12-08-2017, 09:49 PM | #21 |
Join Date: Dec 2006
Location: Meifumado
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Re: A new magical airship scheme
The trailing parenthesis was cut off the link. Fixed link:
http://www.dandwiki.com/wiki/Vacuum_(3.5e_Spell) ETA: The forum software doesn't handle parentheses well in naked links. Still, doesn't have enough detail to tell if it's equivalent, and it does appear to all be homebrew anyway.
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12-09-2017, 08:06 AM | #22 | |
Join Date: Aug 2007
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Re: A new magical airship scheme
Quote:
However, just to perhaps clarify my original intent I was looking for feedback on a concept that a _GM_ might want to use when creating a setting that he wanted magical airships for. I was not looking for ways that a GM could shoot down player-proposed and unwanted magical airship schemes. For example, I have long had a concept of a Barsoom-inspired setting that used a variant of Gurps Magic to replace the rather odd "theosophic" science seen there. I think of this variant as "Mechanomagic". Rather than being like Technomagic where magic and technology blur together there is little spellcasting (except perhaps for rare mind-magic) but the creation of machines or devices which produce magical effects is common. A specific example would be a Missile Shield device that could be produced in such quantities that armies at some equivalent to TL6^ would be forced to fight with swords.
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Fred Brackin |
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