's that? There's no air inside? Man, that sucks.

 
Say I bring the purifier power armor to a catalyst. What happens to the fusion reactor how does it react with the catalysation(sp?) process?
Answer
It doesn't. The armor is not an Eldimagus, so it doesn't catalyze.

 
oh I thought it was magical as well as techy, well if my power armor was an eldimagus how would the fusion reactor react
Answer
If the fusion reactor is a regular part of the eldimagus, then a Catalyzation could strengthen it too. Better protection the reactor or it could become more efficient.

 
If the power armor was an Eldimagus wouldn't they just use a small spelldrive and not fusion?
Answer
Depends on the manufacturer. Not every fighter or cruiser needs a spelldrive to have a matrix, though most do. In general it's either or.

 
Are we going to be working on fantasy paths to coincide with Shattered Gods?
Answer
The Magitech Chronicles was built from Shattered Gods, so those paths already exist. We're not anywhere close to showing any of that material, though, and I'm not the only one developing it   Here's a fun tidbit to reward interest. Shattered Gods was built from D&D 3.5, with an E6 mod. You couldn't go higher than sixth level, but dragons sure could. From there we branched out and made the system we're currently using.

 
1. Can flame reading paired with Intuition attribute not just Charisma? 2. Do I need Piloting or Expertise to fly with wings?
Answer
1- Yes. Any time an attribute would logically pair with a skill I allow it. Many ways to the same destination. 2- Either will work fine. I’d allow athletics too.

 
Two questions about synthetics: 1. Synthetic need only one Catalyzation module for catalyzation or one per catalyzation? 2. Does Synthetic bonus attribute raises the limit of that attribute?
Answer
Yes to both

 
in the first question whic one is yes? Do I need on module?
Answer
I misread. One per Catalyzation making them ill suited to divinity in the extreme. You'll need a harness, and a high fortitude if you go that route.

 
Yes thats my opinion as well so one is enough.
Answer
Kurt had an interesting idea about doing a god with no Catalyzations and being largely digital, which kind of got around it, but in general other races are probably better.

 
I started creation of a minor god. I would like to raise a few questions. To process is you have 10 catalyzations and 100 xp. 1. Do I have 10 catalyzations all together? It doesn't seams fair to start as a captain and have 10 catalyzation and starting as a seraphim fire dreamer and got only 10 (he is 3 behind) 2. Do I need to spend all 100 points or I can keep some for reserve? 3. What Catalyzations can be selected can we create cusom ones? 4. How does greater magic catalyzation works? 5. How will equipment be handeled? 6. In a prevoius post we it was mentioned that a character can have more than 3 flaws does it have any extra cost? 7. If I have fewer perks than flaws can I select one on the fly? If yes does it have a cost?
Answer
1- 10 all together. Attempting to balance all paths for a mode of play in a playtest is futile. There will never be a mode in the book to start play as a god. I just need to get you there so we can test. The difference between 10 Catalysts as a Captain and 10 as a Fire Dreamer is negligible. In rifts some RCCs begin immortal and rich, while others literally have half a can of shaving cream in their gear list. 2- You can keep all of it in reserve. 3- You can create custom ones, or draw from any existing list. You're deciding where your character has been, and fleshing out your adventures. How did you become a god? 4- Greater magic is a requirement for some Greater Path spells, usually beginning at magnitude 5. There are no additional mechanics beyond it giving more pool and resistance. 5- You're a seasoned adventurer, which means fully Catalyzed weapons and armor appropriate to the type of god you play. 6- Nope, and you can add or drop them at will so long as you always have a number equal to or greater than your perks. 7- You can select one on the fly, but often what I hear in these rules is a desire for a fixed answer. It is always X in Y conditions. That will never be the case, as the GM should always trust their intuition. Generally I'd say you can choose a perk on the fly, but if you pick something that doesn't make sense to me I might disallow it.

 
Thank you will we see more high magnitude spells?
Answer
We will make them up as we go. If chris allows them and likes them then likely they will become canon.

 
I am thinking Life air and dream combined should be what you need for a netrunner sort of character and most electrical based lifeforms, Advanced programming/hacking.
Answer
The Great Path of synthesis. That makes sense.

 
How does casting a ritual works? Do I need to spend xp to learn it? What are the rolls?
Answer
The short answer is the rules will be in the Player's Guide. The long answer is as follows:
  • Rituals are spells, and must be learned as a spell. Unlike spells rituals cannot be learned on the fly, and require either direct instruction, or a manual.
  • All participants in a ritual must purchase it.
  • Rituals can be broken into subrituals, which will confuse most players, but that programmers will love. Let's use Nebiat's ritual at the end of tech mage. She had eight subrituals going on, while she conducted the main ritual.
  • Each sub-ritual and ritual has a threshold. When that part of the ritual is complete it returns a GTG flag to the main spell. When the last of these completes the spell fuses just like any other spell.
  • For calculating success in a ritual, or sub-ritual, you are performing an open ended spellcasting check from all participants. When these reach the threshold the ritual completes. They can be extraordinarily high, like 1,000 successes to awaken a god, or avert a moon from crushing a continent.

  •  
    How does caster check failure and rerolls (if allowed) in the subrituals work with the overall ritual? Will rituals with subrituals have degrees of success or is it just success/failure?
    Answer
    Typically there are degrees of success. In the case of Nebiat's ritual part of it worked. They woke up Drakkon. But the part that would have bound drakkon failed, because that subritual failed (or in this case was excluded by Nara). Caster failure is generally nothing worse than lost time, but many rituals have an upkeep so if you aren't at least adding that many successes, then eventually the ritual will hit zero and fail.

     
    How is catalization contained? if your hero is very badly injured and looses 90% of his body or is basically just a brain in a jar in a cyberware rig. does he loose part of his catalization? (Cellular container/Body theory) or do all of his catilizations carry over to the cyber entity? (Spirit/Soul Theory) Grandpaws Edimagus axe... If every few generations we replace the handle is it still his old axe? If we then sharpen the head to a nub and use that nub to create a new axe head is it still grandpaws axe? and is it still an edimagius?
    Answer
    Many areas of the system are left up to GM interpretation, because that which is not codefied, cannot be milked. Magic is a living thing, and does as it will. When Grandpaw became a brain in a jar and took up his place on Futurama the magic might have stayed with him, or it might still be in his body. That would be a GM call based on how he died. Grandpaw's axe won't ever need to replace a wooden handle, because that wood is alive and will regenerate. If it gets damaged it could be replaced the same way your leg could be replaced. If we replace your legs, are you still you? Probably. If we replace your head are you still you? Probably not

     
    Have the salt rounds been officially written up?
    Answer
    No, and that should be rectified

     
    What are the risks if I wnat to store something in a dream pocket (similar to void pocket)?
    Answer
    The reason dream pockets don't exist is two-fold. First, if you left something in a dream pocket there's a good chance it wouldn't be there, or something else would be, when you get back. Void pockets are outside the cycle, just like Sanctuary. Dream pockets are in the dream realm, which is part of the cycle and thus tied to a physical location. If one existed it would always be located in the same place, and you wouldn't be able to move it around like a void pocket. In practice I'd allow players to ward a dream pocket to obviate the risks so that it functioned like a stationary void pocket. What dream excels at is changing mutable attributes like color. You can order garments to configure themselves, or change color, etc.

     
    Do we have written rules and bonuses for armor and weapon catalyzation?
    Answer
    These are paired with a specific Catalyst, however we will be adding a generic bonus table for rolling up equipment on the fly. See existing Catalysts in the meantime, and extrapolate from there.

     
    Since Item Catalyzations were mentioned yesterday: Can Necrotech, Demotech or Etherealtech catalyze? I assumed so far that only Magitech can do that.
    Answer
    Kind of? Magitech is life, and grows just like any other life form. Necrotech is static, but can be manually upgraded and will never need a Catalyst. You need souls. Demotech is raw and unfinished, but is of the void, and tends to be more about upgrades and modifications and less about items. We'll see how that pans out. Ethereal tech doesn't really exist yet o.o

     
    Does Quantum work in the Umbral Depths so I could access Seizsure and play some Arena while traveling?
    Answer
    Any transmissions would draw unwanted attention. It works, but many ships who used it never came out, and eventually the practice was abandoned.

     
    Does a dream bolt do damage to spirit creatures? If so, how much?
    Answer
    Yes, 4 base damage.

     
    So, let's say that my squad has no life mage. One of my comrades in spellarmour goes down. She got into the armour by sketching a void sigil. She usually gets out by sketching a void sigil. As she is no longer able to sketch a void sigil, how do I get her out of her armour so I can give her a healing potion, since she's already exhausted all of her potion loaders?
    Answer
    Rip off her helmet, then her breastplate. Armor is modular, and the void entry is just a quick means of getting in.

     
    What are the rules for stun? Is the stunned character just skips his round or are there any other penalties?
    Answer
    Whatever the GM decides is appropriate. There are three approaches. I use the lightest, which is you simply lose your action. However, if someone is truly stunned you could argue they fall prone, and must spend a move action to regain their footing. If you want it to be extremely brutal, then you also lower dodge to 0. This is realistic, but makes stun grenades / spells extraordinary powerful. Simple action loss feels more balanced to me.

     
    I have a lot to say on the topic, as I've had to battle life magic since the inception, particularly when you have more than one life mage. Some counters I've used:
    Answer
    - A zone of spirit / dream / Umbral Depths where healing does not function. Have you necromancer lure them through a tear. This also deals with resurrection as you cannot resurrect someone if their soul has been captured. Soul catchers are nasty in this way.
  • Lingering damage is crazy OP. If your enemy is using poison, or burning, or acid, and stacking lingering then time is working against the players. Especially if it's in an AoE. Everyone taking 8 burning a round gets out of control, quickly.
  • Counterspelling is vicious when used correctly.
  • Economy of action will win every fight. If you have a big group, and you are fighting one big bad, then they are going to lose no matter how cool they are. Give the big bad allies who can do some of the things your group can.
  • Give the big bad a healer(s) too. Now your PCs have to eliminate the healers, then the boss.

  •  
    Could you give an example of how counter spelling would work in a game setting?
    Answer
    If you see someone casting a spell, and have not acted yet, or are hesitating, then you roll your spellcasting versus theirs. You subtract all your success from theirs, and if that reduces the spell to zero it fails entirely. If your big bad has 2 mages standing by to counterspell, then the first two heals or threatening spells are getting yeeted.

     
    So, question about Hatchling's breath weapon. So sayth the book: A hatchling's breath weapon matches the hatchling's aspect, and makes a ranged + agility attack that does 5 damage in a 10 meter cone, resisted by an opponent's skepticism. So, if I have a dream hatchling, will the dream breath cause damage? Does it erode someone's mental health?
    Answer
    It kind of counts as damage. When you are using the breath weapon you're rolling against the opponent's skepticism. If you beat it you need to overcome their resistance. The 5 base damage will help you do that. Each point of "damage" left over is one more round of zzz.

     
    What magic should one use to protect from flame reading? Illusion?
    Answer
    Privacy Ward is a spirit spell (or will be). However, I'd also like to design a similar one for dream that is perhaps slightly higher magnitude for the same effect that cloaks you from scrying.

     
    Synthetics cannot catalyse unless they have a Catalyzation module. What happens when they approach a catalyst without one. Will their equipment (spellweapon and spellarmor) catalyse?
    Answer
    I think they would. They just wouldn’t bond to them.

     
    So how does splitting dice pools work? Are you splitting your full dice pool (including accuracy) or are you splitting the dice for only the attack and adding accuracy to every attack?
    Answer
    Accuracy gets added after the split.

     
    Can items cast spells?
    Answer
    That is a bit more complicated and will be explained in the future. Generally items can't cast spells themselves, but they can be stored inside and then used later. Eldimagi above Limit 6 may be able to cast spells in a limited way.

     
    Can you buy the Magic Inhibitor from the Mage Killer character creation?
    Answer
    Yes. It is a bit more rare/powerful though. So it costs 75k credits.

     
    Can one with a Spellshield use it to block/parry a spell without being a warmage.
    Answer
    DM's decision. But I'd argue if the player describes what he does, than he could do that.

     
    Do you need to have actions left to use the combat benefit of the spell Godsight?
    Answer
    Yes. But there will be the Magnitude 6 Spell Greater Godsight, which gives the reaction as a bonus action.

     
    Could powerful Gods make attribute checks at 4,5,6 instead of 5,6?
    Answer
    Yes. By spending Temporary Divinity and Experience Gods can get Mastery in everything.

     
    Does the Dragon Thrall Ability stack?
    Answer
    No.

     
    Does Devastating Strike work with Ranged Weapons?
    Answer
    Yes, and that will be adressed in the Errata.

     
    What is the standard for a starting pilot? One of mine requested a big ship like Wyrm Hunter, is that cool?
    Answer
    I'd give them the full on Battleship if that's the kind of campaign you want to run. That requires a real crew for maintenance, and might be directly connected to the Confederacy, or a mercenary outfit ala Battletech. Rules are only there as guidelines, and any time something will support your game I'd say go with it. It's "too powerful", but if the PC isn't abusing it then it could make for a great story.

     
    The crew is an important point and could even be a focus. Being a pilot and having a ship is all well and good, but who's keeping it running? Who's keeping it supplied? Running a ship wouldn't be cheap, do they have a sponsor or are they earning their keep with each gig they do?
    Answer
    Agreed. Every episode of early BSG becomes a possible adventure. Food. Water. Ammo. Magic. Personnel. There are never ending demands.

     
    Do you need void magic to make a void sigil and get in the armor?
    Answer
    Nope. It is just a mechanic of the armor. No void magic needed.

     
    Jerek's ship's interior is bigger on the inside. Is this a normal spell or divinity? Can it be turned on and off? For example can there be parts of the ship which became bigger (only internally) if needed, like a bigger training ground?
    Answer
    The original Remora has void pockets installed for additional space. It's like a Tardis. Bigger on the inside. These are not configurable on the fly.

     
    Can a special Enlarge spell achieve a similar effect (Bigger on the inside)?
    Answer
    No, those are very different magics. Even a divine enlarge would merely effect the whole ship and change the scale accordingly.

     
    Can a Techmage cast spells through Demontech, Necrotech and Etherealtech?
    Answer
    Sure, as long as they pay any associated costs. For example Necrotech will deal physical damage if they're out of pool.

     
    What is the demotech cost?
    Answer
    That's harder to answer. Demotech is often built into the demon, and would be the most similar to magitech in that it will consume simple pool. You won't see a Mk VII Demotech rifle, you'll see a bonecrusher with a turret built into his back for example.

     
    With magitech being life based it grows and catalyzes, can demotech get stronger too? So far I've imagined it does by taking from something like a drain or syphon effect
    Answer
    Demotech gets stronger through draining, you're correct there. Necrotech can drain souls to increase power. Etherealtech requires you to grow your bond by furthering the legend of the item, and performing specific deeds.

     
    If I drain enough fire aligned enemies will my demotech arm cannon aquire fire properties?
    Answer
    Yes some can. Let's say Mortimer the Bonecrusher has a demotech chainsaw for an arm. If he buried that in a fire elemental, and killed it, and drained the magic, then he'd gain a point of fire damage. Still need to finalize rules.

     
    Can the technology of the 4 realms be combined?
    Answer
    No. They are antithetical to each other. And yes, some gods have broken the rules, but I'm going to shut that *&^% down for players right off the bat.

     
    Maybe a tier system for the creatures,a basic elemental gets you 1 point ever so you gotta take out something stronger in order to reach max potential all the way up to a guardian or god slaying?
    Answer
    Something like that. The magnitude of the creature being killed matters, but the other side is how much a specific demotech weapon can hold. At present the rules look like a Catalyzation. If you killed a magnitude 3 fire elemental with a magnitude 2 weapon, then it would gain 2 fire damage. This would take one of its "slots" in the same way a Catalyst does for magitech. So our chainsaw could kill an earth elemental, and get lingering acid, then kill a fire elemental and get fire, but then would have exhausted its potential.

     
    Will Etherealtech have a cost for the wielder?
    Answer
    Etherealtech has a cost from the forger, not the wielder. Materials, xp, and often specific deeds, like plunging the blade into the first word for fire, deep within the dream realm.

     
    When Frit turns into a cloud, is that an Ifrit ability or a spell?
    Answer
    That's an Ifrit ability. I have plans to release racial abilities with an experience cost, and that was the prototype.

     
    Would love to see a few of those abilities for Shayatin.
    Answer
    This is why I haven't mentioned it until now lol. But I've been doing more brainstorming so I'm much closer to ready. Every race will have abilities, including humans. Racial abilities will carry a fixed 12 xp cost. As quick examples Seraphim have Holy Radiance. Any void, dream, or spirit aspected creature cannot gain edge, lowers all defenses by 1, and suffers a +2 DT to all actions so long as they remain in the aura. Shayatin have Harden. Each time they take damage their armor is increased by 1 for the remainder of the scene. Please not "suffer damage" means they take physical damage. This means that you can have a Shayatin stand behind a pillar and cut on themselves for a full minute, then step out with 10 more armor and 10 hp of damage. If they have life magic or a beer, then they can just buff the crap out of their armor. Very powerful ability.

     
    Does that mean they have to overcome their armour each time to gain the bonus?
    Answer
    That's correct. A weapon with high armor piercing can be really useful to a Shayatin.

     
    Can Necrotech deal Physical Damage to ghosts?
    Answer
    Yes it can.

     
    Touch of Shaya seems a bit underwhelming as a catalyst choice. The healing spell grants 10 healing for a spell point but the catalyst option is 1 for 1. Is this an oversight or am I not understanding the point?
    Answer
    Shaya was a very weak goddess. This is likely the least powerful version of that ability.

     
    Can you translocate between Realms?
    Answer
    No.

     
    Do all gods get some sort of Godsight automatically?
    Answer
    No. It is just called Godsight, because usually only gods have access to it and utilize it to its fullest.

     
     
    So, regarding hybrid form. The rules on the World Anvil says that it's common that they gain that ability when they molt from an adult wyrm into an elder wyrm. However, Briff only molted once, and he seemed to be able to learn hybrid form easily. Did he molt again in the time we didn't see him, or can the hybrid form be taught to an adult wyrm who hasn't molted into an elder? Is this ability exclusive to life wyrms? If it's a form of polymorph, then wyrms who are predisposed to the Greater Path of Creation might have a greater affinity for the transformation. If it can be taught, what would the xp cost be for to learn it (One of my players has a water hatchling that just molted into an adult wyrm)?
    Answer
    It needs to be fixed, but the sentence "As I understand it these abilities become available when an adult dragon molts into an elder wyrm, which happens at the millennia mark, but can be overcharged apparently." refers to the real human looking form. Without wings and hair. The normal, bald & winged humanoid form is available to all adult dragons.

     
    Is there a different template for that, or is it just the Adult Dragon Template?
    Answer
    The human form uses the Hybrid Template. And there is no Elder Wyrm Template yet.

     
    In the phb for pilot and crew actions it mentions recharging shields or balancing shields. I see no other mention of ships having shields or a HP value?? Is there a mechanic for shields or is it something I’m missing with ships?
    Answer
    Shields should be in the PHB (next sourcebook), I believe it is a future Ternus discovery. However the mechanics are the same as for HP, basically subtract damage from shield point total. The shields can also have a resistance value as well, that further reduces damage before applying to shield points. When shield points are depleted the shield fails and all damage carries over to structure. Shields are only effective versus physical projectiles, energy weapons, and explosives. They do nothing against magic (unless the magic manifests a physical effect such as hurling an asteroid at a ship)

     
    Would anyone be able to provide clarification on the Tech Mages Efficient Caster trait? Specifically, does it apply to the dedication cost of spells?
    Answer
    Efficient Caster does NOT reduce the cost of dedicated/pledged spells. Also a reminder that Efficient Caster only works when casting through a spellweapon using Melee, Ranged or Gunnery.

     
    So say I reach a tomb from my previous life, in that life I was a master enchanter with three mastery tag on whatever skills I had, but in my current life I've got mastery in all things thievery related, do I get the mastery added to my skills list based on my previous knowledge?
    Answer
    First up: Your GM can decide to do whatever he wants. How Chris ruled it: You can't get a Mastery from your tomb, but you can get the memories of that, which basically cuts the training. So you can learn your previous life masteries with XP, but without training time. Other then that you get some skill points and attributes which get added to your existing and can get you above the maximum. E.g. my character ended up having 6 Arcana.

     
    Chris, have you come up with stats for ka-ken or ka-dun?
    Answer
    My replies are still pretty slow, but this is highly relevant as I'm writing The Builders and having to flesh out some of the abilities for the RPG. The basics are that all Ka'Ken / Ka'Dun have a base template with both a war form and a human form. Champions gain access to shaping and can purchase shapings like spells, for 3 xp a pop. Ka'Ken shapings are things like walk the shadows, edge, more damage from stealth, etc. Ka'Dun add in mental powers and have branches for things like light walking and telekinesis. In the release Ka'Dun will probably pick an area to specialize in. Ka'Dun are +2 Agi, + 2 / 4 Stamina, +2 / 4 Strength (2nd number is war form) Ka'Ken are +2 / 3 Agi, +2 / 5 Stamina, +3 / 6 Strength All werewolves have regeneration 2 base, but that can be bought up as well. These are rough, and a whole game needs to be built, but hopefully this gets you started.

     
    On spells with lingering damage does damage from extra successes add to the lingering damage?
    Answer
    No, it only adds to the Initial Damage.

     
    Increasing magnitude increases Lingering damage though, or is that just initial too?
    Answer
    That needs to be added to the Errata: You can either increase the initial damage by 2 or the Lingering Damage by 1.

     
    Do we think Warriors should have the option of starting with 3 in Unarmed? I say this because one of the three Warrior paths seems designed to be used with Unarmed (i.e Living Weapon)
    Answer
    I think that would make sense. If Chris agrees I will add that to the Errata.

     
    If a Hatchling with a cyber-harness molts, how does that interact? Dangerous for the dragon, or is it shunted out, absorbed?
    Answer
    The harness is absorbed. They're built with molting in mind, as the surgeon understands what the dragon will one day go through.

     
    I know the greater path of enchantment requires air and life magic but does it require both Magic’s to artifice?
    Answer
    I have to split my answer a bit, since there are things I don't know for certain. Here are the facts: Each of the magical tech types requires a certain Greater Path: Magitech needs Enchanting, Necrotech needs Binding, Demotech needs Summoning and Etherealtech needs Illusion. I believe that the Manaforges the Inurans use were imbued with the Greater Path of Enchanting. Regular Forges can't create Magical Items.

     
    I have a question on the interaction between Sorcerers and ships that have used void pockets to increase the space. It’s stated in the sorcerer archetype that food placed in a void pocket tastes crap, and is unusable by sorcerers. Does this also apply to these room extension void pockets?
    Answer
    No it does not, or at least not immediately. A void pocket is an unsupported space, and life placed inside of it better have a way to breathe and keep warn. All you're really doing is putting walls around a piece of the depths. The effect you're seeing in the shape is welding that piece into the ship, and then wiring the ship's resources into the new space. Food stored in these areas will spoil more quickly than usual, but it will last four about half its usual shelf life, as opposed to food in void pockets, which is rendered yucky virtually instantly.

     
    So the spoiling affects non-magically food too?
    Answer
    not from a practical standpoint. There is no state penalty to food that has been through the depths, but taste can be effected (but isn't always). This is, of course, to allow GMs to make the call.

     
    Can magical materials be made that is immune to spoiling in a void pocket? E.g Void Beer?
    Answer
    anything is possible. Anything. Warded void pockets would certain exist. Void beer is just as succeptible as anything else to the void, as the umbral depths are merely draining magic and life.

     
    Are direct children of a god already demigods by the same standard as someone who has catalyzed several times?
    Answer
    They'll definitely gain at least one Catalyzation, possibly more, based on the strength of their parent. If their parent were strong enough, say a false titan, then they might start with 4-5.

     
     
    So when piloting a spell ship is there a spell pool cost for movement(thrust) at all? Also there’s no uptick in spell cost to fire to fire a regular void bolt through a ships spell cannon is there?
    Answer
    My understanding is you dedicate spell pool to pilot the ship, that is motive power for everything including thrusters. Firing spells is the same amount of spell pool usage as firing them normally unless you up the magnitude of the spell.

     
    So spellstaves. Do you add the accuracy when casting a spell using Spellcasting?
    Answer
    Yes.

     
    My question is how do you cast a magnitude 20 spell. Can multiple caster add up their magic from multiple spellmatricies?
    Answer
    Yes, you can use multiple spell matrices to cast a spell as a group. This spell must either know by one member or be preinstalled into the spellcannon. E.g. the Confederate Battleships have some spells, like Disintegrate, preinstalled.

     
    With the “my dads rich perk” about how much wealth would you allow floated to a PC if they ask for money?
    Answer
    Purely a GM decision. For me it depends on the situation and background of the character. Generally 100k or a million are good boundaries. However with the money often comes a family responsibility the character has to fulfill. Like attending some event (with their new friends) or something like that. On the other hand, the dad may spend much more to get the character out of jail, just to punish them himself.

     
    Is there any mention of prices for parts or repairs to a starship? I Believe I saw spell matrixes install for 12k but is that for all types? (Excluding temporal) and how about the spell drive itself? Or a fusion/ftl drive, weapon systems, armor etc?
    Answer
    There isn't. I'd always intended to add these in the Starships & Tech book, but never codified the repair system. I really like the way this codifies it, and have put a placeholder in for a system building on it for the player's guide.

     
    Mechanics question, A player loses a die for each additional action they split their dice into A player starts with 10 dice, how many action can they split considering the lose at each split? Does accuracy apply before, or after the split? Ex: a player with 10 dice decides to split action, they have a +5 accuracy. Can they split that down to 10 actions with 6d6?
    Answer
    I've waffled on this a lot over the years. The best method seems to be accuracy applies before the split, so you're adding it to the total number of dice, and then splitting. If the opposite were true accuracy becomes possibly the most powerful stat. See below. In your example you're looking at 3 actions. We're losing 2 dice to split, which leaves 8 dice. 2, 2, 2 for our attacks, since they have to be evenly split. If you did it where accuracy applied to each attack let's say you had 8 dice + 2 accuracy. Now you still have three attacks, but with 4, 4, and 4 dice. Stances would grow even more powerful, and aiming for a stance that gave 4-6 accuracy would mean that you broke every attack into the maximum number of actions. At the end of the day I'd adopt the method that works best at your table.

     
    So, I have a question about how opposite aspects of magic in the circle of eight interact within people of certain races. I found the rpg rules concerning primal races, i.e. ifrit, marid, etc., that stated that they were incapable of gaining magic in their opposite realm or element. However, throughout the canon of the books we see non primal races transforming into primal races through magical means, with the most notable being human to demon. In cases such as this what happens when the person transforming has access to the opposite aspect of magic? Does this kind of occurrence represent a loophole or exception to the rule, or does the mage in question lose access to a kind of magic due to their transformation? I realize that this a rather nitpicky question but my brain has a curious habit of hyper focusing on a specific idea for months on end and I was hoping to sake its curiosity.
    Answer
    Transforming into a demon doesn't cause you to lose Life Magic. But you can't easily get Life Magic anymore, exept if you are a god.

     
    Can you do the opposite of an infusion spell on opponents, reducing someone's strength instead of buffing? If so do you use fire because it's still strength or water cause it's the opposite? Trying to create a hexer/debuffer.
    Answer
    You most certainly can and Chris Alberry is right, Binding (spirit) is most often going to do this sort of curse or hex. There is a spell for each attribute. I've been building them over the past week for the Fomori in Shattered Gods. Hex is magnitude 3, and lowers an attribute up to the caster's magic / limit, minimum 1. It has a range of 5, and lasts as long as you commit the pool. It can be cast more than once, so if I go first I could drop your charisma and agility to one right before your comedy routine begins. Curse is magnitude 5, can also effect defenses. The idea of an aspect being able to counter, or debuff, its opposite is intriguing. Water dampening strength. Fire clouding reason. Making them a touch version of hex that only effects the opposite aspect seems balanced.

     
    Could someone settle a rules dispute for me? Spellarmour needs to have at least two magical materials, or can it be built with 0? Confusion is over different wording in the Artificing and Magic Item creation section ‘an eldimagus must be made up of at least two magical materials’ and the Spellarmour creation section ‘Spellarmours with limit that are brought through catalysation will develop magical abilities, and with time into an eldimagus’ implying that you can build a Spellarmour with 0 limit.
    Answer
    The old Spellarmor creation rules are... not ideal. So yes, you need at least two magical materials for a Spellarmor.

     
    What are the magical materials Inurans use in their spellarmor and spellweapons? Or are they just use semi/synthetic-magical materials which give no additional benefits just the option for catalyzation?
    Answer
    There most material is feathersteel, but they use also lots of other materials. And yes, their items already include material bonuses.

     
    What rating Sky Diamond is in the pommel of the Blade of Virkonna?
    Answer
    Divinely, insanely high

     
    In Shattered Gods Saghir uses Infuse Strenght on others or is that another spell?
    Answer
    It is Greater Infuse, which can be used on others, but requires 1 higher magic.

     
    Does the Repair spell work on a Necrotech, Etherealtech or Demotech ship?
    Answer
    No, repair is linked to Magitech. However, each branch has an equivalent spell.

     
    How long will commited spells last? Are they in effect while the caster is at sleep?
    Answer
    This depends on the spell. If it requires concentration the spell drops when sleeping. If it does not, then the spell remains while sleeping. Most buff spells do not require concentration, and are designed to be left up permanently if desired.

     
    What does require concentration means? Can I cast other spells if I am maintaining one this way? Can I cast multiple which require concentration?
    Answer
    When I say concentration I don't mean as a mechanic. I should have used a different word. Conscious thought to maintain? From a programming perspective the process (spell) will terminate if it isn't being actively willed into existence by the mage. If the mage is asleep or otherwise incapacitated they will lose those spells and have to recast them. There is no limit to how many spells you can commit. If you've got buffs for defenses, buffs for attributes, invisibility, and penis enlargement that can all be maintained at the same time with no penalty to the caster.

     
    I’m thinking about upping the rewards from weapon catalysations. Mostly what I’ve been doing is things like +1 accuracy, +1 damage etc. But you could get the same bonus for a day by simply paying an Artificer to dedicate the pool for a day, and the Artificer can up it by up to the limit of the weapon (I’m talking specifically about the Enhance spells, but the Invest Magic ability could also be used here). I dunno. It feels like weapon catalysations should do more than what a magnitude 1 spell could do. In my campaign (which ended recently) I gave one of the catalysts a weapon catalyst ability, so that’s one way to go, but I think upping the, for example, accuracy you can gain from catalysations would be a good thing. And yes, I know that I could just up the rewards for catalysts in my game, but I think most people are going to use the examples in the book (namely the Hotep catalysts) as a framework for designing their own. What do you guys think?
    Answer
    All the bonuses should depend upon the power of the catalyst. So more powerful catalyst should give more bonus. The stronger the Catalyst, the better the upgrade. For example the reactor adding 2L fire to Xal's sword. Make the reward thematically appropriate, and scale the power to match the god.

     
    When someone creates a schematic, are the materials set in the schematic or are they variable?
    Answer
    The materials are defined, but can be defined as an option. So use either fire rubies or frost sapphires, for examle.

     
    If a schematic is designed with a specific set of materials, no defined options/ substitutions, is the base DT for creating the schematic lower than a design attempt that works with substitution options? Is it easier to modify a schematic that was initially designed with allowed material substitutions?
    Answer
    I'd argue no.

     
    What’s the relationship between Ternus scanners and the chameleon spell? Chameleon says it fools a single sense, but which sense should it be fooling with a scanner? Similarly, would it also hide signals coming from a chameleoned shuttle?
    Answer
    Scanners are searching thermographic, light spectrums, and a variety of waves and chemical analysis. The chameleon spell can block any one of these, but not all. If you cast the chameleon spell, you could block light, then kill your drive and go dark to kill the thermo side. I'd have either a piloting or stealth check.

     
    Would having multiple mages casting the chameleon spell in over lapping spells to cover all aspects of the scan then?
    Answer
    It seems like they would. Over time mages would have adapted the spell to fool specific scanners. As a rule of thumb let's say that three different chameleon spells used in conjunction will fool scanners, unless anyone can think of a way / reason not to.

     
    We know that we cannot switch part of a magictech armor (without godly intervention). But in Shattered Gods they were able to add more materials. Is this only thanks to the item was used or will there be some high magnitude spell to fuse more magical material into an existing eldimagus?
    Answer
    Yes, there absolutely is such a spell, which in this case was performed by the Elentian forge. That spell is called, wait for it, Fuse. Removing or swapping an item cannot be done once they are fused into the final form. Adding to that final form is extremely difficult, but can be done. Fusing a new item into an existing eldimagus requires the following:
  • Magical materials equal to the value of the new limit
  • A divine artificer, either a mage, or a device such as an elentian forge
  • Permanent magic pledged from the caster to fuse the item
  • In the case of Xal the artificer sacrificed some of her own permanent magic to increase his blade. Eventually her pool will hit zero (or more like 2-3), and she'll quit and retire on her pile of money.

     
    When using Manifest Void is there a standard for spellpool to weight manipulated or for gravitational effects?
    Answer
    To correct deliberate disinformation from a disgraced former member of the community it is one target per instance of the spell and lifting capacity is based on the magnitude or spell points spent on the spell plus successes rolled and what the dm feels appropriate for the power scope of their setting, for example I let the previously mentioned ex community member use manifest void at its base magnitude of 2 to gather up some abandoned spell fighters in space with no additional effort because any amount of gravity will shift things if it’s the only gravity in the equation

     
    Is it just me or are spellstaves weird? They’re supposed to be designed for True Mages, who want to be firing spells at range, and yet most of their benefits are geared towards close combat: they give +1 Brace, and do physical damage. I’m of the opinion if your True Mage is in melee, you’ve done something wrong, so these two benefits don’t seem to suit this play style. But maybe that’s just my opinion. What do you guys think?
    Answer
    I always took it that melee combat and physical action/defense were typically an Achilles heel for most true mages (the amount if study, and importance of academia vs physical training, such as demonstrated by master Eros to Nara). All most True Mages think about is the magical solution to every problem, at the expense of physical capability, so a spellstave helps to make up for those by bolstering physical ability in a limited capacity.   Neil summed up the answer pretty well. Standard spellstaves were designed to cover a mages weak spot. Mages who don't care of the added brace usually stick to wands, rods, or a good old spellpistol. Note that there are many types of staves, mostly detailed in Shattered Gods. I've been tinkering with them, as the mages in that setting use a variety of them. Their primary use in the setting is to allow a free range extension so they can lob spells from out of bow shot.

     
    Do the Krox dragons have two breath weapons (Spirit and Earth) due to them being possessed Earth hatchlings/wyrms?
    Answer
    No, just spirit. The earth dragon soul is too weak to manifest their breath, they are described as tiny and shriveled, it is as if the Krox keeps them simply as an anchor point to the flesh.

     
    How do we want to do the Benefit of Potionloaders? Taking a regular potion costs an action, maybe potionloader allows you to use a potion as a free action?
    Answer
    This was my intent as the armor should be able to automatically inject it.

     
    When fighting unliving, instead of killing them, could you counterspell their making/soul shackling?
    Answer
    This is a banishment, which should be a binding spell. It would function exactly as a counterspell, with the unliving's magnitude serving as the target for the spell. If they remove all successes the creature moves on in the cycle.

     
    So dragons can’t Breathe Spells until they’re adult wyrms. Could I do it as a Hatchling if I had the Innate Spells ability?
    Answer
    Absolutely.

     
    How sentient is a fully catalysed suit of spellarmour? My artificer currently has two previous armours that are fully catalysed, but she probably isn’t going to use again due to her having built better ones.
    Answer
    That's completely up to the GM and player. Running intelligent items can become a massive annoyance, very swiftly. Some people don't want to talk to their weapon and armor, and in those cases I usually give them a more quiet, animal intelligence like Neeko. If you think the player is interested, then you can have an item awaken fully and give it a personality. That is a fun way to explore character development IMO.

     
    Can Angers use the hosts magic?
    Answer
    No. Magic makes them angry. They cannot use any abilities requiring concentration, nor complex thought.

     
    Are there creatures that can use the hosts magic if they possess them? Was it a wraith that Siwit became that could use his host’s magic? Are they higher magnitude than Angers (maybe three or four instead of two)?
    Answer
    Bingo. Wraiths, Banshees, and many other spectral undead can fully possess a host and use their abilities.

     
    A couple of weeks back it was stated that Xal's spellblade received 4L (lingering) from the Reactor. Catalystation bonuses normally are just totaled and applied once. Lingering damage brings up a question. If you have lingering damage from multiple sources in a single attack, is it only the highest value used, tracked separately or combined? For example. If Xal cast void flame bolt would he just use the 5L fire (15 damage) because it is the higher value, the 5L fire (15 damage) + 4L fire (10 damage) tracked separately totaling 25 damage, or treat it as 9L fire that will total 45 damage? I have been tracking the separate sources. It lowers the damage but if they try to put out/counter the lingering effect it is one action per source (sources being the spell and spellblade even though it happens in one attack). How has everyone else been dealing with lingering damage, and if there is an official ruling I would like to know where in the book or world anvil I can find it.
    Answer
    When I said that Xal's blade had 4L that's 2L fire from the Reactor, and 2L acid from The Hammer of Reevanthara. Normally these damages would be tracked separately, because if they're combined the result is immensely powerful. Lingering damage gets really crazy, really fast. From a power gaming perspective these should be run separately. However, that violates the simplicity rule. It can be a nightmare to track multiple lingering, on multiple opponents. Finally, there's John's point about resistance. In Xal's case I decided that if the final catalyst is more powerful, then it combines with existing lingering. His flaming sword now has acidflame, basically acidic napalm, that either resistance will help against. This was possible because the Hammer of Reevanthara is the most powerful Catalyst on the continent. If he'd gone to a weak earth Catalyst the sword would be 2L fire / 2L earth. I'm hesitant to make a definitive ruling, because the best answer might vary from table to table. People who don't want to track a bunch of extra math should stack lingering, but they should also be aware of just how powerful that will make lingering in their games. This scales really insanely. In book 3 Xal will have a large dice pool, and extra actions. Applying 4L 3 times a round to the same person is broken, unless they have enough resistance to deal with it. That 4L becomes 10L real quick if you increase magnitude and roll well.

     
    Will we find out how/why Reevanthara has a Catalyst named after him?
    Answer
    Yeah, you'll know about the Hammer and Forge of Reevanthara by the end of book 2. That's covered in Valys. There are other Catalysts Reeva left behind, but those are the most famous. Note that these are just tools Reeva made. His true power is not allowed inside the cycle, and he was exiled just like the rest of the gods.

     
    I didn't think about Reevanthara making a Catalyst to leave behind. By leaving the Catalyst behind and with it common knowledge that it was part of him, that would create a path for prayer to keep funneling divinity to him. Likely making it easier to know what is going on on the planet. Since it is a self imposed exile, and few gods or titans still live from that time could he come back fully in the modern times or is he forever locked in Sanctuary because it is outside of the cycle?
    Answer
    Reeva can go wherever he wants. As you'll learn in Shattered Gods there is a rent in the cycle, a big hole gods can use to enter and exit. It's guarded of course, but stealthy gods and titans just laugh and go right by the sentries. Reeva does collect some worship from the cycle, as does Rei via the Artifacts of Creation. In the modern timeline only Xal'Kazon has one of Reeva's artifacts. The others are still within the great cycle.

     
    What items can I use to make Demotech? Is it only demon parts?
    Answer
    Biological material, usually void infused, but not exclusively. Earth infused could be worked in to demotech.

     
    So I got an ad for shattered gods on my timeline and had a super cool blurb from an emperor I don't remember how to spell, basically what I got from the writing was undead can't make a connection to an eldimagus. Now is that just for powerful items that he and his guest wield or any? Can a spirit in a new body make the connection?
    Answer
    The Crown of Command is a Divine Eldimagus. An item with its own Divinity. It has, or rather makes its own rules. There is per se no rule that I know of, that prevents Unliving from using Magitech, or vice versa.

     
    So one of my players asked about sun steel and if it was doable. So I know it takes an extreme amount of time to craft, but any other Dms home brewed alittle sun steel forging? My thoughts were kinda Etherealtech tech base, but instead of deeds you got bonuses based on how much sun light it consumed. (I know I’m way off on how sunsteel works and it’s abilities). You’d get 5 pts a day to a “X max pool” for its abilities. the base material was sunsteel and any other material you could mix in. And for base time creation a limit 1 item was a month of constant forge time any interruption was reset the timer. Idk thought? Appreciate it
    Answer
    You're not as far off as you might think. Sunsteel is created in increments, and each new increment is exponentially harder than the previous. This makes low level tech like grey man boomerangs fairly simple to produce, while Excalibur took many cycles to empower. Sunsteel acts as a mana battery equal to its rating, so it can hold an energy pool of its own, and recharge that pool from the sun, if it is in cycle.

     
    So one of my characters has an Air Drake pet. As I understand it (as happened on Marid after the catalyst was uncovered) if drakes gain enough magic, they will become wyrms. My question is, should I treat this like Molting, and just apply the Adult Wyrm template to the Air Drake (once the drake reaches 5 catalysations), or is there a specific way that Drakes should become wyrms?
    Answer
    If charged with enough catalyzations a drake can develop into a wyrm. In that case the same catalyzations/age requirements of hatchlings apply.

     
    Can a Spell Riposte deflect a Disintegrate?
    Answer
    No. Would not recommend testing.

     
    When someone hits the demigod magic rank or when they gain archmage, other than a title/bragging rights, is there any game mechanic changes? Does demigod or archmage have a template applied the way hatchlings do when they become an adult?
    Answer
    Yes, demigod technically applies a template. It extends your life by 5 years per Catalyzation, and allows you to begin receiving worship. There are also certain divine abilities which cannot be properly used unless you are a demigod, such as godsight. Archmage also confers a template containing a single path ability, which allows you to purchase greatest paths. These combine 3 aspects, and are frequently used in rituals. We've seen a few instances through the Magitech Chronicles. I haven't written up either template as they're so simplistic, but they should be in the player's handbook IMO. I'll add them to the divinity page.

     
    So once you pass six catalysations, you can receive worship and ascend to godhood? Or do you need to wait till ten?
    Answer
    After six you can receive worship. You can't ascend until 10. It makes worship somewhat limited, but hey, may as well start early

     
    If Yorrak already has enough Void to open a Fissure, why doesn’t he open one and let everyone go directly to the catalyst? We know it’s possible to open a Fissure on a planet, as Nebiat does it. On another point, making a run on a catalyst is dangerous. Why doesn’t everyone use this method (either Fissure, Tear or Portal) to bypass the Primals and Guardian altogether? We know some Fissures (Blink, Summoning) are instantaneous, so taking a long trip through the Depths isn’t an issue. I’ve had three separate groups use a similar method with varying results.
    Answer
    Because Yorrak is cautious. Very, very cautious. Blink is a short range spell, so that's out. However, he could open a Fissure, fly into the umbral depths, and open a fissure inside the skull, right? If you were an army of tech demons, and you had to set up security, where might you concentrate your greatest defenses? Right around the Catalyst. It is under permanent guard, at all times. If someone tries using high magnitude spells to assault a Catalyst, then they're identifying themselves as a threat. If they send in some sacrificial slaves, and don't take too much magic from the Catalyst, then the demons will allow it to happen. Get too greedy, and you've got Malila translocating onto your bridge.


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