Mechanika

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Mechanika and Magic Items in the Iron Kingdoms 4th Edition Rules[edit]

Genuine magic items are very rare in the Iron Kingdoms (it is suggested that magic items in the Iron Kingdoms cost five times more than in standard D&D, thus making them an equivalent of one point of bonus lower) - but with the early phases of the magical steampunk revolution they are in, the Iron Kingdoms is producing a lot of Mechanika.

Under normal cirucmstances Mechanika charge themselves and use ambient magical energy (or inherent conversion systems) for power, but don't do it that efficently. It is expected that PCs will want to fully charge their magic items.

Note also that mechanika do not come back when thrown, unlike ordinary magic throwing weapons.

Charging Mechanika[edit]

Uncharged Mechanika draw some power from the external environment. As such, properties remain, at will powers can be used every encounter, encounter powers daily, and daily powers once every week.

An arcane caster can keep one item between five and ten levels above him charged, or three between one and five levels above him, or nine of his level or lower. An Arcane Mechanik doubles these numbers.

It is also possible to get a number of devices for charging Mechanika. Three of these can charge as many mechanikal items as a PC of their level.