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Old 12-08-2017, 09:49 PM   #21
Daigoro
 
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Join Date: Dec 2006
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Default 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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Old 12-09-2017, 08:06 AM   #22
Fred Brackin
 
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Default Re: A new magical airship scheme

Quote:
Originally Posted by Daigoro View Post
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.
Yes, homebrew and still not even homebrew Gurps Magic. _Not_ relevant.

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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