Recently Asked Questions

Hello everyone, on this page we will be collecting all the questions and answers that were given about the world and mechanics of the Magitech Chronicles. In the end everything should get it's own article, but until then we have this.   You can find older questions in Archive of Lore Questions or Archive of Mechanic Questions.   Oh and please be aware of possible Spoilers!
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?
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?

My question is how do you cast a magnitude 20 spell. Can multiple caster add up their magic from multiple spellmatricies?
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?
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?
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?
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.

Shattered Gods SPOILER So Xal was born with void magic. When he drink Xalagos's (I think this is the fallen god name) blood his mind got enchanted (some special boost or +1 or more to Reason). At least this is how I interpreted. Later in the book one of the Professors said Xal has Greater Void magic. If I remember correctly you need to choose greater magic as a catalyzation. Following this logic Xal could receive 2 catalyzation or he received only one but it was a huge pack. Can we have an answer which one happened?
Sure, happy to explain exactly how this works. Professors and scholars will refer to "greater" aspect incorrectly. If you have two fire Catalyzations they'll often say you have greater fire, as they did when Xal was tested. Greater Magic and Greater Aspect are two different things. Greater Aspect will matter in terms of divinity. Let's say you went to ten different void Catalysts, and every time got the top tier ability instead of magic. You'd have a 10 magic, but no void resistance, no extra pool, and no ability to cast spells. You have Greater Void, but not Greater Magic. Xal was rolled as a true mage, and per character creation began with 2 void Catalizations, both magic. This gave him Greater Void Magic, which is required for archmages to unlock certain spells. Then he went down to the lake of blood, and received Xal's Piercing Intellect, which raised his reason to 6, and gave edge whenever performing a trial that any of his previous incarnations have done in the past. This is what he's using when playing Kem'Hedj. As an aside in the next book he'll go to 3 more Catalysts. The Breath of Shu (air), The Hoard of Lakshmi (dream), and The Hammer of Reevanthara (earth).

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.
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.

Other than the basics of spellarmor and spellweapons, is there a specific theme/ motif that Paladins of the various deities conform to? Is it the same now as it was during the golden age of the dragon flights?
There might be customs and conventions, but except for the covenant itself, nothing can really be enforced, especially by a dead god.

Weird question: I'm newer to the series, but are there any gay or queer people later on?
You have to work to find them, but they're in all my series. I don't really write sexuality beyond fade to black for main protagonists. However, I do know the sexuality of all characters, and if it's relevant it makes it into the story. At least one character in the first book is LGBT+, but she'd never admit it, because that means talking about feelings. Note that there is a big gay dragon on Virkon (in War Mage I believe), because having growing up watching South Park I wanted a big gay dragon.

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.
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.
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?
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?
Divinely, insanely high

In Shattered Gods Saghir uses Infuse Strenght on others or is that another spell?
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?
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?
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?
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?
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?
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?
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?
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?
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?
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?
    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?
    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?
    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.

        Last updated on: 2021-09-21

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