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#3 |
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Join Date: Aug 2004
Location: Denver, Colorado
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In third edition, GURPS: Technomancer added some spells to the basic magic system to allow magical enhancement of or interaction with technological devices. Most of those spells now appear in G: Magic and G:Biotech for 4e, so I would take a look at those to see what you can use.
The basic GURPS skill-based magic system draws some criticism on these boards, and some of it is deserved. However, if you want a magic system "out of the box" that works reasonably well, and actually has spells that does much of what you want, then you might to review it, first.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. |
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| Tags |
| clockwork, magic, spirit, steampunk |
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