Reflavoring Magic for a Futuristic Campaign [Archive] - Wizards Community

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Enchanter_Tom

08-27-07, 01:35 PM
As I was in the shower, an idea popped into my head for a future-based campaign using the D&D rules and magic. This may have been done before--and, in fact, probably has--but I decided to write it out anyhow.

Magic is governed by nanites, those tiny machines that have dimensions measured in nanometers—they're the source of magic. They respond to commands from spellcasters ("programmers") and create spells ("execute functions") based on the commands given.

Nanites
Nanites are like bacteria: they're everywhere, on everything, and most beings don’t even notice them.

Each person has nanites drawn to him based on his electrical signals in the brain produced by thought patterns. Nanites have various structural components that “resonate” with certain types of thought patterns. Some nanites are drawn to patterns that one might classify as “good” while others are drawn to patterns one might classify as “evil.” Even individuals with similar beliefs and worldviews have subtle variations in the electrical discharges from their neurons, so too their nanites have subtle differences.

Programmers learn to manipulate their personal “set” of nanites to execute files by programming files into the collective memory of their nanites. (Nanites are less individual robots than a swarm of robots that work in conjunction; an individual nanite’s memory is minute and could not store even the least complicated file.)

Sometimes, an individual’s beliefs or worldviews undergo a radical change. When this happens, his nanites no longer “resonate” properly with him, and they leave as other nanites—those more compatible with the individual’s new thought patterns—replace them.

Files
Files are the staple of the programmer. Without them, the programmer cannot command his nanites. Higher-level files are exponentially more complicated than lower-level files, so only the most skilled programmers can use them. Likewise, those with stronger minds attract stronger nanites, so the programmers can store more files at one time in their nanites. As a side effect of these more powerful nanites, programmers’ files are more difficult to overcome.

Commands
Most often, the commands for nanites to execute functions involve a phrase and gestures from the programmer, also known as verbal and somatic components. Some programs require focuses or items in order for nanites to properly execute them. While focuses can be reused, the items—or material components—are used up in the execution of the program and must be replaced every time a file is executed.

Metaprogramming
Metaprogramming is the ability to enhance the effects of one’s files by increasing their complexity and length. Metaprogrammed files require a more skilled programmer to program and execute them, as the files themselves take up more of the nanites’ memory.

Files that are prepared can have the code written into them prior to execution, leaving them with no changes to the execution time. However, files programmed spontaneously take a longer time to program and so the overall time taken to execute them is increased.

Arcane File Failure
Many arcane programmers learn or prepare files with intricate gestures used to command their nanites to execute the files. Armor of any type interferes with these gestures, resulting in a chance that the nanites will not receive the proper command and thus not execute the file. Some arcane programmers, such as the bard, have simpler gestures that allow them to command nanites in some forms of armor.

Divine programmers have less complicated gestures required for commands and so do not suffer from this hindrance.

Arcane Programmers

Wizards
Wizards write code. Each day, they spend an hour studying various files stored in their PFDs that can be executed to produce “magical” effects. In programming their files, wizards program the majority of the file and store it in the memory of their nanites. To execute the file, a wizard finishes writing the code out mentally and supply the appropriate components to spur the nanites into action.

PFDs
PFDs, or Programmable File Databases, are devices carried by all wizards. They store the wizard’s personal library of files and are used to program the files into the nanites’ collective memory. These files are quite complex, and many require expensive software to properly write code for more longer, more powerful files.

Specialization
Some wizards choose to focus on a specific school of programming, such as divination. In doing so, the nanites drawn to them are completely incapable of executing files of a certain school or schools, usually decided by the wizard’s desire and programming habits.

Sorcerers
Sorcerers, on the other hand, are the result of genetic engineering and/or genetic mutations that allow for an innate grasp of how to command nanites; nanites are drawn to sorcerers like moths to light. Sorcerers commit a certain number of files to memory and can program their nanites in an instant, allowing them to execute functions without any preparation.

Familiars
Both wizards and sorcerers may choose to obtain familiars, small companions—usually animal—that are bonded to the wizard or sorcerer in a short, relatively cheap procedure that can be performed by the wizard or sorcerer without any outside assistance. After being bonded, the nanites surrounding the familiar mingle with the nanites surrounding the master, enhancing the abilities of both (although the familiar gets the better deal, so to speak).

Bards
Similar to sorcerers, bards have a natural affinity for nanite-control, albeit a weaker one than sorcerers. This allows them to program files spontaneously, but their selection of programs committed to memory is often based on experience—having heard of or seen types of being executed, bards "pick up" the way to program and execute files. However, bards can control nanites in a different way—by manipulating sound waves and harmonics, bards can command nanites in such a way that they improve certain aspects of his allies (manipulating weaponry, guiding blows, and exposing weak points), improve their abilities (working in conjunction with physical and/or mental aspects to improve competence), and manipulate enemies (interfering with cognitive functions).

Divine Programmers

Clerics
Clerics have an entirely different way of manipulating nanites. Through rigorous prayer and faith in the divine, they are granted insight into controlling nanites. While praying, they have flashes of knowledge that show them how to program files in certain ways.

Clerics’ thought patterns vary widely even among those of the same faith, but all clerics attract a cloud of nanites that are drawn to the cleric depending on the cleric’s beliefs and outlook on life because his or her beliefs are so strong. This, coupled with fastidious prayer, creates a sort of mental “field” that acts as a magnet to nanites of certain design. This does not give the cleric any advantage in his file-programming and –executing ability, but it does give the cleric characteristics identifiable with certain programs. The invisible cloud of nanites manifests itself as an “aura” that is detectable by some files, such as detect good or detect evil.

Unlike other spellcasters, a cleric’s nanites are special in that they come with certain files pre-programmed, allowing the cleric to execute them on a whim. The type of files varies from healing or harming, depending on the cleric’s alignment.

Clerics’ abilities often deal with aspects of the psyche that the faithful may define as good, evil, law, and chaos. For those who are more skeptical of such concepts, the nanites merely recognize subtle brainwave patterns characteristic of certain worldviews and beliefs. The programmed nanites may have an effect on an individual if the brainwaves are of a certain type, such as by deflecting a weapon blow. In addition, the nanites a cleric attracts are incapable of executing a file if the file goes against the alignment of the cleric.

Clerics also have the ability to turn or rebuke certain types of creatures that are infused with corrupted nanites, usually designated as "undead" for ease of description. Some clerics can instinctively command nanites to attack the corrupted nanites while some clerics can instinctively command nanites to try to assimilate the corrupted nanites. Depending on how powerful the cleric's control over nanites is, the corrupted nanites may be forced to flee, immobilized, utterly destroyed, or brought under the cleric's control. Other clerics can control creatures composed of a collective of nanites with similar characteristics, often known as "elementals."

If a cleric ever deviates considerably from his beliefs—even if not by his own volition—his nanites desert him and leave him without the ability to program and execute files as well as his aura and his ability to turn or rebuke creatures. (Unlike normal changes in belief, any type of gross violation of his “code of conduct” leaves the cleric without his nanites being automatically replaced.) He must have the atonement file executed upon him before his nanites will return and grant him his abilities again.

Druids
As with clerics, druids receive flashes of insight in how to program and execute files, although some druids use intense meditation rather than prayer and/or faith. Unlike clerics, the nanites that druids attract have a peculiar characteristic: they will not function if the druid wears metal armor. No one knows why this is, especially when druids can use a metallic weapon, the scimitar, but that’s how it is. If the druid wears metal armor, his nanites desert him for twenty-four hours, leaving without the ability to program and execute files as well as use any of his “supernatural” (nanite-enabled) abilities.

Animal Companion
Druids may bond with an animal in the same way a wizard does with a creature in creating a familiar, but the druid’s procedure does not require any money in order to be performed. The druid’s animal companion is also enhanced by the druid’s nanites differently than the familiar.

Wildshape
In a manner akin to the arcane file polymorph, a druid’s nanites can be commanded to manipulate the druid’s physical structure. They cannot, however, reform the druid’s body as anything but an animal. As the druid becomes more skilled at programming, he can assume the form of more powerful animals, and, later, his body can be restructured completely into nanites in an elemental form.

Paladins and Rangers
Paladins and rangers cast spells as clerics and druids, respectively.

Thoughts?
Sliver_Slave

08-27-07, 09:20 PM
that is a very interesting idea, though I didn't like the programmer part.
taradusis

08-27-07, 10:47 PM
Go to the main board and click on D20 modern.What you're talking about is a version of Urban Arcana with some D20 cyberscape tossed in.
Enchanter_Tom

08-28-07, 03:30 PM
Actually, what I'm talking about is a reflavoring of magic to fit in a futuristic D&D campaign without actually altering the game.
Angorath

08-29-07, 12:23 AM
Clerics have an entirely different way of manipulating nanites. Through rigorous prayer and faith in the divine, they are granted insight into controlling nanites. While praying, they have flashes of knowledge that show them how to program files in certain ways.

In general, I like the idea, but this bit I'm not clear about. Are clerics granted this knowledge by some actual entity out there? Or is it the act of prayer and the intensity of their faith that activates the right parts of their brain to produce this insight without any external entity required? Or maybe there is some feedback loop between the cleric and the nanites that puts this knowledge into the cleric's mind?
PoorHobo

08-29-07, 02:17 AM
Actually, what I'm talking about is a reflavoring of magic to fit in a futuristic D&D campaign without actually altering the game.

To what end? How is it going to be futuristic when people are still running around with swords, plate armor and dragons and castles? If civilization is so advanced where are the spaceships, lazerguns, different planets and invading alien hordes? Its futuristc but there are still wind powered wooden boats?
Enchanter_Tom

08-29-07, 12:20 PM
In general, I like the idea, but this bit I'm not clear about. Are clerics granted this knowledge by some actual entity out there? Or is it the act of prayer and the intensity of their faith that activates the right parts of their brain to produce this insight without any external entity required? Or maybe there is some feedback loop between the cleric and the nanites that puts this knowledge into the cleric's mind?
That part really depends on the campaign, I think. I was discussing this with my friend, and he suggested that there be some sort of "God machine" that is involved with divine spellcasters, but one could certainly have the insight granted by deities. In a less deity-centric campaign, I was thinking along the lines of "activating" parts of the brain in addition to something similar to the "feedback loop" that you mentioned (as the nanites of divine casters are quite different in some aspects when compared to those of arcane casters).

Personally, I favor an amalgamation of them: the divine caster's faith/zeal allows him to activate portions of his brain that allow him to "synch" with the nanites, which transmit flashes of code from the master "God machine" that contains all the files and acts as a control center for the nanites.
Enchanter_Tom

08-29-07, 12:23 PM
To what end? How is it going to be futuristic when people are still running around with swords, plate armor and dragons and castles? If civilization is so advanced where are the spaceships, lazerguns, different planets and invading alien hordes? Its futuristc but there are still wind powered wooden boats?
Once upon a time, there was a futuristic setting. It involved swords made out of light and unheard-of creatures, some of them gigantic reptilians. Some of the animals were even used as mounts.

That is to say, reflavoring weaponry and armor is significantly easier, I think, than reflavoring magic. It's not that hard to take a crossbow and say that one is holding a pistol.
yellowdingo

08-30-07, 09:09 AM
Actually, what I'm talking about is a reflavoring of magic to fit in a futuristic D&D campaign without actually altering the game.

Wonderous magic item: The Frostrifle

First the difference between a Wand of Fireballs and an Necklace of Fireballs: A Wand is a single object carrying fifty charges...A necklace of Fireball is individual components each enchanted with a single fireball charge.

Requirements: 3rd level Human Wizard, Ray of Frost (level Zero), Craft (metalworking), Craft (gemcutting), Craft Wonderous Item feat, extend spell (range x 2).

At third level you craft a Rifle with a Fifty Shard Lasing Crystal (each shard enchanted with ray of frost) basic cost 1125gp and slip on a Range doubler Lens (+1125gp).

At Seventh level you enchant a second Lens (Damage magnifier) which brings damage from 1d3 to 1d3+1 (+2500gp).

At 14th level you enchant a highspeed stock with quicken spell feat (+4500gp)

-allowing you to use the rifle as a free action (the problem with a free action being that it is any action you can perform in the same amount of time it takes to cry "help!"..while a round is six seconds...so basicly you can pull the trigger of of the frost ray rifle six times in a round while targeting the same individual and it is always a free action-not drawing attacks of opportunity).

So the Frostray Rifle stats are: Frostray Rifle (Wonderous magic item) Damage 1d3+1, Range 60', Six free action attacks on a single target per round, Charges: 50, cost: 9000gp.

Whamo! A Raygun!!!
Enchanter_Tom

08-30-07, 11:02 AM
That would be a bit overpowered for those arcane tricksters out there, and your rules are a bit messed up:

1. Quicken Spell allows the casting of a spell as a swift action, not a free action. Swift actions are usable once per round.

2. Extend Spell increase duration, not range.

3. Metamagic only applies to a spell once; one cannot dual-empower a spell, for instance.

Also, I believe wands would work far better for rayguns, save for their being ridiculously expensive. Like I said, it's just better to say a crossbow is a gun than it is to try and stat them out (though the DMG is kind enough to do that anyhow).
Angorath

08-30-07, 09:48 PM
Say that one object enchanted with Fireball is a grenade. What keeps grenades from being freely manufactured by anybody is that the factories are controlled by nanites, so only certain programmers can direct the factories to produce particular objects.
yellowdingo

08-31-07, 07:10 AM
That would be a bit overpowered for those arcane tricksters out there, and your rules are a bit messed up:

Apalling aint This should set you right:


Frost-rifle MK1 (Wondrous magic item)

Requirements: Wizard/Sorcerer level 3, Craft (Woodwork) and/or Craft (metalwork), Ray of Frost (0-Level spell), Craft Wondrous Item Feat.

Frost-rifle MK1 Stats (just the basic Ray weapon)
Damage: 1d3, Range: 30’, Multi-Shard Power Crystal (50 Single-charge Shards), Effect: 1 attack per round. Cost: 1,125gp
Components include: Multi-Shard Power Crystal (each shard enchanted with Ray of Frost)

Frost-rifle MK2 (Wondrous magic item)

Requirements: Wizard/Sorcerer level 3, Craft (Woodwork) and/or Craft (metalwork), Ray of Frost (0-Level spell), Craft Wondrous Item Feat, Enlarge Spell (2x Range)

Frost-rifle MK2 Stats (adding the range doubler Lens)
Damage: 1d3, Range: 60’, Multi-Shard Power Crystal (50 Single-charge Shards), Range Doubler Lens, Effect: 1 attack per round. Cost: 1125gp+1125gp=2,250gp
Components include: Multi-Shard Power Crystal (each shard enchanted with Ray of Frost), and Range Doubler lens

Frost-rifle MK3 (Wondrous magic item)

Requirements: Wizard/Sorcerer level 6, Craft (Woodwork) and/or Craft (metalwork), Ray of Frost (0-Level spell), Craft Wondrous Item Feat, Enlarge Spell (2x Range), Empower Spell (Damage x 1.5)

Frost-rifle MK3 Stats (adding the enhanced damage lens)
Damage: 1d3, Range: 60’, Multi-Shard Power Crystal (50 Single-charge Shards), Range Doubler Lens, Enhanced Damage lens, Effect: 1 attack per round. Cost: 1125gp+1125gp+2250gp=4500gp

Components include: Multi-Shard Power Crystal (each shard enchanted with Ray of Frost), Range Doubler lens, and Enhanced Damage lens

Frost-rifle MK4 (Wondrous magic item)

Requirements: Wizard/Sorcerer level 13, Craft (Woodwork) and/or Craft (metalwork), Ray of Frost (0-Level spell), Craft Wondrous Item Feat, Enlarge Spell (2x Range), Empower Spell (Damage x 1.5), Quicken Spell Feat (Use Magic item as A Free Action)

Frost-rifle MK4 Stats (adding the highspeed stock)
Damage: 1d3, Range: 60’, Multi-Shard Power Crystal (50 Single-charge Shards), Range Doubler Lens, Enhanced Damage lens, Effect: 1 attack per round. Cost: 1125gp+1125gp+2250gp+4500gp=9000gp
Components include: Multi-Shard Power Crystal (each shard enchanted with Ray of Frost), Range Doubler lens, and Enhanced Damage lens, Highspeed Stock (allowing use of magic item as free action).





1. Quicken Spell allows the casting of a spell as a swift action, not a free action. Swift actions are usable once per round.

PHB 3.0, p.84 Quicken Spell Feat "...is a free action..." No swift actions there...


2. Extend Spell increase duration, not range.

Fixed the RAYGUN (MK1-MK5) Enjoy.


3. Metamagic only applies to a spell once; one cannot dual-empower a spell, for instance.

one can however add other useful metamagic feats to build a weapon.


Also, I believe wands would work far better for rayguns, save for their being ridiculously expensive. Like I said, it's just better to say a crossbow is a gun than it is to try and stat them out (though the DMG is kind enough to do that anyhow).

Craft wand starts at level 5, Craft Wonderous item at level 3. Depends on when you want to make your raygun...Enhancing a basic weapon at various stages in your lower caster levels costs far less but yields a weaker weapon than if you make the entire frostrifle at level 14 (then it is very expensive).
Sure there are lots of areas where wands is going to be available (My Finger of Death based forcerifle for one) but a wand is unusable by anyone other than a wizard or sorcerer (or bards and Rogues with a use magic devise skill), whereas a
Wonderous Magic Item (aka frostrifle) is usable by anyone who can point and pull a trigger.

Frost-rifle MKV (Wondrous magic item)

Requirements: Wizard/Sorcerer level 14, Craft (Woodwork) and/or Craft (metalwork), Ray of Frost (0-Level spell), Craft Wondrous Item Feat, Enlarge Spell Feat, Empower Spell Feat, Quicken Spell Feat

Frost-rifle MKV Stats
Damage: 1d3+1, Range: 120’, Multi-Shard Power Crystal (50 Single-charge Shards), Effect: Up to six free action single fixed-target ranged touch attacks per round. Cost: 126,000gp
Components include: Multi-Shard Power Crystal (each shard enchanted with Ray of Frost), Range Doubler Lens, Enhanced Damage lens, and High-speed Stock.





Blacklore: Techno-magic. Magic advanced to the ultimate complexity and efficiency so as to appear identical to advanced technology.
Enchanter_Tom

08-31-07, 03:02 PM
Re: 3.0 and Quicken Spell

There's a reason that we use 3.5 nowadays.

Rules-as-written, free actions can be done infinitely in the duration of a round. Your free action frost rilfe would allow any character to pull the trigger an infinite number of times in a round, disintegrating the game and the DM's sanity in the process.
yellowdingo

08-31-07, 05:34 PM
Re: 3.0 and Quicken Spell

There's a reason that we use 3.5 nowadays.

Rules-as-written, free actions can be done infinitely in the duration of a round. Your free action frost rilfe would allow any character to pull the trigger an infinite number of times in a round, disintegrating the game and the DM's sanity in the process.


No, A free Action is determined as the amount of time required to shout for "HELP!", while a round is what you can do in six seconds...you can pull the trigger and retain a continuous target lock about six times in a single round so there is a limit to the Frost rifle...considering you need to roll to hit with a ray.

...mind you a Monk might be able to fire the entire fifty shots in a single round...

The only reason for edition 3.5 was to clear up ambiguity over such grey areas as why a touch attack (ranged or melee) is not a Ranged or Melee attack...
Orion__

09-02-07, 07:03 AM
It's too much... "direct" of a translation for my taste.