Magic and Feam.   Posted by The Storyteller.Group: 0
The Storyteller
 GM, 33 posts
Mon 19 Dec 2016
at 16:22
Magic and Feam
The Peoples' View on Magic Casters

The people of Feam feel that acts of magical casting are outdated and barbaric. Should they find themselves face to face with an accomplished wizard, they would scoff at them and loudly proclaim that the wizard has wasted their life in the pursuit of a worthless skill.

Despite the common view however, magic is still a base component in much of Steamwork Technology. Take for instance one the the most widely used items in Feam, the Steam Capsule. This small battery is a reinforced container of water with a magical seal. Once activated the seal rapidly heats the water into steam and thus powering various items. So in effect, magic is still vary much a needed feature in the steam powered world. Sadly, it's majestic prowess has been reduced to grunt labor fit for only the most menial jobs.

This message was last edited by the GM at 03:16, Tue 20 Dec 2016.

The Storyteller
 GM, 37 posts
Tue 20 Dec 2016
at 03:16
Magic and Feam
A New Magic:

The machines being created in Feam are becoming self aware. Their awareness is powered by a magic called Ether. This mercurial mist intertwines between the cogs and gears of Steamwork Technological contraptions and provides them with a modicum of personality.

Few living have the potential, let alone the know how, to sense Ether. Most believe that it is a crazy notion to think machines could be alive to any degree. Nevertheless, live they do. While Ether does drift in the hearts of many machines, it is not prolific. Only handfuls of machines are gaining life. Yet there are countless machines waiting to awaken.

Ether, for those that can sense and/or see it, takes on a pure silver hue and glistens in the air. Steamwork creatures displaying this color are helpful, polite, and innocent in nature. Should a machine be repeatedly and maliciously harmed the machine will become increasingly hostile to those around it. The pure silver will slowly taint with twinges of copper. At his point the machine may sporadically quit working, refuse to follow instructions it receives from the operator, or even misfire causing harm to the operator. If the machine is given some love and care then it can return to its pure mercurial mist color. However, if the machine's warnings are ignore then it will break. Once a machine is pushed past his thresh hold of tolerance the Ether will take on flecks of rust. Any machine showing this is no longer tame and cannot be helped. It will do anything in its power kill those around it, even if it means exploding.

Special for Divine Casters:

Ether is tied into divine casting at its core. Mechanically that means that a druid could still cast divine magic but, instead of communing with nature, she would commune with technology. Picture if you will a druid who can sense the tormented soul of a machine being abused. She would know that fulfilling the purpose of the machine brings happiness to that machine. Conversely any machine not being used correctly or harmed due to poor or improper handling of the machine would anger the druid. She would seek a way to fix and repair the machine and bring it balance. A druid may even obtain a Steamwork Companion.

This message was last edited by the GM at 03:50, Tue 20 Dec 2016.

The Storyteller
 GM, 38 posts
Tue 20 Dec 2016
at 03:51
Magic and Feam
Magical Gear:

Due to the limited capabilities of magic, people have turned to alternative forms of 'enchanting.' Most items are now readily forged with Steamwork Crafting Feats. Examples are; Craft Steamwork Weapons and Armors, Craft Wondrous Steamwork Items, Craft Steamwork Wands, and Craft Steamwork Staffs.

These feat work essentially the same as regular Crafting Feats. The only noticeable differences is the skins the items take. Even the crafting requirements are the same. (This means magic is used to craft Steamwork Technologies). Since the feats themselves only require magic as a component and not a prerequisite, magical casters are regularly used are hired ingredients. IE: A rogue will build a Steamwork dagger by hiring a sorcerer for the final component. All the sorcerer-for-hire needs do is cast the required spell at the allotted time for the rogue to utilize in the crafting process.

Example of Steamwork Weapon:

A great-sword that upon triggering can release bouts of steam at intense heat though small ventilation pores along the blade. While the steam provide no form of cover it does deliver 1d6 fire damage to any victims dealt damage by the great-sword. The great-sword can also detach a side part from the length of blade and swivel backwards to rest against the wielder's arm. The detached blade will use tiny gears and reform into a shield providing a +2 AC bonus.

(Would normally be a +2 Fiery Greatsword of Defending)

This message was last edited by the GM at 04:57, Tue 20 Dec 2016.