Difference between revisions of "MDP Magic Weapons"

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For the time being, this page is for purely magical shipboard weapons applications. oLOE's magitech shit basically.
 
For the time being, this page is for purely magical shipboard weapons applications. oLOE's magitech shit basically.
==A Confused Conceptual Image?!==
 
"Low" Magic probably has a tough time getting by without low tech to support it by providing a medium to enchant. We'll stop worrying about enchantments here for now and concentrate on what happens when you put High Magic to work making units and weapons like in ye olde days.<br>
 
  
Do all three branches of magic use artificing? <del>Probably</del> they all do, though one would think High Ritual would make the most of it since it's all about engineering. Now, are magic weapons this time around going to be spell-based, ie they emulate a spell (from a lower Magic Milieu level) using Magic Materials as a catalyst, or will they be based on the Magic Materials and use a Magitech Tree that reflects the Tech Milieu one? Nobody knows!<br>
 
  
 
==Tags==
 
==Tags==

Revision as of 09:51, 28 January 2009

For the time being, this page is for purely magical shipboard weapons applications. oLOE's magitech shit basically.


Tags

Attack Types

Energy weapons for magic include light, lightning, and sonic weapons. Energy weapons usually cannot be shot down, but are usually cinematically weak against specialized reflective or dispersive defences.

Hybrid weapons for magic include spiritual energy and many of the more exotic variants of fire. When an opposing defense system attempts a saving throw against a Hybrid weapon, it must treat the attack as whatever it is weaker against (Physical or Energy).

Missile weapons fire a cinematically "slow" projectile which Point-Defense weapons can engage.

Physical weapons launch physical projectiles which may or may not explode turn into a terrifying undead construct on impact.

Subtypes

Magical Circles can be mounted as a Weapon or Option and may be used to attack independently of Power Hungry weapons (since it's a mage casting the spell). They are facilities aboard a vessel or inside an MDP-scale fortification used to enhance or multiply the power of magic-users.

Artifice Weapons are invariably created from some kind of Magical Resource. They tend to have side-effects or spell-like qualities and may be broadly considered the pure-magic counter to industry. Because active magic effects tend to interfere with one another, only one type of Artifice wWeapon may be operated on a ship at a time.

Magic Weapons

ML1

+2 Magical Circle
Magical Circle Boosts magic spells to Naval-scale. Penalty if spells cast are above the milieu level of the circle.

ML2

+3 Sacrificial Altar (Energy)
Artifice Weapon (req. human sacrifices)
Tags: Ammo (10 humans per shot), Active Prime only
Attack: 8+
Range: 10
Upon firing, may elect to slaughter an extra 10 people to lower Target Number by 1 (to a max of 4+) or increase Range by 2 (to a max of 20)
The Sacrificial Altar is the simplest and vilest of magic weapons. It is essentially a magic circle that converts slaughtered sacrifices into an offensive stream of astral energy. Once set up, no mage is required to attend to the process; feed children in the back, and magical power comes rip-roaring out the front.

ML3

+4 Casting Chamber
Magical Circle Range: +8
Tags: High Ritual only
The Casting Chamber boosts spells cast within it to MDP scale and grants the ship full access to the national grid up to the Milieu level of the chamber, for ordinary spellcasting only.

+2 Magic Blower (varies)
Artifice Weapon (req. 1 offensive Magic Material)
Attack: 8+ (EA 2)
Range: 2
Magic Blowers are very simple magitech weapons that use a Magic Material of some sort to catalyze a sorcerous reaction. Basic structural geomancy or the wave of a mage's hand is sufficient to send the cloud of magic in the right direction. It has short range, but great damage potential.

+2 Lightning Box (Energy)
Artifice Weapon (req. Ambrium)
Attack: 6+ (SV, ED 3)
Range: 6
Lightning Box automatically attacks the first target that comes into range.

+1 Wind Launcher (Physical)
Artifice Weapon (req. Sildron)
Attack: 8+
Range: 10
Wind Launchers are the closest magic comes to a normal cannon. They can be developed to fire a variety of things, from good old rocks to boxes of animated skeletons or golems.

ML4

ML5

+8 Leyline Nexus (High Ritual only)
Magical Circle A Leyline Nexus is a full node within the shipbuilding country's magic network, granting the entire fleet or battlefield full access to the national grid across all types of magic. It also boosts all spells cast from inside it to MDP scale.
Range: +12

+4 Conjuration Cannon
+6 Aqua Alchemica
+12 Arc-en-Ciel

Fusion Theory

+2 Small Ether-Cannon turrets (w/ML3)
Steampunk TM weapons equivalent to destroyer calibre naval rifles.
Attack: 7+
Range: 8

+3 Medium Ether-Cannon turrets (w/ML3)
Steampunk TM weapons equivalent to cruiser calibre naval rifles.
Attack: 7+; AP1
Range: 12

+4 Large Ether-Cannon turrets (w/ML3)
Steampunk TM weapons equivalent to battleship calibre naval rifles.
Attack: 7+; B21
Range: 16

+5 Very Large Ether-Cannon turrets (W/ML3)
Steampunk TM weapons equivalent to superbattleship calibre naval rifles.
Attack: 7+; B2
Range: 20

+2 Minor Aethyric Impeller turrets (W/ML4)
Small technomagical railguns.
Attack: 6+ AA1
Range: 12

+3 Major Aethyric Impeller turrets(W/ML4)
Medium technomagic railguns.
Attack: 6+ P1 AA1
Range: 16

+4 Greater Aethyric Impeller turrets(W/ML4)
Large technomagic railguns.
Attack: 5+ P1 S1
Range: 20


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