TEXT: W
  hether you call it “steamtech” or “science,” or even
  something like “ordertech,” chaositech’s opposite
  involves accomplishing impressive deeds using the
  natural order of things.Science is far more reliable than chaos-
  itech but less powerful, bound as it is by the laws of physics.
  Incorporating Technology
  Into a Fantasy Setting
  Obviously, the most common sources of inspiration for fan-
  tasy gaming—Tolkien, Moorcock, Burroughs, and so on—
  don’t have their heroes using much in the way of technology.
  Generally, fantasy connotes an early Medieval Europe level of
  technology. If you want to incorporate a higher tech level,
  you can first look at real-world Europe a few hundred years
  later. The late Medieval and early Renaissance had firearms,
  spyglasses, magnetic compasses, and so on.
  Taking this a step further, you can wonder what would
  have happened if the steam engine had been discovered at
  that time. What sorts of devices would people have created?
  And, since this is a fantasy setting, we can extrapolate all
  sorts of interesting fantastic applications, some perhaps cre-
  ated with the assistance of magic (or at least a magically
  assisted or divinely inspired insight).
  Steam-powered constructs, dangerous weapons, and even
  mechanically assisted armor becomes possible in such a set-
  ting. It would be embraced by the followers of order and law,
  thus becoming the perfect foil for chaositech-wielding
  cultists.
  Firearms
  The most dramatic application of science in such a setting
  would be the use of firearms. There are many kinds, and how
  you adopt them into a fantasy setting depends on their
  prevalence. If they are new, rare, and strange things in most
  people’s eyes, treat them as exotic weapons. However, if they
  are common in your setting and have been around for a
  while, you could classify them as simple weapons—for the
  truth of it is, that was the real benefit of firearms (as with
  crossbows). You point and pull the trigger. So simple, even a
  peasant could use them (which is why they were so feared in
  the real world). In your campaign world, some kingdoms
  may require a special permit to use and carry such weapons,
  in order to regulate them.
  A compromise variant is to create a single general feat,
  Use Firearm, that allows use of all firearms.
  See the table below for firearms weapon stats.
  Descriptions follow in alphabetical order.
  Harnessing the Natural Laws
  Technology in Your Game by Monte Cook 
  Chaositech is the result of harnessing raw chaos to accomplish seemingly impossible deed,or at least impossible
  without magic.Chaositech has an opposite,however—and it’s not magic.
  Web Enhancement 1
  Cost
  Size
  Type
  Damage
  Critical
  Range
  Weight
  Dragon Pistol
  250 gp
  1h
  P
  1d12
  ×3
  50
  2 lbs.
  Sting (Pistol)
  120 gp
  light
  P
  1d8
  ×3
  30
  1 lb.
  Double Pistol
  300 gp
  1h
  P
  1d10
  ×3
  40
  3 lbs.
  Dragon Rifle
  500 gp
  2h
  P
  2d8
  ×3
  150
  5 lbs.
  Hydra Rifle
  1,200 gp
  2h
  P
  1d12
  ×3
  120
  7 lbs.
  Chimera Rifle
  1,200 gp
  2h
  varies
  varies
  varies
  varies
  10 lbs.
  Spyglass Rifle
  700 gp
  2h
  P
  2d8
  ×3
  150
  6 lbs.
  Hellsbreath Gun
  1,000 gp
  2h
  fire
  2d6**
  N/A
  *
  7 lbs.
  Hand Cannon
  900 gp
  2h
  P
  3d6
  ×3
  60
  5 lbs.
  Repeater Rifle
  2,000 gp
  2h
  P
  1d12
  ×3
  100
  6 lbs.
  Powder Bomb
  150 gp
  1h
  *
  3d6***
  N/A
  10
  1 lb.
  Smokebomb
  30 gp
  1h
  *
  N/A
  N/A
  10
  1 lb.
  *Special
  **Damage inflicted in a line 20 feet long
  ***Damage inflicted in a 5-foot radius    
  Ammunition
  Cost
  Shot and Powder (1 load)
  15 sp
  Powder Horn (10 shots)
  10 gp
  Ammunition Pouch (10 shots)
  5 gp
  FIREARMS
  
  Chimera Rifle: This strange deviation of the hydra rifle
  also has three barrels. One is a standard rifle barrel, one
  launches a small dart (usually drugged or poisoned), and
  one emits a very short-
  range blast of alchemist’s
  fire. The dart inflicts
  only 1d4 points of dam-
  age and has only a mod-
  erate range (it is pur-
  posely not very power-
  ful, so as not to unduly
  harm a target to be
  drugged and captured).
  The blast of alchemist’s
  fire has a range of only
  10 feet, but, as with a
  hellsbreath gun, it fires
  in a line that damages
  all within the affected
  area with alchemist’s fire
  unless they succeed at a
  Reflex saving throw 
  (DC 15). Those who succeed still suffer 1 point of fire dam-
  age. (Unlike the hellsbreath gun, the smaller amount of
  alchemist’s fire stored within the weapon and the smaller
  powder charge—and thus the shorter range—mean that
  there is relatively no danger in using it.)
  A chimera rifle, unlike a hydra rifle, cannot be fitted with a
  master trigger. It takes a full round to load the standard rifle
  and the dart launcher and two full rounds to load the flame
  blaster.
  Double Pistol: This pistol has two barrels, so one can  fire
  it twice before needing to reload (one move action for each
  barrel).
  Dragon Pistol: The most common firearm, this weapon
  features an iron dragon’s head around the muzzle, so its shot
  comes from the dragon’s mouth. Reloading the pistol
  requires a move action.
  Dragon Rifle:This firearm is a larger, longer-barreled ver-
  sion of the dragon pistol with better range and inflicting
  greater damage. The rifle requires one move action to reload.
  Hand Cannon: This short, wide pistol is a large weapon,
  so despite its shape, using it requires both hands, unless the
  user is an ogre or similar creature. It has a very short range
  but packs an amazing punch. This weapon is often used for
  blasting down doors and even through wooden walls. This
  weapon requires one move action to reload.
  Hellsbreath Gun: This device consists of a powerful
  pump activated by a blast of powder that sprays a reservoir
  of alchemist’s fire in a line up to 20 feet long. Anyone in the
  line must make a reflex saving throw (DC 15) or suffer dam-
  age as if struck by a flask of alchemist’s fire. A successful save
  indicates that the attack still inflicts 1 point of fire damage.
  This weapon is favored by those with no skill at firearms.
  However, it is dangerous to use. Each time the user fires the
  weapon, roll a d20. On a roll of a 1, the reservoir ignites
  within the weapon and explodes, destroying the gun and
  inflicting 2d6 points of fire damage on the user (Reflex save,
  DC 20, for half damage).
  A hellsbreath gun requires two full rounds to reload.
  Hydra Rifle: This variant dragon rifle gets its name from
  the fact that it has three barrels. Each barrel has a separate
  trigger; thus, one can fire the weapon three times without
  loading—it’s like carrying three loaded rifles at once.
  However, for an extra 250 gp, one can fit it with a master
  trigger that allows the user to fire all three at once. All three
  attacks are rolled independently, and all must be fired at the
  same target. It is not possible to fire only two barrels.
  Each barrel must be loaded separately, each taking a full
  round.
  Repeater Rifle: This weapon can fire six rounds before
  requiring a reload. Reloading is a full-round action.
  Powder Bomb: This gunpowder explosive has a blast
  radius of 5 feet.
  Smokebomb: This nondamaging explosive creates a
  cloud of smoke in a 20-foot radius that persists in still con-
  ditions for 1d3+6 rounds and in windy conditions for 1d3+1
  rounds. Visibility within the smoke is limited to 2 feet.
  Everything within has 90 percent concealment.
  Spyglass Rifle:This weapon resembles the dragon rifle,
  except with a spyglass mounted atop it to help at range. The
  weapon ignores its first range increment. (So penalties for
  range begin at 300 feet.)
  Sting:This pistol is small and concealable. It requires a
  move action to reload.
  Cannons
  Cannons are very large firearms. All cannons must be
  mounted on a solid surface or small platform (often with
  wheels for transport). See the next page for their stats.
  Small Cannon: This weapon is 4 feet long and made of
  iron.It takes four full rounds to load and fire (having multiple
  characters work at it can shorten this to two full rounds).
  Large Cannon: This weapon is up to 7 feet long and made
  of iron. It takes six full rounds to load and fire (having mul-
  tiple characters work at it can shorten this to three full
  rounds).
  Pipe Organ Cannon: This weapon gets its name from the
  fact that it consists of six barrels, all lined up—it is basically
  six small cannons in one. The six barrels can be fired at once
  Chaositech
  2
  The Armor Piercing Nature of Firearms
  You might have read that one of the most devas-
  tating aspects of the firearm as it developed was
  that it could pierce armor. However, this is true
  of the longbow as well. Yet the d20 rules don’t
  give the longbow any special “armor piercing”
  qualities other than a deadly ×3 critical. The
  same, then, should apply to firearms in the
  abstract combat system of the game.
  However, if this truly bothers your sensibilities
  for some reason, try this variant: have firearm
  attack rolls ignore 3 points of armor or natural
  armor bonuses. If you do this, you should cer-
  tainly make firearms exotic weapons OR reduce
  the damage they inflict by a die type (so dragon
  pistols inflict 1d10, dragon rifles 2d6, and so on).
  
  or one at a time, each targeting a different adjacent square (a
  creature six squares long could be struck by all six, or the
  weapon could strike six adjacent Medium creatures or three
  adjacent Large creatures each taking up 2 squares on a side).
  Notes About Cannon Ammo: The damages listed above
  are for a cannonball. Grapeshot is a mass of tiny pellets that
  covers a radius of 10 feet but inflicts only half damage.
  Grapeshot reduces the effective range of the cannon by half.
  Explosive charges also reduce the effective range of the can-
  non by half and explode on impact, inflicting the listed
  damage in a 10-foot radius. A reflex saving throw (DC 20)
  reduces the damage by half for both grapeshot and explo-
  sive charges.
  Ammunition
  Cost
  Cannonball and Powder (1 load)
  5 gp
  Grapeshot and Powder
  15 gp
  Explosive Charge and Powder (1 load)
  50 gp
  Other Weapons and Armor
  For the technologist warrior, there are more options than
  just firearms. Consider these unusual ranged weapons and
  armor types as well.
  Powered Bows:Powered longbows are engine-assisted
  mighty bows that do not require high strength to use. As
  with mighty bows, the bonus applies only to damage. The
  bonus does not stack with the archer’s normal Strength
  bonus.
  Powered Mighty Longbow
  Cost
  (+1 Strength bonus)
  400 gp
  (+2 Strength bonus)
  600 gp
  (+3 Strength bonus)
  1,200 gp
  (+4 Strength bonus)
  1,000 gp
  Articulated Armor: The DM may wish to make articulat-
  ed armor from Monte Cook’s Arcana Unearthed available in a
  setting with a higher level of fantasy technology.
  Pistol Shield:This large shield has a dragon pistol built
  into it, with the barrel facing straight out. This allows the
  wielder to fire the pistol, then draw a melee weapon and
  charge into a fight. This weapon/shield costs 300 gp.
  Blast Axe (Pistol
  Axe): This strange
  weapon is a long-
  barreled dragon pistol.
  Its reinforced barrel
  has an axeblade on
  the end. The weapon
  can be fired like a reg-
  ular pistol, then used
  as a handaxe. This
  weapon costs 300 gp.
  Steam Armor:
  This steam-powered
  armor protects as
  plate armor and adds
  a +4 enhancement
  bonus to Strength
  due to its built-in
  strength-augmenting mechanisms. It costs 18,000 gp.
  Transport
  This section contains just some of the options characters
  have for using technology to help them get around.
  Battle Cart:This massive vehicle appears to be a wagon
  without horses. It measures 10 feet long and about 6 feet
  wide (size Large). Its sides are armor-plated, with small slits
  for archers or riflemen to use. The cart has a hardness of 10
  and 200 hit points.
  The steam-powered vehicles can travel up to 20 miles per
  hour over flat, smooth terrain. They are usually outfitted
  with a ram or a spiked plate on the front for running down
  foes on foot (inflicting 3d6 points of damage if at full speed;
  a Reflex save, DC 15, negates the damage). One character
  must drive the cart. While it is moving, controlling the cart
  is a full-round action. A Dexterity check (DC 15) is required
  to avoid obstacles when moving at full speed. The battle cart
  costs 15,000 gp.
  Glider Wings:These aerodynamic wings can be strapped
  onto a Medium creature, allowing it to glide through the air.
  A character can take ranks in Ride (glider wings) to use them
  properly. On a still or relatively calm day, the glider travels in
  a straight line for twice as far as it drops. (So a character
  Web Enhancement 3
  Unrealistic Science
  Some of the weapons and gear described here
  are unlike anything that ever worked in the real
  world. Steam powered constructs, strength-
  enhancing armor, and battle carts are all the
  stuff of fantasy. Some merely push the limits of
  what one could realistically expect in a non-
  modern setting, such as a repeating rifle. One
  has to imagine magically-assisted intelligence
  was behind such invention, as well as fantastic
  alchemical aids such as flamestones to produce
  the heat needed for the steam engines. The DM
  will need to figure out where to draw the line, if
  anywhere. Of course, the fantastic elements of
  such devices could be taken even further than
  the things present here. For example, you could
  add a static gun into the weapons list that fires
  a line of electricity up to 50 feet that inflicts 4d6
  damage. (Such a weapon could only be used
  every 5th round as it builds up a charge.) Or, a
  technologist might even perfect a mechanized
  brain of some kind—a clockwork artificial
  intelligence!
  Cost
  Size
  Type
  Damage
  Critical
  Range
  Weight
  Small Cannon
  1,000 gp
  *
  P
  4d6
  ×3
  150
  500 lbs.
  Large Cannon
  2,500 gp
  *
  P
  6d6
  ×3
  200 
  1,500 lbs.
  Pipe Organ Cannon
  1,800 gp
  *
  P
  3d6×6
  ×3
  100
  1,000 lbs.
  *Special
  CANNON
  
  with the wings atop a 40-foot tower can travel 80 feet later-
  ally before landing.) On a very windy day, a character can
  travel much farther—almost indefinitely—if he makes a
  Ride check (DC 15) every 10 minutes. Landing safely requires
  a DC 12 check. Failure results in 1d6 points of damage to
  both the character and the wings, if they dropped at least 10
  feet. The wings, made of light wood and canvas, have a hard-
  ness of 3 and 10 hit points. Their wingspan measures 15 feet.
  The wings cost 1,400 gp.
  Hot Air Balloon: With a powerful furnace underneath it,
  a large balloon can carry aloft up to 2,000 lbs. A single char-
  acter can operate the balloon, controlling its direction and
  altitude. Navigation, of course, depends greatly on the wind’s
  direction and speed. The balloon itself measures about 40
  feet across and 60 feet high. The basket hanging below it is
  about 8 feet in diameter. The balloon has a hardness of 1 and
  5 hit points. The basket has a hardness of 3 and 30 hit
  points. A hot air balloon (with furnace) costs 3,500 gp.
  Miscellaneous Gear
  Below are just some of the most basic devices you might find
  in a fantasy setting with a technological edge.
  Item
  Price
  Weight
  Barometer
  300 gp
  2 lbs
  Bell Alarm
  50 gp
  3 lbs
  Magnetic Compass
  450 gp
  1 lb
  Mercury Thermometer
  350 gp
  1 lb
  Pill
  varies
  —
  Pocketwatch
  30 gp
  1 lb
  Pressurized Launcher
  420 gp
  5 lbs
  Spyglass
  500 gp
  1 lb
  Syringe
  50 gp
  1/2 lb
  Barometer: A hand weather-predicting device.
  Bell Alarm: This alarm can be set to go off at a specified
  time.
  Magnetic Compass: This device is extremely valuable in
  determining direction and keeping a traveler on the right
  path, whether she is making her way through the woods or
  across the sea on a ship.
  Mercury Thermometer:This handy device indicates the
  temperature.
  Pill: Potions can be distilled into tablet form for easy stor-
  age. The effects and cost remain the same, but the weight is
  negligible.
  Pocketwatch: This small timepiece weighs about a pound.
  Pressurized Launcher:This device can project something
  with great force. Although it could be used as a weapon, this
  is not the standard use—firearms are far more efficient.
  Instead, people most often use it to fire grapnels with
  attached ropes up to 100 feet with great force and accuracy,
  even anchoring them into a stone wall. If it does not need to
  embed itself, the grapnel can travel up to 200 feet. If used as
  a weapon, it inflicts 2d6 points of damage to a single foe up
  to 100 feet away (apply a –2 penalty to attack rolls made
  with it).
  Spyglass: Objects viewed through a spyglass appear twice
  their normal size.
  Syringe: This is an easy way to inject a potion directly
  into a creature. If the syringe is in hand and full, it requires
  only a move action to inject.
  Constructs and Special
  Machines
  Putting steam-powered constructs into a fantasy setting is
  easy. Simply use already-existing constructs, such as a shield
  guardian (without the spell storing or shield other abilities),
  and describe the plume of steam or smoke that comes out of
  the smokestack built into its back. The means of construc-
  tion becomes almost entirely a flavor issue in this case,
  except for the skills needed to create or possibly disable the
  construct. (See the next section for more on skills.)
  The four main types of golems in the MM make poor
  steam or science constructs, unless you take away their
  immunity to spells (which make no sense if they are techno-
  logical). If you do this, reduce the Challenge Rating by 1 for
  the flesh golem and by 2 for the others.
  Note that the chaosomaton creatures described in
  Chaositech could be technologically created, steam-powered
  clockwork creatures as well. These would not have built-in
  chaositech, obviously, but could have built-in firearms or
  other devices. Because the clockwork creature would be so
  much more reliable, the cost doubles.
  But steam and clockwork machinery can be put to other
  uses as well. A castle could have a mechanized, automatic
  winch for raising and lowering the portcullis or to power and
  enable complex traps to keep out thieves. A technologically
  savvy wizard would put machines in his lab to help him
  move and work with heavy or delicate experiments. In a fan-
  tasy setting with technology, the PCs should encounter all
  sorts of strange mechanisms and devices.
  Skills
  Technology changes the skills in your game a bit.
  Knowledge (machines) or Knowledge (science) make
  good additions to a setting with technology. Such skills
  could be used to identify an unknown device or understand
  how to make it work.
  4 Chaositech
  
  Craft (machines), however, is needed to actually create
  something like a clock, a steam-powered construct, or a
  mechanically controlled door. For complex devices, a charac-
  ter must make multiple checks. For example, creating a
  mechanized shield guardian as described earlier might
  require four separate Craft checks, each with a DC 25. The
  cost would be 75,000 gp, because it does not have magical
  abilities. For other types of checks, see the table above.
  Firearms are created with Craft (firearms).
  Disable device takes on a new meaning in a setting with
  technology . Characters with this skill could make a dragon
  rifle inoperable or set a magnetic compass to point in the
  wrong direction.
  Maintenance and Fuel 
  To keep a technological item functioning, whether it is a
  firearm or a steam-powered mechanical elevator, a character
  must make a maintenance check once per month. The check
  can be made with either the appropriate Craft or Knowledge
  skill. The Difficulty Class is 10, unless the overall price of the
  device is higher than 1,000 gp. In such a case, the DC is the
  price divided by 100. Without this check, the machine
  breaks down and Craft (machines) must be used to repair it,
  using the standard repair rules.
  Steam-powered items burn wood or coal to produce
  steam, or they use a special alchemical substance called
  flamestone. Wood is cheap but requires a very large burner.
  Coal is more expensive, usually costing about 5 gp to power a
  device for only one day. Flamestone requires the least
  amount of space (and thus is essential for steam armor and
  other fantastic tech items,) but each stone costs 10 gp and
  lasts about one day.
  Some clockwork items, like pocketwatches, are spring-
  driven and require no fuel but must be wound or cranked
  manually.
  Technology and Magic
  Bringing technology into your campaign also allows you to
  introduce new magic—specifically, this new clerical domain
  and its associated new spells.
  Technology Domain
  Deities:Teun, the Mother of All Machines, the Iron God
  Granted Power:You gain a +2 competence bonus to
  Knowledge or Craft checks that apply to technological
  devices. You also gain automatic proficiency with one type of
  firearm (if they are exotic in your campaign).
  See the table below for this domain’s spell list.
  New Spells
  Cannons of Heaven
  Conjuration (Summoning)
  Level: Technology 9
  Components: V, S, DF
  Casting Time: Standard action
  Range: Long (400 feet + 40 feet/level)
  Area: 30-foot spread 
  Web Enhancement 5
  Item
  Craft
  DC
  Simple tech item (compass, thermometer)
  Machines
  15
  Complex, small tech item (pocketwatch)
  Machines
  20
  Firearm (single-shot)
  Firearms
  20
  Firearm (repeating, double, or multi-use)
  Firearms
  24
  Large machine (drawbridge mechanism)
  Machines
  25 × 2
  Large complex machine (construct)
  Machines
  25 × 4
  Extremely complex device (steam armor)
  Machines
  30 × 4
  SKILL CHECK DIFFICULTY CLASSES
  Level
  Spell
  Description
  1
  Identify device (from Chaositech)
  Reveals nonmagical device’s most basic function.
  2
  Lock and load
  Caster loads a firearm with a move action.
  3
  Repair device
  Restores one broken or disabled device.
  4
  Conjure device
  Summons a device for 1 round/level.
  5
  Explosive shot
  Firearm inflicts damage in a 10-foot spread.
  6
  Heartseeking shot
  Firearm ignores armor and inflicts criticals.
  7
  Create device
  Creates a device permanently.
  8
  Conveyance
  Creates a technological flying vehicle.
  9
  Cannons of heaven
  Summons cannons that bombard an area for 10d6 points of damage
  for 1 round/level.
  TECHNOLOGY DOMAIN SPELLS
  
  Duration: 1 round/two levels
  Saving Throw: Reflex half
  Spell Resistance: No
  At your command, a cloud appears in the sky, bristling
  with cannons. It hovers no more than 100 feet in the air
  and bombards any area within range (changing areas is a
  free action), inflicting 10d6 points of damage per round.
  The cannons and the cloud cannot be attacked, but they
  can be dispelled.
  Conjure Device
  Conjuration (Summoning) 
  Level: Brd 4, Sor/Wiz 4, Technology 4
  Components: V, S, M
  Casting Time: Standard action
  Range: Close (25 feet + 5
  feet/two levels)
  Effect: A single techno-
  logical device 
  worth up to 
  200 gp/level 
  Duration: One 
  minute/level
  Saving Throw:
  None
  Spell Resistance:
  No
  You summon
  into being a
  mechanical device that
  you are familiar with. It
  appears within the range,
  as you decide. The device is in
  perfect working order and is fully
  fueled or loaded (as the case might be).
  Material Component:A jewel worth at least
  as half as much as the device.
  Conveyance
  Transmutation
  Level: Sor/Wiz 8, Technology 8
  Components: V, S, DF, M
  Casting Time: Full round
  Range: Touch
  Effect: One flat platform up to 20 feet to a side
  Duration: One hour/level
  Saving Throw: None
  Spell Resistance: No
  You touch a piece of metal or a metal device weighing at
  least 100 lbs. and transform it into a technological flying
  platform up to 20 feet square. You understand the controls
  and can control the device using a standard action each
  round (unless the platform is only hovering). You can
  teach another character to control the craft with only 10
  minutes of instruction. The platform moves at a speed of
  up to 50 miles per hour with Perfect maneuverability. It
  has a hardness of 10 and 250 hit points.
  Material Component: 100 lbs. of metal.
  Create Device
  Conjuration (Creation) 
  Level: Sor/Wiz 7, Technology 7
  Components: V, S, M
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two
  levels)
  Effect: A single technological
  device worth up to 200
  gp/level 
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You call into being a
  mechanical device that
  you are familiar with. It
  appears within the
  range, as you decide.
  The device is in perfect
  working order and is fully
  fueled or loaded (as the case
  might be).
  Material Component:A jewel
  worth at least as much as the device.
  Explosive Shot
  Transmutation 
  Level: Sor/Wiz 5, Technology 5
  Components: V, S
  Casting Time: Standard action
  Range: Touch
  Effect: One firearm 
  Duration: 1 round/level
  Saving Throw: Reflex half
  Spell Resistance: No
  You temporarily transmute a firearm so that the shots it
  fires are explosive and inflict their listed damage within a
  10-foot spread. Those in the area can make a Reflex save
  for half damage as if resisting a spell you cast. This spell
  cannot be used on a weapon already affected by heart-
  seeking shot.
  Chaositech
  6
  
  Web Enhancement 7
  Credits and Legal
  Design by Monte Cook
  Illustrations by Eric Lofgren and Kieran Yanner
  Editing and Production by Sue Weinlein Cook
  Graphic Design by Peter Whitley
  For more free game material, check out “The Stuff” at Monte Cook’s
  Website: <www.montecook.com>
  ©2004 Monte J. Cook. All rights reserved. “Harnessing the Natural
  Laws: Technology in Your Game” is produced under version 1.0a, 4.0,
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  Heartseeking Shot
  Transmutation 
  Level: Sor/Wiz 6, Technology 6
  Components: V, S
  Casting Time: Standard action
  Range: Touch
  Effect: One firearm 
  Duration: 1 round/level
  Saving Throw: Reflex half
  Spell Resistance: No
  You temporarily transmute a firearm so that it ignores
  armor, shield, and natural armor bonuses due to its piercing
  quality. The weapon also automatically inflicts critical hits
  each time it hits. This spell cannot be used on a weapon
  already affected by explosive shot.
  Lock and Load
  Transmutation 
  Level: Sor/Wiz 2, Technology 2
  Components: V, S
  Casting Time: Standard action
  Range: Touch
  Effect: One firearm 
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  For the duration, all firearms that you touch are loaded
  and ready to fire. This spell conjures the ammunition and
  powder needed. Touching a firearm is a move action. This
  spell proves particularly useful with cannons.
  Repair device
  Transmutation 
  Level: Sor/Wiz 3, Technology 3
  Components: V, S
  Casting Time: Standard action
  Range: Touch
  Effect: One broken or disabled device 
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  One broken device is automatically repaired and restored
  to full working condition, assuming that at least 80 percent
  of the original device is still on hand. The device may still
  need fuel or ammunition.
  
  Chaositech
  8
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/Sword and Sorcery/Harnessing the Natural Laws.pdf