TEXT: The Clockwork Magic
  Written by: 
  Robert Sullivan
  Illustrations by: 
  Marcio Fiorito
   
  J.L. Jones
   
  Juan Navarro
  Edited by: 
  Ryan Nock
  Layout by: 
  Eric Life-Putnam
  Playtested by: 
  David Adwokat 
  James Arthur 
  Paul Avila 
  Kacy Baecker 
  Tracy Birdine 
  Harry Coit 
  Jason M Donovan 
  Jason G. Ellsworth-Aults 
  David M. Fernandes 
  Dan Johnson 
  Richard Martin 
  M Sean Martinez 
  William McGuire 
  Harold R. Nichols, Jr. 
  Dirk M. Prien 
  Benjamin D. Richards 
  Brian C. Rodriguez 
  John K. Rotker 
  Shawn Therrien
  Special Thanks to: Bob and Sue Sullivan 
  Aaron Goodwin 
  Joel Harwell 
  Travis Parks 
  J.J. Skinner 
  Brian and Carrie Winslett 
  Scott Valla 
  Thomas and Lutishia 
     Barker-White
  Everything in this book other than the covers, 
  the title page, the contents page, the illustrations, 
  “EN Publishing,” the EN Publishing logo, 
  character and place names, the Divine Engine, 
  Appendix 02, and the EN Publishing product 
  title “Steam and Steel,” is designated 
  Open Game Content.
  EN PUBLISHING
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  EN Publishing is an imprint of EN World. 
  Please visit http://www.enworld.org
  
  Mechamancy: The Clockwork Magic
  ii
  Table of Contents
  SECTION 01: INTRODUCTION ..................... 1
  The Tick-Tock Hocus-Pocus ................................... 1
  What’s the Diﬀerence? ............................................ 1
  Mechamancy: The Clockwork Magic ...................... 2
  SIDEBAR: LEXICON OF USEFUL TERMS ............... 3
  SECTION 02: FOR GAME MASTERS ............. 4
  Power ....................................................................... 4
  Aesthetic .................................................................. 4
  Good and Evil ......................................................... 5
  The Machine as a Value-Neutral Force ......................5
  The Machine as a Force for Evil ...............................5
  The Machine as a Force for Good ...............................6
  Mechanical Magic in a Fantasy World .................... 7
  Mechamancy ............................................................7
  Fantastic Renaissance ..............................................7
  SIDEBAR: REAL RENAISSANCE ........................... 8
  SIDEBAR: THE DE MEDICI FAMILY ..................... 9
  SIDEBAR: CARDINAL RICHELIEU ....................... 9
  Options for Introduction ........................................10
  SIDEBAR: THE DEBATE .................................... 12
  Future Technology: Steam and Steel ........................13
  SIDEBAR: RACIAL VIEWS OF MECHAMANCY .... 13
  SECTION 03: THE MAGIC 
  OF MECHAMANCY .........................................14
  A Clockwork School of Thought ........................... 14
  Mechamancy Skills ................................................ 14
  Mechamancy Feats ................................................ 15
  Mechamancy Prestige Classes ................................ 17
  The Machinist ........................................................17
  SIDEBAR: ENGINEERING MASTERMINDS ......... 17
  The Technician .......................................................19
  Mechamancy Organizations .................................. 21
  The Machine Guild ................................................21
  SIDEBAR: THE DUTCH EAST INDIA COMPANY 21
  Mechamancy Spells ............................................... 23
  SIDEBAR: SUMMONING MACHINES .................. 28
  Mechamancy Deities ............................................. 29
  The Divine Engine ................................................29
  SIDEBAR: DIVINE VIEWS OF MECHAMANCY .... 31
  SIDEBAR: MACHINE DOMAIN .......................... 31
  SECTION 04: CREATING 
  FANTASTIC DEVICES ........................................32
  Constructing Devices ............................................. 32
  Type ......................................................................32
  SIDEBAR: PROSTHETICS ................................... 32
  Size .......................................................................33
  Construction Score .................................................33
  Item Size ...............................................................33
  Abilities and Speed .................................................33
  Skills and Eﬃciency ...............................................34
  Weapons and Damage ............................................34
  Armor Class ...........................................................35
  Hit Points .............................................................35
  Weight ...................................................................36
  Other Eﬀects ..........................................................36
  Creating Fantastic Clockwork Devices .................. 37
  Feats .....................................................................37
  Spell-Like Abilities ................................................37
  Market Price and Creation ....................................38
  Malfunction ..........................................................38
  Clockwork Malfunctions and Repairs .....................39
  SECTION 05:TOOLS AND ITEMS ................40
  Mechamancy Items ................................................ 40
  Tools and Weapons ................................................ 40
  SIDEBAR: TIME KEEPING .................................. 43
  SIDEBAR: A WORD ON DIFFICULTY CLASS ...... 44
  SIDEBAR: WAR ................................................. 45
  Armor .................................................................... 46
  Vehicles .................................................................. 47
  Living Machines .................................................... 48
  General Gear ......................................................... 49
  APPENDIX 01:DEUS EX MACHINA ..............50
  Clockwork Egg ...................................................... 50
  Vecthêafod, the Death’s Head ................................ 51
  APPENDIX 02:THE OBSERVATORY .............52
  OPEN GAME LICENSE VERSION 1.0A .........54
  
  Mechamancy: The Clockwork Magic
  1
  section 01: 
  introduction
  “Indubitably, Magick is one of the subtlest and most diﬃcult of the sciences and arts. There is 
  more opportunity for errors of comprehension, judgment, and practice than in any other branch 
  of physics.”
  —Aleister Crowley
  The Tick-Tock Hocus-Pocus
  Things change.
  Nothing is truly static, even in world of 
  magic. Some say that the practice and expression 
  of magic changes and transforms over time. Oth-
  ers believe that magic itself transforms – that its 
  nature and quality evolve over time.
  Recently – and to the endless horror of the 
  old guard masters of magic – a portion of magic 
  has evolved into a new and startling form. Not all 
  of magic has made such a change. Or perhaps it 
  should be written that not all of magic is being 
  put to such a use. Not all of magic needed to 
  change for a relatively simple discovery to be 
  made: Magic and technology are not mutually 
  exclusive forces, and combing the two allows for 
  the creation of things not possible with simply 
  one or the other.
  This revelation is causing a power shift, 
  though not overnight. However, any change is 
  too much for those who work magic in the old 
  ways.
  Those who utilize this revelation – the 
  “mechamancers” – are accumulating power in all 
  its forms. They make thinking devices, ships with 
  wings that ﬂap and ﬂy, machines like tremendous 
  insects that obey orders to clean a house or kill 
  everyone in sight, and projectile weapons that 
  may be easily used by anyone.
  Unlike necromancers or infernalists, the 
  mechamancers do not hide and practice hated 
  arts in secret. The mechamancers work in the 
  open and take their creations to open market.
  This is perhaps the mechamancers’ greatest 
  crime in the eyes of the old guard – not just work-
  ing the magical and the mechanical together, but 
  having the temerity to do so openly.
  If nothing else, mechamancers are bold in 
  the questions they ask, and indeed, their brand of 
  magic demands answers. Theirs is the magic of 
  progress, whatever its price.
  What’s the Difference?
  Mechamancy is technology that is powered 
  by magic. How, then, is a creation of mecha-
  mancy diﬀerent from a normal magic item? The 
  diﬀerence, at its most basic sense, is the thought 
  process behind creating a mechamancy item. A 
  magic item is designed by one spellcaster to be 
  used by one person. A mechamancy item often 
  will be the work of many specialists, each creat-
  ing a small part of a larger device.
  Traditional magic creates eﬀects independent 
  of the physical world, but mechamancy uses the 
  strength of material items to enhance magic. 
  Instead of simply conjuring a lightning bolt, a 
  mechamancy item would have magic begin the 
  motors of a device, creating a static charge that 
  could be unleashed as an attack. The same charge, 
  though, could just as easily be channeled into 
  another mechamancy item.
  What does this mean in a rules mechanic 
  sense? Mechamancy items are more modular and 
  adaptable. If they break, they can be ﬁxed with-
  out necessarily requiring magic. A skilled engi-
  neer can put two mechamancy items together to 
  
  Illustration by Juan Navarro
  Mechamancy: The Clockwork Magic
  2
  create something more powerful. Mecha-
  mancy items are a bit bulkier, but they 
  reward intelligent use. It still takes a 
  skilled mage to create a mechamancy item 
  of great power, but the amount of time 
  and work required can be divided among 
  common laborers, and they do not require 
  the expenditure of experience points the 
  way normal magic items do. Mechamancy 
  items require more maintenance and 
  upkeep than magic items, but anyone can 
  use them, as they require no magical 
  knowledge.
  Mechamancy:  
  The Clockwork Magic
  This book – a game supplement for 
  the 3.5 edition of Fantasy d20 – explores 
  mechamancy, which is the discipline of 
  combining the forces of technology and 
  magic. This pushes into new areas and 
  possibilities. Ultimately this book is 
  designed to be a detailed and ﬂexible 
  source of new gear and magic for game 
  masters and players alike. It is a tool to 
  expand the possibilities and potential of 
  the game.
  In the following pages you will ﬁnd 
  rules for creating mechanical devices with 
  the aid of magic, adding a brand new ﬂavor of 
  technology to your games. Whether you just 
  want some new nifty toys for your world, or if 
  you want to dabble in social commentary about 
  the aﬀect technology has on society (without 
  having to play a science ﬁction game), Mecha-
  mancy: The Clockwork Magic will help you inte-
  grate wondrous technology into a fantasy 
  setting.
  This book is organized as follows:
  Section 01: Introduction explains the basics of 
  what Mechamancy is.
  Section 02: For Game Masters helps game 
  masters work the magic of Mechamancy into 
  their campaigns. Players may also want to read 
  this chapter so they can better discuss with their 
  game master their expectations on how mecha-
  mancy will integrate with the rest of the world.
  Section 03: The Magic of Mechamancy details 
  the spells, skills, feats, and prestige classes that 
  use the power of mechamancy.
  Section 04: Creating Fantastic Devices contains 
  the rules for creating mechamancy items.
  Section 05: Tools and Items presents new items 
  for your game. Toss just one of these into your 
  campaign, and you can easily change your play-
  ers’ views of your world.
  Appendix 01: Deus ex Machina contains an 
  assortment of mechamancy items that defy clas-
  siﬁcation.
  Appendix 02: The Observatory provides a sam-
  ple location that showcases mechamancy.
  
  Mechamancy: The Clockwork Magic
  3
  There are a number of words and terms used in this 
  book that do not normally appear in other role-playing 
  books. As such, it is helpful to have them defined.
  Binary: The language most commonly employed by 
  living machines.
  Conservation Laws: Basic laws in a fantasy setting that 
  maintain that only through magic may energy and matter 
  may be destroyed or created. Conserved quantities include: 
  matter, energy, momentum, and dimensional location.
  Construction: Living machines use Construction 
  rather than Constitution. The two attributes are similar but 
  not identical. It is important to differentiate between the 
  two because of the differences between living machines 
  and living organisms.
  Coordinates: Any set of two or more numbers used to 
  determine the position of a something in a space of a given 
  dimension with respect to a system of lines or other fixed 
  reference. In mechamancy terms, the fixed references are 
  latitude, longitude, and turristude (location above, below, 
  or at ground level). Divided into 10 sections, zero latitude 
  is the North Pole and the South Pole is section “11.” Zero 
  longitude is the north-south line running through a location 
  chosen by the game master, divided into 10 sections travel-
  ing in an eastwards direction and wrapping around the 
  globe. Zero turristude is sea level halfway between the low 
  and high tides and divided into 10 sections up and down, 
  with the tenth down being the center of the planet and the 
  tenth up being half way to a moon. Each section is divided 
  into 10 subsections, which are also divided into 10 subsec-
  tions and so on until the eighth decimal place. This system 
  considerably aids navigation and teleportation magic.
  Engineer: This is the proper term for anyone practic-
  ing mechamancy who is not a machinist of the Divine 
  Engine or a technician arcane spell caster.
  Factotum: This is a non-sentient and non-living fantas-
  tic machine that serves in a wide range of capacities and 
  functions. They have no combat abilities but usually see 
  domestic use.
  Fantastic Machine: Any outwardly traditional machine 
  that includes some sort of magic that allows it to function in 
  some extraordinary and unprecedented way – a way that a 
  normal machine cannot emulate.
  LEXICON OF USEFUL TERMS
  Gearpunk: A term, best used loosely, used to describe 
  any campaign that features mechamancy as a part of the 
  setting and world, particularly any campaign that focuses 
  on mechamancy. Gearpunk is also sometimes known as 
  clockpunk. Other related styles of gaming are steampunk 
  and dungeonpunk. These terms are occasionally used in a 
  derogatory manner by gamers who dislike non-medieval 
  fantasy.
  Karakuri: A living machine. Technically, a device con-
  sisting of fixed and moving parts that modifies mechanical 
  energy and transmits it in a more useful form, that is in 
  active operation and possess functions such as self-repair, 
  reproduction, and response to stimuli from the environ-
  ment or originating from within the karakuri. The term 
  comes from a Japanese word for clockwork puppets.
  Machinist: Proper term for anyone who is a cleric of 
  the Divine Engine and can cast divine spells granted by that 
  deity – i.e. a member of the machinist prestige class.
  Mechamancy: The use of machines and technology 
  in conjunction with magic and supernatural forces to 
  achieve ends not possible when using just one of these ele-
  ments. It is the newest school of magic and controversial to 
  the point of being socially incendiary.
  Mechamancer: A mechamancer is anyone who prac-
  tices any form of mechamancy. This collective term includes 
  engineers, mechanists, and technicians.
  Mechanism: The doctrine embraced by the church of 
  the Divine Engine that all natural and supernatural phe-
  nomena are explicable by material causes and mechanical 
  principles.
  Myrmidon: This is a faithful follower – a clockwork 
  device – that usually is alive but possesses only animal level 
  intelligence. They are reserved for combat and carry out 
  orders without question. Sometimes myrmidons are 
  designed to appear to be factotums to lure potential targets 
  into a false sense of security.
  Technician: Proper term for anyone practicing the 
  arcane spells of mechamancy – i.e., a member of the tech-
  nician prestige class.
  Weremecha: This is the term for anyone who has any 
  part of themselves replaced – willingly or unwillingly – with 
  a machine, device, or mechamancy item.
  
  Mechamancy: The Clockwork Magic
  4
  This section discusses the need to balance a 
  high fantasy game that counts magic as a vital 
  component, with the perceived mood and theme 
  of clockwork machines and technology. As the 
  title suggests, this section is speciﬁcally for game 
  masters.
  Mechamancy is no less fantastical than nec-
  romancy or dragons. It is magic, just with diﬀer-
  ent special eﬀects, and a slightly diﬀerent 
  mindset.
  Power
  Introducing mechamancy items will change 
  the balance of power in a society and in your 
  game. It is easily possible, however, to institute 
  restrictions in the setting or the culture to keep a 
  fantasy world from turning into a science ﬁction 
  setting. Some game masters may desire a setting 
  where technology is mundane and accepted, but 
  this book’s assumption is that magical technol-
  ogy, while useable by non-spellcasters, is still per-
  ceived as fantastic, because it is made and powered 
  by energies on a few people understand.
  The village market is not a shopping super 
  center, and even in a great city there is no guar-
  antee that characters would be able to purchase 
  any mechamancy item they want. Depending on 
  the setting, some items might be illegal to buy or 
  use, and common people might not trust this 
  new magical technology, which could seem dan-
  gerous compared to traditional magic. It is up to 
  the game master to determine how common and 
  accepted mechamancy items are in his world.
  section 02: 
  for game masters
  “Persons grouped around a ﬁre or candle for warmth or light are less able to pursue independent 
  thoughts, or even tasks, than people supplied with electric light. In the same way, the social and 
  educational patterns latent in automation are those of self-employment and artistic autonomy.”
  —Marshall McLuhan
  Virtually all mechamancy items that have 
  any substantive use are vulnerable to spells such 
  as dispel magic, antimagic ﬁeld, and disjunction. 
  The ﬁrst two simply turn oﬀ a fantastic device 
  and may put a karakuri to sleep. The latter spell 
  may destroy the power supply of a fantastic device 
  or even kill a karakuri.
  Simply realize that, like real world science 
  and technology, mechamancy makes tools, weap-
  ons and knowledge more accessible to the general 
  population. There are far too many possibilities – 
  every campaign is diﬀerent from every other 
  campaign and mechamancy is a ﬂexible system – 
  to make many hard and fast rules. A game mas-
  ter must try to prepare for the consequences of 
  putting in the hands of second-level commoners 
  the kind of power normally reserved for 10th-
  level mages.
  Remember also that all technology comes 
  with drawbacks. Combat myrmidons are dan-
  gerous warriors, and all guns can make someone 
  previously harmless lethal. However, guns are 
  rendered essentially useless by the 2nd-level pro-
  tection from arrows spell, and a few rust monsters 
  could devastate an entire army of combat  
  myrmidons.
  Aesthetic
  The problem of the power of mechamancy in 
  a campaign leads to the problem of the aesthetic 
  of a campaign or “how does mechamancy look?”
  Realize that “science ﬁction” is a relative term. 
  Characters from a 12th-century setting entering 
  
  Mechamancy: The Clockwork Magic
  5
  a setting where 17th-century technology is used 
  are in a science ﬁction situation – they are dealing 
  with technology about 500 years in advance of 
  their own. The fact that even 17th-century tech-
  nology is four centuries behind our own, at the 
  beginning of the 21st century, is incidental.
  Mechamancy, as it is presented in this book, 
  has not yet cracked the Watt-style steam engine. 
  Most of the tools and technology made available 
  by mechamancy are based Renaissance level sci-
  ence. Gears and kinetic force – not electricity or 
  internal combustion engines – drive things. In 
  terms of appearance and the like, the technology 
  of the Renaissance and the designs of Leonardo 
  da Vinci adapt most easily to the mechamantic 
  fantasy setting.
  Few of the things mechamancy makes pos-
  sible can be replicated in terms of the hard sci-
  ences and real technology. Even in our age of 
  advanced power and second-generation comput-
  ers it is not possible to make a device as simple 
  and reliable as the illumination factotum. Kara-
  kuri and ships that ﬂy by ﬂapping wings are even 
  further out of reach. Never forget that mecha-
  mancy is still magic.
  Good and Evil
  There are three main views of technology that 
  are possible in fantasy campaign. First, technol-
  ogy is without inherent moral qualities. Second, 
  technology is evil. Third, technology is good.
  For the purposes of this discussion it is useful 
  to deﬁne terms.
  “Ethical” is being in accordance with the 
  accepted principles of right and wrong that gov-
  ern the conduct of a profession: what is ethical for 
  a bard is not necessarily ethical for a sorcerer. In 
  this sense science, technology and mechamancy 
  might be ethical for some and unethical for  
  others.
  “Moral” is concerned with the judgment of 
  the goodness or wickedness of human action and 
  character and is not strictly concerned with pro-
  fessional integrity. So technology and mecha-
  mancy is moral or immoral for everyone.
  The Machine as a Value-Neutral Force
  The battle is to keep the machine as a tool on 
  the side of the forces of light, or at least as much 
  on the side of the light as it is on the side of the 
  forces of darkness. Science and technology, as 
  they are depicted in this book, possess as many 
  positive qualities as negative qualities. Technol-
  ogy frequently can be passionless and cold, but 
  then again nature is full of things that want to 
  eat you. It balances out: gunpowder has no more 
  ethical or moral value than a sharp rock – even 
  though both may be used to kill.
  Here science, technology, and mechamancy –
  blending science or technology with magic – are 
  amoral, lacking any moral distinction.
  Peasant villagers may use these forces as 
  easily to defend themselves, just as conquerors 
  may use those same forces to destroy that same 
  village.
  This is probably the most useful method by 
  which to use science, technology, and mecha-
  mancy because it is the most accurate reﬂection 
  of the ﬁrst two in the real world. This is also the 
  most diﬃcult model to follow because it requires 
  the most participation on the part of the players: 
  it is up to the player characters to use this power 
  for good. Even if these things are to be taken as 
  the opposite of magic and nature, it does not 
  mean they are evil.
  The Machine as a Force for Evil
  In this scenario the battle is to destroy the 
  machine and limit its inventor’s ability to do 
  harm to the forces of light. Here technology, sci-
  ence, and mechamancy are inherently morally 
  evil, and thus ethical only to people with “evil” 
  classes, such as assassins. The diﬀerence between 
  owning a self-correcting sextant and a hygiene 
  factotum and owning a dozen combat myrmi-
  dons is one of the quantity, not the quality, of the 
  evil present. Riding in a mechamancy carriage 
  entails the same moral risk as having young slaves 
  carry the carriage on their backs, and using a 
  mechanical toothbrush would be as wicked as 
  picking your teeth with a baby’s thighbone.
  
  Illustration by J. L. Jones
  Mechamancy: The Clockwork Magic
  6
  Perhaps all mechanical devices are viewed as 
  evil – including wheelbarrows and windmills – 
  or perhaps only those powered by magic are 
  despised. Perhaps, even more than undead, tech-
  nological things are the opposite of living things. 
  Technology is cold and soulless. All it does is 
  suck the life out of everything. It only provides 
  tools as a means to grind everything into more 
  tools that may be used to grind everything into 
  ever more tools and on and on and on.
  Perhaps the mere presence of technology 
  undermines the eﬀectiveness of magic. It changes 
  life, and it strips everything around it to dull 
  shades of gray.
  Mechamancy – the joining of science and 
  technology with magic – is only possible through 
  deeply profane rituals and forces. The responsibil-
  ity of good player characters in this scenario is to 
  battle technology and science as they would any 
  other evil, such as infernalism or necromancy.
  The Machine as a Force for Good
  In this scenario the conﬂict is to use the 
  machine as a tool to battle the oppression and 
  hate of those with magical power who abuse 
  those without magical power.
  Here magic is a strange, capricious, and cruel 
  force of nature. It is ascribed an alien and malign 
  intelligence. The belief that nature is harsh – red 
  in tooth and claw – is a long established fact.
  Science allows people to develop technology; 
  technology places tools and power in the hands of 
  common people so they can better survive nature 
  and deal with those who wield magical power. 
  While not perfect, mechamancy is still one of the 
  best tools available for living in the world.
  
  Mechamancy: The Clockwork Magic
  7
  Mechanical Magic in a 
  Fantasy World
  “Technology is not an image of the world but 
  a way of operating on reality. The nihilism 
  of technology lies not only in the fact that it is 
  the most perfect expression of the will to 
  power…but also in the fact that it lacks 
  meaning.”
  —Octavio Paz
  This section discusses how to ﬁt mechamancy 
  into an existing fantasy world and is for both 
  players and game masters. You can use this sam-
  ple setting as a guide for deciding how mecha-
  mancy has aﬀected your own world.
  Mechamancy
  It is diﬃcult to conceive of a plausible world – 
  no matter how fantastic – without tools. Every-
  thing shaped and made to be useful, from a stick 
  with a sharpened end to a plasma riﬂe in the 40-
  megawatt range, are tools. The presence of magic 
  in a world does not change the fact that tools 
  exist and ﬁnd use. While a completely tool-free 
  world is theoretically possible, it would be a dif-
  ﬁcult setting in which to game and would likely 
  hold little interest other than as an intellectual 
  exercise.
  In nearly any given fantastical world, magic 
  and technology – at least rudimentary technol-
  ogy – exist side by side. For every wizard using 
  arcane words and small quantities of bat excre-
  ment to focus their wills and create incendiary 
  eﬀects, there are a dozen bricklayers, blacksmiths, 
  glassblowers, brewers, and more besides. All of 
  the so-called “mundane” work of these profes-
  sions requires tools: neither cottage nor castle 
  builds itself, for example, and those who do build 
  structures must know how to accomplish the task 
  in such as way that the ﬁnished product does not 
  fall over in the next wind. This knowledge comes 
  from trial, experimentation, study, and learning 
  from personal experiences and from those who 
  came before.
  Even if magic touches all aspects of life in a 
  fantastical world, it is unlikely to be so common-
  place that it becomes a practical solution to every-
  day problems. Those humble people working at 
  mundane tasks complete their tasks by following 
  something much like the scientiﬁc process and 
  by taking advantage of tools and technology. The 
  absence of computers and the presence of magic 
  does not change this fact.
  Fantastic Renaissance
  There have always been those who use both 
  tools and magic in pursuit of goals in a fantastical 
  world. In ancient times, great magical works were 
  created, some of them resulting in the powerful 
  artifacts that are still known today. Inevitably, 
  however, war came, and much of the great magi-
  cal learning was lost. Through the dark ages of 
  magic, sometimes a mage would enchant a mule 
  to plow a ﬁeld more quickly, or might turn mud 
  to stone to create a pathway to improve travel 
  routes in an area, or even bind ﬁre spirits to a 
  blacksmith’s hearth so that it would need less fuel 
  to burn. Such applications of magic were always 
  localized and never part of a concerted eﬀort to 
  produce greater eﬀects. Mages simply used magic 
  they already had to try to improve their lives. 
  Slowly, however, mages rediscovered the ancient 
  knowledge and turned it to uses it had never been 
  intended for, and eventually creating new types 
  of magic never before conceived.
  The Fantastic Renaissance, as this new birth 
  of magic has come to be called, led to the rise of 
  the “school” of mechamancy, a collected body of 
  knowledge developed and added upon by many 
  mages with diﬀerent traditions and methods. 
  The standardization of the science of mecha-
  mancy was opposed in many places, but ulti-
  mately this new style of magic gained enough 
  power and respect to stand beside the classical 
  schools, such as Illusion and Necromancy.
  Mechamancy, like real science and technol-
  ogy, has made power more accessible to the gen-
  eral people than it had been before – much to the 
  consternation of those who practice magic in  
  
  Mechamancy: The Clockwork Magic
  8
  REAL RENAISSANCE
  In the history of the real world, the Renaissance 
  first began in Italy following a population and economic 
  recovery after the bubonic plague. At the time, the pop-
  ulation decrease caused by the plague had led to an 
  economic depression because merchants had fewer 
  people to whom they could sell their wares.
  After the plague, however, the population swelled, 
  creating new demand for goods and services. A new 
  middle class emerged as bankers, merchants, and craft-
  ers again had a market for goods and services.
  As fortunes improved, people had money to spare 
  after meeting their basic needs for food, clothing, and 
  shelter. Humans being humans, they desired larger and 
  more luxurious homes, art to beautify their surround-
  ings, good clothing to show off their wealth, and better 
  food to eat.
  Education became useful for many professions. 
  Bankers and accountants had to understand arithmetic, 
  and merchants trading with other countries needed to 
  possess knowledge of foreign currencies and languages. 
  Reading was essential to understand a contract.
  This helped to create and drive the Renaissance, 
  which in turn spurred gun technology, exploration and 
  exploitation of the new world, and – generally speak-
  ing – the history of the world for the last 500 years.
  While a fantasy world need not suffer from the 
  bubonic plague, there are certainly enough doomsday 
  plots in a typical fantasy setting to cause a massive pop-
  ulation decline. It remains quite possible that a fantasy 
  world could experience its own Renaissance, because 
  the forces that created the Renaissance in the real 
  world – the drive to better oneself, for example – also 
  exist within the characters of fantasy.
  traditional ways. Mechamancers have spent a 
  great deal of their time pursuing studies, goals, 
  and increasing their defenses.
  The Fantastic Renaissance itself is seeing a 
  marked increase in people’s exposure to knowl-
  edge, philosophies, trade, magic, and the like. It 
  is also witnessing cultural upheavals because as 
  people become wealthier, more educated and bet-
  ter armed, they are less likely to be satisﬁed with 
  their position as it would be dictated by a set 
  1,000 year old traditions.
  The sample setting material in Mechamancy 
  uses Elstrice, a pseudo-Italian nation going 
  through its own renaissance, as a backdrop for 
  introducing mechamancy. The nation of Elstrice 
  should be close enough to the PCs’ home stomp-
  ing grounds for them to hear about the rebirth of 
  a land that had been dying. Preferably, another 
  nation should lie as a buﬀer between the PCs and 
  Elstrice, so that the PCs can see both a progres-
  sive nation using mechamancy and a reactionary 
  nation that turns against it. This buﬀer nation is 
  home to Cardinal Ludd, the leading opponent of 
  mechamancy.
  Of course, feel free to change the names and 
  details of this setting to suit your world.
  Elstrice
  A realm noted for its canny traders and mer-
  chants, Elstrice survived a magical catastrophe 
  that left the population cut in half, and now is 
  quickly recovering with the aid of a new type of 
  magic. The merchants and scholars of Elstrice 
  are seeking ways to improve their lot in life after 
  the recent dark days, and this has helped spur the 
  development of mechamancy. They have started 
  the Fantastic Renaissance.
  House Verrocchio
  Some of the greatest proponents of mecha-
  mancy and the innovations of the renaissance are 
  the Verrocchio family, renowned patrons of the 
  arts and the sciences.
  Lorenza Francis Renée Verrocchio is matri-
  arch of the Verrocchio family. For more than a 
  century the Verrocchio has made their family 
  fortune through banking, as well as creating and 
  trading in weapons and tools. Lorenza embraced 
  mechamancy when it was not yet popular, and 
  her house’s power, prestige, and wealth have 
  grown with the new magical ﬁeld. Recently 
  ennobled, the Verrocchio family currently holds 
  many positions of power –  mercantile, political, 
  economic, and others – in Elstrice.
  
  Mechamancy: The Clockwork Magic
  9
  However, the Verrocchios also have a reputa-
  tion for being ruthless in all of their dealings. 
  They are allied with the Machine Guild, and 
  often (but privately) accused of collusion. Some 
  allege the family facilitates stealing ideas, music, 
  and spells created by others so members of the 
  Machine Guild can claim it as their own cre-
  ation. They also seem to have no qualms about 
  blackmail, ruining the lives and reputations of 
  those they dislike and even abandoning adven-
  turers if it suits them to do so.
  Cardinal Ludd
  Cardinal Burke Ludd is a high priest of one 
  of the deities of traditional magic – the actual 
  deity should be left up to the game master, 
  depending upon the campaign world. Called the 
  “Cardinal of Cynicism” behind his back, he is of 
  the second highest rank in his church and holds 
  considerable sway in the church organization. He 
  is also adamantly opposed to mechamancy spe-
  ciﬁcally, and the Fantastic Renaissance, tools, 
  and technology in general; he widely publicizes 
  his belief that mechamancers sully the world and 
  THE DE MEDICI FAMILY
  In historical Italy, the powerful and influential Flo-
  rentine Medici family derived financial power from the 
  textile trade, guided by the guild of the Arte della Lana. 
  Rising from the middle class, they became bankers and 
  later politicians, clergy, and nobles. The family attained 
  its greatest prominence in the Renaissance, as members 
  became key personages during the 15th and 16th cen-
  turies. The de Medici family included many noted 
  patrons of the arts and sciences during the Renaissance 
  and acted as patrons to Galileo and Leonardo da Vinci.
  In the fantasy world of Mechamancy, the Verroc-
  chios are a thematic stand-in for the de Medici and 
  what they did, both in terms of supporting exploration 
  in arts and sciences as well as creating controversy and 
  turmoil. Elstrice, home to the Verrocchio family, is a 
  long-time rival to the bordering realm that is home to 
  Cardinal Ludd.
  CARDINAL RICHELIEU
  Cardinal Armand Jean Richelieu rose from a provin-
  cial post to become France’s Secretary of State for foreign 
  affairs and then head the royal council as prime minister 
  of France in 1624. His powerful, analytical intellect was 
  characterized by a reliance on reason, strong will, and the 
  ability to govern and use political power.
  His political views were always well-defined. Every-
  one played a specific role in the system: the clergy 
  through prayer, the nobility with arms under the control 
  of the king, and the common people through obedi-
  ence. Richelieu believed in the divine right of the king, 
  whose role it was to enforce proper order in society.
  Cardinal Ludd, in the fantasy world of Mecha-
  mancy, is a Richelieu-esque figure. He wields both reli-
  gious and political power and opposes mechamancy 
  both for nationalistic reasons and because mechamancy 
  creates social turmoil by upsetting centuries-old tradi-
  tions of order and propriety.
  While the Verrocchios carry a reputation for 
  being ambitious, impious, unscrupulous, and 
  decadent, they are much loved by most of the 
  people of Elstrice because they also support the 
  poor, destitute, and under-privileged. Lorenza in 
  particular has a passion for how mechamancy 
  can empower the common man.
  With House Verrocchio close to Elstrice’s 
  centers of power, they are enjoying seemingly 
  ever increasing prestige, and Elstrice is also 
  becoming a cultural and artist center because the 
  Verrocchios – and the other local nobles and 
  wealthy wishing to emulate the trendsetters – are 
  spending lavish amounts of money for sculptors, 
  painters, architects, bards and the like in an eﬀort 
  to make their realm to most beautiful on the  
  continent.
  The Verrocchios are sponsoring any number 
  of adventurers to go exploring, so long as they 
  the adventurers bring back detailed maps, notes, 
  and any artifacts they discover during their trips. 
  They are also paying for the translation of ancient 
  texts from human, elf, dwarf, gnome, halﬂing, 
  and other societies – thus increasing cultural 
  exposure considerably.
  
  Illustration by Marcio Fiorito
  Mechamancy: The Clockwork Magic
  10
  are deliberate insults to the tradi-
  tional practice of magic.
  Cardinal Ludd has been 
  preaching that the battle between 
  the eldritch and technology is a 
  battle between good and evil – 
  equating the eldritch with good 
  and technology with evil. He has 
  even predicted the rise of a terri-
  ble adversary who is a machine 
  given life.
  Ludd uses his inﬂuence in his 
  home country to keep technology 
  and scientiﬁc study outlawed. In 
  Cardinal Ludd’s country, the 
  possession of any mechamancy 
  items is illegal. The punishment 
  varies depending on the item and 
  the situation: someone carrying a 
  clock is ﬂogged and put in the 
  stocks for a few days, while some-
  one possessing a myrmidon 
  would be summarily and spec-
  tacularly executed.
  Cardinal Ludd’s philosophy 
  attracts a number of followers of 
  diﬀerent stripes. Some followers 
  are users of magic who feel that their position of 
  power is weakened – even threatened – by the 
  existence of mechamancy. Other followers are 
  morally and ethically oﬀended devotees and fol-
  lowers of nature deities. Still other followers are 
  experts, craftsmen, artisans, and laborers who 
  fear being deprived of their livelihood by mecha-
  mancy in general and the Machine Guild  
  speciﬁcally.
  The goal of the “Ludd-men” – and that of 
  their leader – is to expunge technological prog-
  ress and make available only that which was 
  available a thousand or more years ago. No more 
  stirrups, long swords, crossbows, distilleries, rud-
  ders, compound bows, steel, or locks. The “Ludd-
  men” are jokingly said to support only three 
  tools – the torch’s ﬂame, the plow’s toil, and the 
  spell’s purity.
  Options for Introduction
  Introducing mechamancy as a magical school 
  in an existing campaign may be diﬃcult. Listed 
  below are several possible models for the origin 
  of mechamancy in a campaign world.
  Emerging: There have always been those 
  who used tools with their magic. However, they 
  were just diﬀerent techniques until recently, when 
  the diﬀerent techniques were consolidated into a 
  single and identiﬁable school of mechamancy, 
  helping to create a Renaissance in the campaign 
  world. Currently, one of the most formidable and 
  widespread mechamancer organizations is the 
  Machine Guild, which is closely linked with the 
  Verrocchio family. Over the years, the Guild and 
  what it provides have slowly spread into the PCs’ 
  home realm, until mechamancy has widely 
  known, though not yet familiar.
  
  Mechamancy: The Clockwork Magic
  11
  War: Mechamancy developed into a coher-
  ent school of magic during a recent war of horriﬁc 
  proportions. The war constantly called for new 
  weapons and innovations to increase the slaugh-
  ter. A number of colleges and mechamancer pro-
  ponents appeared during the conﬂict, but the 
  only ones to survive have been the the Machine 
  Guild and the Verrocchio family, both of which 
  enjoy a dubious reputation because they supplied 
  weapons to multiple parties in the war. Cardinal 
  Ludd never lets anyone forget about the depreda-
  tions caused by technology during the war.
  Mysterious: The tools mechamancy provides 
  are mysterious in origin. The only known source 
  is the the Machine Guild, which is circumspect 
  about whence come the tools and understanding 
  to create those tools. In this scenario, mecha-
  mancy is only a few years old but has already 
  made a considerable impression among those 
  who use its tools – or who have had the tools used 
  on them. Mechamancy is wrapped in riddles and 
  mysteries. Cardinal Ludd, a vehement critic, 
  demands to know where mechamancy comes 
  from and campaigns for the dissolution of the 
  Machine Guild and investigations into the Ver-
  rocchio family. Here, mechamancy is both a tool 
  and a riddle, and the uppermost level of technol-
  ogy can be whatever the game master chooses to 
  add to the mystery.
  Ancient: More than 1,000 years ago, many 
  employed mechamancy. However, there was a 
  catastrophe of some sort that brought on the col-
  lapse of societies. Much of the world was reduced 
  to living like goblins, when before they had lived 
  more like elves or dwarves. Now, as the world is 
  recovering from that calamity, the Verrocchio 
  family and the Machine Guild is reintroducing 
  mechamancy to society. Cardinal Ludd will have 
  none of it and is calling for the eradication of all 
  technology and warning of another impending 
  cataclysm brought on by technology. Mecha-
  mancy tools and weapons of great power may be 
  found in select ruins, and perhaps the PCs are 
  even the ones responsible for the discovery of a 
  key item that sparks the Renaissance.
  Foreign: Mechamancy weapons, tools, and 
  techniques are introduced to the campaign sud-
  denly by a foreign power. This other culture may 
  simply be markedly diﬀerent but still come from 
  the same world – for example, a pseudo-Arabic or 
  pseudo-Oriental culture visiting the traditional 
  psuedo-European setting of most campaign 
  worlds. Or the other culture may be an utterly 
  alien race from another dimension. When the 
  foreign power arrives, it may be exploring, trad-
  ing, or invading. In any event, Cardinal Ludd is 
  decrying the foreigners, and what they are doing 
  while the Verrocchio family and the Machine 
  Guild serve as intermediaries; or perhaps they are 
  traitors to their own lands and people.
  Issues of Controversy
  The proverbial “old power mongers” do not 
  adapt well to changes they do not control and view 
  such changes as direct threats. Many people who 
  already possess power see mechamancy – and the 
  entire Fantastic Renaissance that mechamancy 
  seems to portend – as intolerably diﬀerent because 
  it creates items that nearly anyone may use with a 
  minimum amount of trouble. The relationship 
  between practitioners of traditional magic and the 
  workers of mechamancy is volatile.
  Usefulness
  One issue mechamancy generates is a ques-
  tion of utility. How useful is mechamancy and 
  the tools and devices it creates? Entirely too use-
  ful for the comfort of many traditionalists.
  Mechamancers have developed a system of 
  standardized parts. This innovation has allowed 
  them to produce general goods – hammers, 
  saws, barrels, chests, swords, etc. – more eﬃ-
  ciently than before, which in turn means they 
  are able to sell certain products for reduced cost 
  while still making a proﬁt. With cheaper prices, 
  more people are able to aﬀord weapons and 
  products that before were luxuries. If you are a 
  paying customer, why pay 12 gold pieces for a 
  war hammer from a traditional craftsperson 
  when you can purchase a war hammer of the 
  
  Mechamancy: The Clockwork Magic
  12
  same quality from a mechamancer, or a mer-
  chant supplied by a mechamancer, for a mere 8 
  gold pieces? This price diﬀerence puts pressure 
  on traditional craftsmen and artisans who do 
  not use the mechamancers’ methods and who 
  are now ﬁnding themselves overpriced and 
  unable to make a proﬁt. Mechamancers are 
  aware of this but are mostly indiﬀerent.
  Theology
  Rightly or wrongly, a great many traditional 
  deities of nature and magic are seen as feminine; 
  usually they are strongly feminine and proponents 
  of feminine power. By comparison, the percep-
  tion of science, technology, and tools is generally 
  masculine. Even mechamancers usually identify 
  it in masculine terms. The mortal perceptions of 
  THE DEBATE
  Practitioners of traditional magic say that mechamancy 
  promotes power-mad individuals who may use an army of 
  myrmidons to conquer a kingdom. Mechamancers counter 
  by pointing out that necromancy and diabolism pose the 
  same threats, and enchantment can be used to even make 
  human warriors fight against their will. Mechamancy, they 
  say in defense, has never been used on such a grand and 
  violent scale because items of mechamancy are wielded by 
  common people, and so they can only be used toward the 
  ends most desired by society. Mechamancers are only help-
  ing people, they say.
  Practitioners of traditional magic say that mechamancy 
  places too much power in the hands of people not ready to 
  deal with it or appreciate its consequences. They ask who 
  gets to approve who receives mechamancy tools and items? 
  The mechamancers respond by asking who should approve 
  of who does and does not receive power – the same mages 
  who create armies of the undead and recklessly summon 
  fiends? Mechamancers further counter by asking, if people 
  are not ready now, then when will people be ready? Practi-
  tioners of traditional magic say mechamancy is costing them 
  their power of determination over communities. Mecha-
  mancers say that is part of the point.
  Mechamancy produces items that produce spell-like 
  effects. Mages do the same thing and have for ages. How-
  ever, due to a number of breakthroughs, the mechamancers 
  are generally able to do so in a more cost-effective way than 
  can mages. A wand of lightning bolts that needs only a com-
  mand word to be activated costs more than 32,000 gold. 
  However, the typical lightning weapon produced by mecha-
  mancy starts at 11,440 gold pieces. The catch is that the 
  latter weapon requires careful maintenance, is complicated 
  to use, and must be kept wound up, while the former only 
  needs to remain undamaged. Even so, the latter weapon is 
  simply cheaper and therefore more attractive to most buy-
  ers. As such, mechamancy places tools and weapons in 
  many more hands. This in turn dilutes the relative power of 
  the traditional users of arcane and divine magic. Their occa-
  sional wands and rings are reduced in practical power – if 
  not in actual power – by the fact that many more people are 
  able to access similar items.
  No doubt, even in the days before recorded history, 
  spellcasting alarmists reacted poorly to such developments 
  as metal spears and horse domestication. However, the 
  presence of tools, technology, and science were never 
  widely perceived to be threats to the traditional practice of 
  magic before the rise of mechamancy.
  As such, mages in regions where mechamancer power 
  is waxing are finding it ever more difficult to practice their 
  art without interruption and almost impossible to simply 
  dwell in their towers studying mysterious lore. Now, some-
  one equipped with a mechamancy item is always looking to 
  hold the spellcaster accountable – possibly for something 
  they did not do, such as create a wandering horde of undead 
  or a fiend set loose on a community. Still other times it is 
  simply someone who wants to force a spell caster to crawl 
  because they now have the power to make them grovel.
  When planning your game, 
  either as a player or a game 
  master, you must decide 
  what side of the debate 
  your character is on, or 
  what side the adventures 
  will 
  be 
  sympathetic 
  toward. It is a debate 
  that has no clear answer, 
  though 
  those 
  involved 
  most heatedly would disagree.
  
  Mechamancy: The Clockwork Magic
  13
  gender identities for the forces of magic 
  and technology – on the mortal plane at 
  least – put the two at odds.
  Future Technology: Steam and Steel
  The natures of technology and magic – 
  and thus mechamancy – both contribute to 
  practicioners’ need to experiment and 
  innovate. Generally speaking, the more 
  advanced the technology of an item, the 
  less magic is required to augment the item 
  before it can do something spectacular.
  The development of reliable steam 
  power – steam power existed before 1750, 
  but it was James Watt who made it worth 
  the trouble – will ultimately prove to be a 
  greater revolution than even the Renais-
  sance. This is because steam power makes 
  it easier to accomplish more. The power 
  provided by steam engines allows technol-
  ogy to be pushed further than most mecha-
  mancers would have believed possible. If 
  events follow the same course as in our 
  world, the Renaissance turns into the Age 
  of Reason, which in turn moves into the 
  Industrial Revolution.
  The fundamentals of combining magic 
  and technology will undoubtedly change 
  both in ways that are not contemplated in 
  this book. However, game details appro-
  priate to this more advanced period are the 
  subject of the EN Publishing product 
  Steam and Steel.
  RACIAL VIEWS OF MECHAMANCY
  The different races respond to mechamancy, and the Fan-
  tastic Renaissance it seems to accompany, in different ways.
  Dwarf: Dwarves are of two minds when it comes to 
  mechamancy and the Fantastic Renaissance. On the one hand 
  they admire the craft of creating the machines, while on the 
  other hand they ardently disapprove of the way both are defy-
  ing age old traditions. Few dwarves pursue mechamancy.
  Elf: The elves disapprove of both mechamancy and the 
  Fantastic Renaissance. They dislike the rigidly ordered machines 
  that mechamancy produces and disapprove of the social 
  upheavals that the Fantastic Renaissance is creating. No elves 
  pursue mechamancy nor will they admit creations of it into 
  their homes.
  Gnome: These people have a fascination with mecha-
  mancy, with all of its spinning gears and moving parts. While 
  they rarely like the social changes brought on by the Fantastic 
  Renaissance, their affection for machines allows them over-
  come this.
  Halfling: As suits their somewhat capricious nature, half-
  lings are taken with the entire social, traditional, artistic and 
  cultural changes brought on by the Fantastic Renaissance. They 
  are less enamored of the machines.
  Human: For every human with one opinion about mecha-
  mancy and the Fantastic Renaissance, there is another with a 
  directly opposed view and a third person with still another view. 
  However, humans are opportunistic creatures and ever more 
  are realizing that both mechamancy and the Fantastic Renais-
  sance present new opportunities to be exploited.
  Orcs: As is their nature with most things they do not under-
  stand, orcs typically try to destroy mechamancy items and kill 
  mechamancy’s practitioners.
  
  Mechamancy: The Clockwork Magic
  14
  A Clockwork School of 
  Thought
  As a school of magic, mechamancy is rela-
  tively limited. Arcane and divine spellcasters who 
  learn mechamancy tend to develop variants of 
  traditional spells that have a more mechanical 
  bent – a ﬂy spell might conjure a helicopter back-
  pack that crackles with energy, and a true seeing 
  spell might reveal faint outlines of the inner 
  mechanical workings of the bodies of living crea-
  tures – but only a few spells are inherently 
  involved with mechamancy.
  This section deals with the skills, feats, spells, 
  and prestige classes that use the power of mecha-
  mancy.
  Mechamancy Skills
  The mechamancy skills detailed below are 
  available to anyone with access to Craft or Knowl-
  edge skills. However, those who practice mecha-
  mancy get the most practical use of these skills. 
  All these skills are merely subsets of existing 
  skills – Craft, Knowledge, and Profession – and 
  their status as class skills is the same as other 
  skills of the same type.
  CRAFT (CLOCKWORK) (INT)
  This skill is used in the construction of clock-
  work fantastic machines, and it includes the 
  mechanical principles involved in clockwork 
  operation. Engineers, machinists, and techni-
  cians use this skill to create clockwork devices.
  Check: The uses of Craft (clockwork) are 
  fully explored in Section 04: Creating Fantastic 
  Devices.
  KNOWLEDGE (PHILOSOPHY) (INT)
  This skills represents a character’s knowledge 
  in various philosophies, including the predomi-
  nate cultural philosophies of elves, dwarves, 
  gnomes, and halﬂings. Interestingly, philoso-
  phies seem to aﬀect how easily certain magical 
  technologies work with certain people. Magic 
  takes its form from the beliefs of its wielders, and 
  so knowledge of their beliefs can be useful for 
  those trying to use foreign mechamancy items.
  Elvish Naturism: There is little diﬀerence 
  between an object of nature, such as the sun, and 
  its personiﬁcation, as a being possessing life in 
  some form. It is an axiom of elves to ascribe life 
  to most things. This philosophy covers the elvish 
  artistic traditions – including the focus on the 
  graceful asymmetry of plants – and traditional 
  balanced lifestyle.
  Dwarven Stoicism: Morality is stern, involv-
  ing a life in accordance with nature – as dwarves 
  perceive nature – and controlled by virtue. It is 
  an ascetic system, teaching indiﬀerence to things 
  external to the ideal way of dwarf life. This phi-
  losophy covers the dwarf artistic traditions – 
  including the focus on symmetric and geometric 
  patterns – and work ethic.
  Gnome Neutralism: The tradition encourag-
  ing a policy of remaining neutral in wars and 
  other disputes is often embraced by gnomish 
  communities. Traditionalists seek to live quiet 
  section 03: 
  the magic of mechamancy
  “There are three roads to ruin: women, gambling, and technicians. The most pleasant is with 
  women, the quickest is with gambling, but the surest is with technicians.”
  —Georges Pompidou
  
  Mechamancy: The Clockwork Magic
  15
  lives in accordance with their surroundings, and 
  strive to avoid unnecessary conﬂict. This philoso-
  phy covers the gnome artistic traditions, includ-
  ing the proper way to fashion gems and useful 
  items.
  Halﬂing Tricksy: The philosophy encouraging 
  one to mischievous, playful, or even dangerous 
  tricks that are often intricate, complicated, or 
  over elaborate. A chaotic system encouraging 
  adherents to experience as much out of life as is 
  possibly in as many ways as is possible, including 
  a nomadic lifestyle. It also covers traditional hal-
  ﬂing loyalty to family and community.
  Magical Epistemology: This is a conservative 
  human philosophy focusing on the use of super-
  natural power to make impossible things happen 
  that studies the nature of magical knowledge, in 
  particular its foundations, scope, and validity. It 
  values competition and retaining power. The 
  majority of spell casters, of all types, follow this 
  school in one fashion or another.
  Humanism: This is a avant-garde human phi-
  losophy focusing a system of thought that is based 
  on the values, characteristics, and behavior that 
  are believed to be best in human beings, rather 
  than on any supernatural authority. It concerns 
  itself with the needs, well-being, and interests of 
  people and values cooperation. Mechamancy is 
  the physical embodiment of this tradition.
  KNOWLEDGE (TECHNOLOGY) (INT)
  This skill covers all manner of “advanced” 
  scientiﬁc 
  knowledge 
  involving 
  technology, 
  including acoustics, electromagnetism, mathe-
  matics, optics, and thermodynamics. It is a pre-
  requisite of many mechamancy feats and prestige 
  classes. This skill is also used for operating tech-
  nological devices.
  When creating a mechamancy weapon, a 
  character with 6 or more ranks of Knowledge 
  (technology) can grant the item the Energy Sub-
  stitution feat as if he possessed the feat.
  SPEAK LANGUAGE (BINARY)
  This is the language of the machines – espe-
  cially, but not limited to, living machine outsid-
  ers. It is diﬃcult to grasp for organic creatures, as 
  at its base everything has been reduced to “yes” 
  and “no” concepts.
  Mechamancy Feats
  All these feats are available to anyone who 
  meets are prerequisites, not just engineers, 
  machinists, and technicians.
  BUILD FANTASTIC MACHINE [ITEM CREATION]
  You can build sophisticated mechanical 
  devices capable of accomplishing tasks that are 
  beyond the means of normal machines, owing to 
  the combination of magic and technology.
  Table 03.01 – Mechamancy Feats
  General Feats
  Prerequisites
  Effect
  Effective Crafting
  Must know a mechamancy spell
  Item creation cost reduced 25%.
  Eidetic Memory
  —
  Have perfect recollection.
  Exotic Weapon Proficiency 
  (Renaissance firearms)
  Base attack bonus +1
  Use firearms without penalty.
  Living Machine Familiar
  Arcane caster level 5, or technician level 1
  Have a mechanical familiar.
  Long-Term Effort
  Effective Crafting, must know a 3rd-level 
  mechamancy spell
  Complete complex machinery by 
  doing a little work at a time.
  Project Head
  Effecting Crafting, Long-Term Effort, must 
  know a 3rd-level mechamancy spell
  Divide large projects among many 
  craftsmen.
  Item Creation
  Prerequisites
  Effect
  Build Fantastic Machine
  Caster level 3
  Create devices that combine 
  magic and technology.
  
  Mechamancy: The Clockwork Magic
  16
  Prerequisite: Caster level 3.
  Beneﬁt: This feat allows an individual to 
  build a fantastic machine, a mechanical device 
  that possesses feats, is intelligent, or emulates 
  spell-like eﬀects. Refer to Section 04: Creating 
  Fantastic Devices for the speciﬁcs.
  Special: Even though fantastic devices often 
  create magical eﬀects, they do not follow the 
  normal rules for magic item creation. Instead, 
  creating a fantastic machine device uses the nor-
  mal Craft skill rules. See “Market Price and Cre-
  ation” (page 38) for information on creating 
  fantastic machines.
  EFFECTIVE CRAFTING [GENERAL]
  You can reduce the cost and diﬃculty of 
  making an object.
  Prerequisite: Must know a mechamancy 
  spell.
  Beneﬁt: The gold piece cost for any item you 
  create, magical or non-magical, is reduced by 25 
  percent. The XP cost of crafting magical items is 
  unchanged. For example, a magic item with a 
  market price of 4,000 gp would normally cost 
  2,000 gp and 160 XP to create. You create it for 
  1,500 gp and 160 XP.
  In addition, when crafting a non-magical 
  item, you complete the item when you have ﬁn-
  ished work equal to 75% of the item’s market 
  price. For example, a non-magical item that costs 
  300 gp normally costs 100 gp in raw materials to 
  create, and you would need to make Craft checks 
  each week until you have completed 300 gp worth 
  of work. With this feat, you create the item for 75 
  gp in raw materials, and the item is complete 
  when you have ﬁnished 225 gp worth of work.
  Special: All the spells in this book, and any 
  similar spells approved by the game master, are 
  mechamancy spells.
  EIDETIC MEMORY [GENERAL]
  You have a better memory than others, pos-
  sessing a perfect recollection of everything you 
  have ever experienced or encountered.
  Beneﬁt: You gain a +1 to +8 bonus to any 
  Intelligence and Intelligence-based skill check 
  where memory is involved, such as locating an 
  item in a room you have already searched, remem-
  bering the details of a map, or recalling the com-
  mand word of an item you saw someone use ﬁve 
  years ago. The game master will adjudicate the 
  bonus provided by this feat, and any relatively 
  mundane recollection should not require a roll.
  Special: This feat can only be taken at char-
  acter creation, except with the game master’s 
  permission; perhaps you have unlocked a special 
  memory technique. In this case, you can only 
  recall with perfect clarity events from the time 
  you took the feat.
  EXOTIC WEAPON PROFICIENCY (RENAISSANCE 
  FIREARMS) [GENERAL]
  You know how to use Renaissance ﬁrearms.
  Prerequisite: Base attack bonus +1.
  Beneﬁt: This feat allows you to use, without 
  penalty, the ﬁrearms described in this book and 
  similar weapons.
  Special: If an individual possesses the feat 
  Exotic Weapon Proﬁciency (modern ﬁrearms), 
  they may use Renaissance ﬁrearms with a –2 
  penalty assessed against all attack rolls rather 
  than the standard –4.
  LIVING MACHINE FAMILIAR [GENERAL]
  You can take a living machine, such as a 
  clockwork animal, as a familiar.
  Prerequisite: Arcane caster level 5 or techni-
  cian level 1.
  Beneﬁt: If you create a living machine of 
  tiny size or smaller with an Intelligence score of 
  at least 1, you may have it become your familiar. 
  It gains all the beneﬁts a normal familiar would 
  gain, though its construction might grant it many 
  more abilities than a normal familiar would have. 
  See Section 04: Creating Fantastic Devices for rules 
  on creating living machines.
  LONG-TERM EFFORT [ITEM CREATION]
  By increasing the amount of time you spend 
  building an item, you can craft a challenging 
  
  Mechamancy: The Clockwork Magic
  17
  item in smaller units that are easier to handle.
  Prerequisite: Eﬀective Crafting; able to cast 
  a 3rd level mechamancy spell.
  Beneﬁt: You can reduce the DC to craft an 
  item by spending longer. Divide the Craft check 
  DC by 3, rounding up. Because the Craft rules 
  track your success by multiplying your check 
  result by the DC, you get less work done each 
  week, but you have a much better chance of ulti-
  mately succeeding.
  For example, a mechamancer with a +14 
  bonus to Craft (clockwork) checks attempts to 
  build a device with a Craft DC of 72 and a cost 
  of 900 gp. Normally he would have no chance. 
  However, Long-Term Eﬀort reduces the Craft 
  DC to 24, so the mechamancer can take 10 each 
  week to succeed the check and complete 576 sp 
  worth of work. It will take 16 weeks to complete 
  the item.
  Special: All the spells in this book, and any 
  similar spells approved by the game master, are 
  mechamancy spells.
  PROJECT HEAD [GENERAL]
  You can lead a group of engineers, machin-
  ists, and technicians in a cooperative eﬀort to 
  create fantastic machines.
  Prerequisite: Eﬀective Crafting, Long-Term 
  Eﬀort; able to cast a 3rd-level mechamancy spell.
  Beneﬁt: When you are directing a large 
  group to craft an object, you can spread the work 
  to complete diﬃcult tasks. You must be present 
  for at least 8 hours each day at the location of the 
  crafting, or else the work being done cannot con-
  tribute to the total product.
  You may divide the remaining Craft DC by 
  the number of crafters (to a maximum of 10). 
  Each craftsman makes a Craft check individu-
  ally, and contributes his result to the total cost of 
  the item.
  You may not use your Long-Term Eﬀort feat 
  in conjunction with this feat; however, if an indi-
  vidual craftsman has the Long-Term Eﬀort feat, 
  that individual can use it to make his or her own 
  Craft DC lower. On the other hand, the beneﬁt 
  from your Eﬀective Crafting feat applies to the 
  entire project.
  Special: All the spells in this book, and any 
  similar spells approved by the game master, are 
  mechamancy spells.
  Mechamancy Prestige Classes
  The Machinist
  The prestige class clerics of the Divine Engine, 
  also called the clockword god, and the leaders of 
  the deity’s mystery cult, are machinists. The 
  description below uses the Divine Engine, but 
  the game master is free to replace that god with 
  any technology-oriented deity of his choosing.
  The followers of the clockwork god are dis-
  passionate compared to most clerics. They remain 
  calm – even emotionally cold – and always strive 
  for personal discipline, self-control and a rational 
  understanding of the omniverse. The ascetic life-
  style and ontological pursuits demanded by the 
  Divine Engine are rigorous. However, there are 
  special abilities and revelations for those who 
  persevere. Machinists only rarely sermonize. 
  However, they are not secretive and do what they 
  can to answer honestly and openly any questions 
  put to them.
  ENGINEERING MASTERMINDS
  Players and game masters do not need to possess 
  an in depth understanding of engineering or actual 
  mechanical principles to use this book or for characters 
  to create any number of machines. A game master 
  should not require a player to do more than describe 
  what they are building and the intended function of the 
  device. It is assumed that the character knows more 
  about the placement of every single bolt in a device and 
  how to use optics to make illusions look better, than the 
  players. Do not worry over-much about the in-character 
  details of mechamancy.
  On the other hand, if a player wants to design in 
  detail every moving part of a device, then a game mas-
  ter should let them go hog wild. If the design is particu-
  larly good, eye-catching, or innovative, the game 
  master might give an XP story award to the character.
  
  Mechamancy: The Clockwork Magic
  18
  Machinists favor formal clothing and useful 
  equipment. They are not given to ostentation or 
  grand standing; the discipline of the Divine 
  Engine shuns such “immaturity” in favor of sol-
  emn introspection and meditation. Machinists 
  are aware of the poor reception mechamancy has 
  received from other magical traditions, and so 
  they possess a siege mentality: remain ever-pres-
  ent, waiting, until their opponents give in and 
  accept the value of mechamancy. Of course, they 
  are not fools, and so they are capable of making a 
  strategic retreat when necessary to avoid alienat-
  ing potential believers.
  Machinists spend much of their lives wan-
  dering. Along the way they carefully observe, 
  study, and catalog as much as possible about life 
  and the world around them. Only later in their 
  lives do they settle down in some community. 
  Then they do what they can to make them-
  selves – and the knowledge they have accumu-
  lated – of practical use to their 
  community. This, they believe, is 
  the most eﬀective method to 
  illustrate the utilitarian value of 
  the teachings of the Divine 
  Engine.
  REQUIREMENTS
  Spellcasting: Ability to cast divine spells.
  Feat: Build Fantastic Machine.
  Skills: Craft (clockwork) 8 ranks, Knowl-
  edge (religion) 8 ranks, Knowledge (technology) 
  4 ranks.
  Hit Die: d8.
  CLASS SKILLS
  The Machinist’s class skills (and the key abil-
  ity for each skill) are Concentration (Con), Craft 
  (Int), Diplomacy (Cha), Heal (Wis), Knowledge 
  (arcana, religion, technology) (Int), Profession 
  (Wis), and Spellcraft (Int). See PHB Chapter 4 
  for skill descriptions.
  Skill Points at Each Level: 2 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the 
  Machinist.
  Weapon and Armor Proﬁciency: A machin-
  ist gains no new armor proﬁciencies, but he 
  becomes proﬁcient in ﬁrearms.
  Spellcasting: For the purposes of spells per 
  day and caster level, levels of machinist after 1st 
  level stack with one divine spellcasting class the 
  machinist already possesses. Machinists get no 
  spellcasting advancement at 1st level.
  Enchantment Immunity (Su): As the 
  machinist advances in his understanding of the 
  mechanical nature of the omniverse – and in his 
  Table 03.02 – The Machinist
  Class 
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day
  1st
  +0
  +2
  +0
  +2
  Enchantment immunity, turn or rebuke 
  fantastic machines, heal machines, exotic 
  weapon proficiency (firearms)
  —
  2nd
  +1
  +3
  +0
  +3
  Skill focus, logical defense +1
  +1 caster level
  3rd
  +2
  +3
  +1
  +3
  Logical retribution +1
  +1 caster level
  4th
  +3
  +4
  +1
  +4
  Logical defense +2
  +1 caster level
  5th
  +3
  +4
  +1
  +4
  Logical retribution +2
  +1 caster level
  6th
  +4
  +5
  +2
  +5
  Logical defense +3, extra turning.
  +1 caster level
  7th
  +5
  +5
  +2
  +5
  Logical retribution +3
  +1 caster level
  8th
  +6
  +6
  +2
  +6
  Logical defense +4
  +1 caster level
  9th
  +6
  +6
  +3
  +6
  Logical retribution +4
  +1 caster level
  10th
  +7
  +7
  +3
  +7
  Logical defense +5
  +1 caster level
  
  Mechamancy: The Clockwork Magic
  19
  dispassionate lifestyle – he becomes diﬃcult to 
  coerce through magic. A machinist is immune to 
  charm and compulsion spells and spell-like abili-
  ties that are of a level less than or equal to his 
  machinist class level. A 1st-level machinist is 
  immune to charm person, for example, and a 9th 
  level machinist is immune to power word, kill.
  Turn and Rebuke Fantastic Machines (Su): 
  A machinist gains the ability to turn and rebuke 
  living machines in the same fashion as a normal 
  cleric can turn and rebuke the undead.
  Heal Machines (Su): A machinist can heal 
  damage to machines, living or mundane, using 
  spells with the healing descriptor. The machinist 
  still cannot use raise dead and similar spells on 
  machines.
  Skill Focus (Ex): A machinist gains Skill 
  Focus as a bonus feat at 2nd level. He must choose 
  a Craft or Knowledge skill.
  Logical Defense (Su): At 2nd, 4th, 6th, 8th, 
  and 10th level, the machinist gains a +1 bonus to 
  all saves against chaotic magic or attacks. This 
  includes spells with the [chaos] descriptor, and 
  magical attacks by chaotic outsiders.
  Logical Retribution (Su): At 3rd, 5th, 7th, 
  and 9th level, the machinist gains a +1 bonus to 
  weapon damage rolls against chaotic creatures.
  Extra Turning (Ex): At 6th level, the 
  machinist receives Extra Turning as a bonus feat.
  The Technician
  Technicians are secular spellcasters who 
  study and execute the planning and construction 
  of devices using mechamancy.
  Technicians have a lot of gadgets and tools 
  on their person to help them execute their magic. 
  Mechamancy – while it can oﬀer considerable 
  power – requires a great deal of preparation on 
  part of the character. The trade oﬀ is the general 
  utility of mechamancy and its expanded power.
  Technicians tend to be more formal in dress 
  than machinists, though their personalities tend 
  to be rather eccentric. Many become quite vocal 
  and emotional when it comes to discussing and 
  defending their theories about machines, metal-
  lurgy, physics and so forth. They often have even 
  more of a siege mentality than do the machin-
  ists – technicians do not receive the same train-
  ing in the emotional restraint. Their emotional 
  quality means they are likely to engage in 
  scorched-earth tactics in combat. This does noth-
  ing to make them more popular and often plays 
  into the hands of their enemies. Like many 
  mages, technicians feel an attraction to magic 
  and power that turns to ashes everything that 
  irritates them.
  Like machinists, technicians are unpopular 
  with the servants and followers of nature deities – 
  most feel threatened or oﬀended by technicians’ 
  Table 03.03 – The Technician
  Class  
  Level
  Base  
  Attack  
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day
  1st
  +0
  +0
  +0
  +2
  Skill focus, living machine familiar, 
  animate objects, mechamancy spell 
  power +1
  —
  2nd
  +1
  +0
  +0
  +3
  Bonus feat
  +1 caster level
  3rd
  +1
  +1
  +1
  +3
  Exotic weapon proficiency (firearms)
  +1 caster level
  4th
  +2
  +1
  +1
  +4
  Mechamancy spell power +2
  +1 caster level
  5th
  +2
  +1
  +1
  +4
  Eidetic Memory
  +1 caster level
  6th
  +3
  +2
  +2
  +5
  Bonus feat 
  +1 caster level
  7th
  +3
  +2
  +2
  +5
  Mechamancy spell power +3
  +1 caster level
  8th
  +4
  +2
  +2
  +6
  +1 caster level
  9th
  +4
  +3
  +3
  +6
  Bonus feat 
  +1 caster level
  10th
  +5
  +3
  +3
  +7
  Mechamancy spell power +4
  +1 caster level
  
  Illustration by J. L. Jones
  Mechamancy: The Clockwork Magic
  20
  predilection for machines and created tools.
  Technicians refuse to be intimidated. Many go 
  on adventures to hone their skills and ﬁeld-test 
  their inventions and equipment. They also wish to 
  illustrate the usefulness of their techniques as com-
  pared to the ones oﬀers by old-school mages.
  REQUIREMENTS
  Spellcast-
  ing: Ability to 
  cast arcane 
  spells.
  Feats: Build 
  Fantastic Machine, 
  Eﬀective Craft-
  ing.
  Skills: Craft 
  (clockwork) 10 
  ranks, Knowl-
  edge (technol-
  ogy) 10 ranks.
  Hit Die: d4.
  CLASS SKILLS
  The Techni-
  cian’s class skills 
  (and 
  the 
  key 
  ability for each 
  skill) are Con-
  centration (Con), 
  Craft 
  (Int), 
  Knowledge (each 
  skill, taken indi-
  vidually) (Int), Profes-
  sion (Wis), Spellcraft (Int), and Use Magic Device 
  (Cha). See PHB Chapter 4 for skill descriptions.
  Skill Points at Each Level: 2 + Int modiﬁer.
  CLASS FEATURES
  All of the following are class features of the 
  Technician.
  Weapon and Armor Proﬁciency: A techni-
  cian gains no new weapon or armor proﬁciencies.
  Spellcasting: For the purposes of spells per 
  day and caster level, levels of technician beyond 
  the ﬁrst stack with one arcane spellcasting class 
  the technician already possesses. Technicians 
  gain no spellcasting advancement at 1st level.
  Bonus Feats (Ex): At 1st level, a techni-
  cian gains Living Machine 
  Familiar and Skill Focus 
  as bonus feats. He must 
  choose 
  a 
  Craft 
  or 
  Knowledge skill for 
  Skill Focus. He gains 
  Exotic 
  Weapon 
  Proﬁciency 
  (ﬁre-
  arms) at 3rd level, 
  and Eidetic Memory 
  at 5th level. He also 
  gains any a bonus 
  feat at 2nd, 6th, and 
  9th 
  level. 
  These 
  feats must be cho-
  sen from: Long-
  Term 
  Eﬀort, 
  Project Head, 
  m e t a m a g i c 
  feats, and item 
  creation feats.
  A n i m ate 
  Objects (Ex): 
  When a tech-
  nician 
  gains 
  access to 6th 
  level spells, he 
  may add the spell animate 
  object as a bonus spell to his spells known. This 
  version of animate object is a 6th level arcane 
  spell, but is otherwise identical to the divine 
  version.
  Mechamancy Spell Power (Ex): When a 
  technician casts a mechamancy spell, he casts 
  as if his caster level were increased by +1. This 
  bonus increases by +1 for every 3 additional 
  class levels.
  
  Mechamancy: The Clockwork Magic
  21
  Mechamancy Organizations
  The Machine Guild
  With the permission of the game master, a 
  player character that is an engineer, technician, 
  or machinist may join the Machine Guild.
  The Machine Guild is the single largest, 
  most eﬀectively organized, and most prominent  
  organization of mechamancers in existence. They 
  have political and economic inﬂuence to match 
  that of some city-states and can inﬂuence the 
  policies of some governments. At least a third of 
  all mechamancers belong to the guild. It has 
  become the greatest bulwark between the mecha-
  mancers and Cardinal Ludd.
  The Machine Guild might be a public orga-
  nization, made up mostly of mechamancers who 
  engage in research, trade, and intrigue. It could 
  be a new guild, struggling for recognition. The 
  Machine Guild might seek the assistance of the 
  PCs, providing both adventure hooks and a good 
  way to introduce the rules of mechamancy.
  Membership: Basic dues vary by the char-
  acter’s prominence in the guild. If a member is 
  a mechamancer, he must check with or return 
  to one of the Guild Houses once every six 
  months to accept special commissions and to 
  remain appraised of guild policy. Further, 
  mechamancer members must share with the 
  guild any new discoveries they make, new spells 
  they develop and a working copy of any new 
  device they build.
  Beneﬁts: Those who join the guild start at 
  guild rank apprentice regardless of their charac-
  ter levels. They automatically receive a 10 percent 
  discount on any item they purchase from the 
  guild. Members have access to the considerable 
  research resources – libraries, carefully kept 
  records of previous discoveries and experimenta-
  tions and so forth – of the guild when doing 
  research and experimenting. Lastly, a guild  
  THE DUTCH EAST INDIA COMPANY
  The Dutch East India Company was established in 
  March of 1602, when the States General of the Nether-
  lands granted it a monopoly to carry out colonial activi-
  ties in Asia. It is considered one of the first companies 
  that issued stocks and bonds.
  The company established its headquarters in Bata-
  via on Java. Other colonial outposts were also estab-
  lished in the East Indies in what later became Indonesia, 
  such as on the Spice Islands, which include the Banda 
  Islands where the East India Company forcibly main-
  tained a monopoly over nutmeg and mace. Methods 
  used to maintain the monopoly included the violent 
  suppression of the native population, not stopping short 
  of extortion and mass murder.
  By 1669, the VOC was the richest private company 
  the world had ever seen, with over 150 merchant ships, 
  40 warships, 50,000 employees, a private army of 
  10,000 soldiers, and a dividend payment of 40 percent. 
  In the fantasy world with mechamancy, the Machine 
  Guild is a thematic stand in for the Dutch East India 
  Company, in terms of supporting trade and commerce 
  as well as creating monopolies and exploiting war.
  The Machine Guild deals largely but not exclusively 
  in tools and technology. However, they also provide 
  trading opportunities to other craftspeople that get 
  membership in the organization. This book focuses on 
  the mechamancers because the game play opportuni-
  ties for shoemakers and cheese traders are limited.
  Table 03.04 – The Machine Guild
  Rank
  Prerequisite
  Dues
  Cost
  Benefits
  Apprentice
  –
  40 gp annually
  200 XP
  Discount on items, research 
  resources and patent items.
  Journeyman
  –
  30 gp annually
  400 XP
  Build using guild facilities.
  Master
  1st level technician or 
  machinist.
  20 gp annually
  600 XP
  Supplies at cost.
  House 
  Master
  5th level technician or 
  machinist.
  10 gp annually
  800 XP
  Found guild.
  
  Mechamancy: The Clockwork Magic
  22
  member who makes a new discovery, develops a 
  new spell, or creates a new device receives credit 
  for their discovery and receives royalties from the 
  sale of any copies of their device or spell. (The 
  game master needs to determine how much this 
  would be. A rough guideline is 5 to 10 times the 
  market value of the item, depending on how 
  widely useful it is and how expensive it is.)
  Mechamancers who reach the guild rank of 
  journeyman may attempt to build a device in a 
  guildhall, which reduces the DC for the assem-
  bly of the device by –2 due to access to standard-
  ized parts. Individuals who are not mechamancers 
  may not progress past the rank of journeyman in 
  the guild.
  Mechamancers who reach the guild rank of 
  master may purchases materials at cost, meaning 
  they only need to pay one-ﬁfth the market price 
  of an item to acquire raw materials, instead of 
  one-third. This does not reduce the cost of spell-
  like abilities for devices.
  When a member reaches guild rank house 
  master, he may establish – with permission of 
  those higher than himself – a guild in some city 
  that does not already have a guild, at which point 
  he may take an active part in the leadership and 
  operation of the Guild.
  Leadership: Lady Verrocchio was not the 
  ﬁrst mechamancer, nor is she responsible for any 
  particularly great invention. However, as a noble, 
  she possesses the necessary political and organi-
  zational skills to make the guild powerful. She 
  has a ﬂexible management style in which she lets 
  her subordinates adjudicate their duties and del-
  egate responsibility for the completion of tasks. 
  However, the line of authority in the guild leads 
  to her. She is now in her early 70s. The two rivals 
  for heir-apparent to Lady Verrocchio as the future 
  master of the guild are a mechamancer known by 
  the nickname “Girl Genius” and a sly fellow 
  named Rambaldi.
  Guild Symbol: A stylized clock face. Par-
  ticularly elegant guild symbols include faint 
  images of interlocking cogs inside the rim of the 
  clock face.
  GUILD HOUSES
  There are 10 Machine Guildhalls: the master 
  hall and nine standard houses. Each of the latter 
  is located in a city sympathetic to, or in collusion 
  with, the Machine Guild. Half of these are 
  located in Elstrice, the home nation of the Ver-
  rocchio family. Some of these cities have deals 
  with the guild to openly receive simple tools 
  while other cities are secretly and illegally receiv-
  ing weapons forbidden by laws and treaties. Guild 
  policy is often stronger than local law – which 
  frequently looks the other way when it comes to 
  mechamancers on the grounds of these facilities.
  Master Guildhall: A former Verrocchio 
  family chateau is the largest guildhall. It was 
  once a full feudal manor with orchards, ﬁelds of 
  crops, a whiskey distillery, and attendant serfs. 
  These days a small army of factotums maintains 
  the grounds. A dozen mechamancers live in the 
  house, constantly working and experimenting on 
  new discoveries, new inventions to test those dis-
  coveries, and new fantastic machines to market 
  the inventions that work. The master hall is now 
  essentially one vast machine after a half-century 
  of continual work, complete with rooms that 
  move and maintenance and hygiene factotums 
  that keep everything relatively clean. The master 
  hall covers extensive underground facilities. The 
  hall itself is positively bristling with weapons of 
  all types: myrmidons, guns, armor, etc. This is 
  also where the masters of the guild and the lead-
  ers of the seven lesser guildhalls meet four times 
  a year to discuss guild policy. In an underground 
  storage vault are a dead mechanical dragon and a 
  dead mechanical balor.
  Standard Hall: These are converted ware-
  houses, mills, metal reﬁneries, or similar struc-
  tures. They are usually in the industrial section of 
  their city and are not far from the market. A 
  standard hall – home to about a half-dozen 
  mechamancers of various levels at any given 
  time – is extremely well defended with myrmi-
  dons, guns, armor, etc. Like at the master hall, 
  mechamancers at a standard hall are constantly 
  working and experimenting on new theories, 
  
  Mechamancy: The Clockwork Magic
  23
  new inventions, and new fantastic machines. A 
  single guild member, who is usually the highest-
  ranking technician, always heads each standard 
  hall. They have ﬁnal word on the selling of mer-
  chandise, what projects to accept and to decline, 
  and the various political wranglings necessary to 
  keep the local government appeased. The inter-
  nal arrangement of a standard hall is always 
  extremely complicated. The underground facili-
  ties are always as complicated as the guild can 
  make them without angering the local govern-
  ment. All these halls hold a stockpile of valuable 
  metals – platinum, mithral, pitchblende, etc. – 
  and contain a shrine to the Divine Engine. All 
  standard halls are equipped with a clock tower – 
  indeed, the clock tower is a recognizable land-
  mark of cities with resident mechamancers.
  Mechamancy Spells
  “Where there is the necessary technical 
  skill to move mountains, there is no need 
  for the faith that moves mountains.”
  —Eric Hoﬀer
  This section is for both players and game 
  masters. It details new spells relating to mecha-
  mancy and further covers the spell domains of 
  the Divine Engine. The spells and domains here 
  presented all follow the rules in PHB.
  ALTER METAL
  Transmutation
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: One 5-ft. cube of metal per 3 levels
  Duration: 10 minutes/level (D)
  Saving Throw: Will negates (object)
  Spell Resistance: Yes
  This spell makes metal objects stronger or 
  weaker. If used to strengthen metal, it removes 
  ﬂaws, weak points, imperfections, blemishes, and 
  impurities. The object gains a +2 enhancement 
  bonus to hardness, and the Break DC to break 
  the item is increased by +2. When used on metal 
  constructs, this grants DR 2/–. When used on 
  metal armor, it grants a +1 enhancement bonus to 
  Armor Class.
  If used to weaken metal, the metal gains a –5 
  penalty to hardness, and the break DC is reduced 
  by 5. When used on metal constructs, this reduces 
  any DR is has by 5. When used on metal armor, 
  it reduces the armor’s bonus to AC by 2.
  Material Component: A small amount of oil 
  to be rubbed across the metal.
  ALTER RANGE
  Transmutation
  Level: Machine 4, Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Target: One ranged weapon/level or 50 mis-
  siles/level; all must be within a 20-ft. radius
  Duration: 10 minutes/level
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You can either enhance the range of ranged 
  weapons by doubling their range increment, or 
  you can reduce their range increment by one-half. 
  Living machines are allowed a Will save to resist 
  the eﬀects of this spell on their built-in weapons, 
  and other creatures are allowed a save to resist for 
  weapons they carry.
  Material Component: A feather from an arrow 
  that has been ﬁred.
  AWAKEN MACHINE
  Transmutation
  Level: Clr 6, Sor/Wiz 6
  Components: V, S, M/DF, XP
  Casting Time: 24 hours
  Range: Touch
  Target: Machine touched
  Duration: Instantaneous
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  This spell is similar to the druidic spell 
  
  Mechamancy: The Clockwork Magic
  24
  Table 03.05 – New Cleric Spells
  Level
  Spell
  Function
  0
  Magnetize
  Temporarily magnetizes any solid or liquid material.
  1
  Summon Machine 01
  Call machines to fight for you, or to use as tools.
  2
  Summon Machine 02
  As summon machine 01, only more powerful.
  3
  Summon Machine 03
  As summon machine 01, only more powerful.
  4
  Summon Machine 04
  As summon machine 01, only more powerful.
  5
  Sabotage
  This spell causes internal damage to a mechanical device.
  5
  Summon Machine 05
  As summon machine 01, only more powerful.
  6
  Awaken Machine
  Grant a machine life and intelligence.
  6
  Summon Machine 06
  As summon machine 01, only more powerful.
  7
  Summon Machine 07
  As summon machine 01, only more powerful.
  8
  Summon Machine 08
  As summon machine 01, only more powerful.
  8
  Undo Device
  Targeted machine is disabled or destroyed.
  9
  Summon Machine 09
  As summon machine 01, only more powerful.
  Table 03.06 – New Druid Spells
  Level
  Spell
  Function
  6
  Transmute Shaped Stone 
  to Mud
  As transmute rock to mud, but works on shaped stone, cut stone, and 
  worked stone.
  Table 03.07 – New Sorcerer/Wizard Spells
  Level
  Spell
  Function
  0
  Magnetize
  Temporarily magnetizes any solid or liquid material.
  1
  Clear Metal
  Metal becomes transparent.
  1
  Summon Machine 01
  Call machines to fight for you, or to use as tools.
  2
  Grand Calculation
  +20 bonus to Knowledge (technology) rolls used to calculate.
  2
  Summon Machine 02
  As summon machine 01, only more powerful.
  3
  Alter Metal
  Strengthen or weaken metal.
  3
  Summon Machine 03
  As summon machine 01, only more powerful.
  4
  Know Design
  This spell allows you to instantly know design specifics of a machine.
  4
  Alter Range
  Increase or decrease weapon range increments.
  4
  Summon Machine 04
  As summon machine 01, only more powerful.
  5
  Sabotage
  This spell causes internal damage to a mechanical device.
  5
  Summon Machine 05
  As summon machine 01, only more powerful.
  6
  Awaken Machine
  Grant a machine life and intelligence.
  6
  Summon Machine 06
  As summon machine 01, only more powerful.
  6
  Transmute Shaped Stone 
  to Mud
  As transmute rock to mud, but works on shaped stone, cut stone, and 
  worked stone
  7
  Magnetic Spell Bottle
  Store a spell in a grenade-like bottle.
  7
  Summon Machine 07
  As summon machine 01, only more powerful.
  8
  Summon Machine 08
  As summon machine 01, only more powerful.
  8
  Undo Device
  Targeted machine is disabled or destroyed.
  9
  Summon Machine 09
  As summon machine 01, only more powerful.
  
  Mechamancy: The Clockwork Magic
  25
  awaken, except that it bestows life and sentience 
  to machines. You must succeed a Will save (DC 
  10 + the HD the machine will have once awak-
  ened). An awakened machine has characteristics 
  as if it were an animated object (see the MM), 
  except that it gains the (living) subtype, and its 
  Intelligence, Wisdom, and Charisma scores are 
  each 3d6. An awakened machine gains the abil-
  ity to move its components under its own power, 
  and it has senses similar to a human’s.
  The awakened machine is friendly toward the 
  caster. You have no special empathy or connec-
  tion with a machine you awaken, although it 
  serves you in speciﬁc tasks or endeavors if you 
  communicate your desires to it. The machine can 
  speak one language you know, plus one addi-
  tional language you know per point of Intelli-
  gence bonus (if any) it receives.
  Arcane Material Component: A narrow metal 
  cylinder inscribed with words of wisdom.
  XP Cost: 250 XP.
  CLEAR METAL
  Transmutation
  Level: Machine 1, Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: One 5-ft. cube of metal per 3 levels 
  (minimum 1)
  Duration: One day (D)
  Saving Throw: Fortitude negates (object)
  Spell Resistance: Yes (object)
  Metal transformed by this spell becomes 
  clear and almost transparent. The spell only 
  works on metal – it has no eﬀect of ceramic, 
  stone, leather, fabric, or wood. In addition, it does 
  not clean metal, remove ﬂaws from metal, or 
  extract impurities from metal. Dirty metal is as 
  transparent as dirty glass; ﬂawed, bent, or cracked 
  metal is as transparent as glass with ﬂaws, distor-
  tions, bends, and cracks. Use of this spell oﬀers a 
  +10 circumstance bonus to Appraise, Craft, and 
  Disable Device checks with metal objects, and  
  characters inﬂict sneak attack damage against 
  aﬀected metal constructs.
  Metal subject to this spell retains a hue based 
  upon the type of metal. Copper is reddish-brown, 
  silver is white, iron is oﬀ-white, steel is blue-gray 
  in color, gold is golden, lead and pewter have a 
  silver-blue color, and so forth.
  Material Component: A small amount of oil 
  to be rubbed across the metal.
  GRAND CALCULATION
  Divination
  Level: Machine 2, Sor/Wiz 2
  Components: V, S, DF
  Casting Time: 1 action
  Duration: 1 round
  Saving Throw: None
  Spell Resistance: No
  This spell grants you a +20 bonus to a Knowl-
  edge (technology) check to solve a mathematical 
  problem; enough to solve all typical such prob-
  lems. You gain the knowledge immediately, and 
  can apply it directly for one round. Thereafter you 
  retain knowledge of the answer, but not an under-
  standing of how you reached that answer.
  Additionally, for one round after you cast 
  this spell, your insight into calculation allows you 
  to use small bits of knowledge to calculate physi-
  cal movements. You can ignore concealment of 
  creatures you attack, and you suﬀer no range 
  penalty for the ﬁrst three range increments for 
  ranged attacks you make.
  Arcane Focus: An abacus or slide rule upon 
  which to perform the mathematical formula for 
  the spell.
  KNOW DESIGN
  Divination
  Level: Machine 3, Sor/Wiz 4
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. +5 ft./2 levels)
  Target: One machine
  Duration: 1 minute/level
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  
  Mechamancy: The Clockwork Magic
  26
  You instantly become aware of the design 
  speciﬁcs of a machine, retaining perfect recollec-
  tion of the mechanical systems for only one  
  minute per level. After that, the details of the 
  memories begin to fade, though you can easily 
  make detailed notes in that time.
  The knowledge you gain is equivalent to 
  knowing the full game rule mechanics of the 
  machine. You gain a +10 bonus to Disable Device 
  checks to disable the machine.
  As a full-round action, you can concentrate 
  on a diﬀerent machine within range, gaining 
  knowledge of its design. This knowledge replaces 
  that of the original machine, leaving you with no 
  clear recollection of the ﬁrst machine’s design.
  Living machines are allowed a Will save to 
  resist the eﬀects of this spell.
  Arcane Focus: An abacus or slide-rule upon 
  which to perform the mathematical formula for 
  the spell.
  MAGNETIC SPELL BOTTLE
  Evocation
  Level: Machine 7, Sor/Wiz 7
  Components: V, S, M, F
  Casting Time: 10 minutes
  Range: Special (see text)
  Target: Special (see text)
  Duration: Until triggered
  Saving Throw: None
  Spell Resistance: No
  You can store a spell of up to fourth level in a 
  specially prepared Leyden bottle for use at a later 
  date. You cast the spell into the bottle, then seal it. 
  When the bottle shatters or is opened again, the 
  spell triggers, aﬀecting the nearest valid target 
  that is within 5 ft. If the spell normally aﬀects 
  only the caster, and you are not within 5 ft. when 
  the bottle is opened, the stored spell has no 
  eﬀect.
  Targeted spells take eﬀect upon whatever the 
  bottle hit when it broken or otherwise triggered, 
  or a valid target within 5 ft. Area of eﬀect spells 
  are centered upon the location where the bottle 
  broke. Spells with a direction – such as lightning 
  bolt – move out from the location where the bottle 
  was broken in a random. Spells where an eﬀect is 
  controlled by the caster – such as animate object – 
  are controlled by whomever last held the bottle.
  The nature of the spell contained in such a 
  bottle may be determined by examining the sur-
  face of the bottle. The text version of the spell – in 
  arcane symbols – scrawls and writhes across the 
  surface of the layden bottle. The speed of the 
  writing on the text increases in proportion to the 
  power of the spell.
  Material Component: Mithral and platinum 
  wiring which must be pressed onto the outside of 
  the bottle and sealed in place with a chemical 
  ﬁxative. This requires a Craft (clockwork) check 
  (DC 10 + (3 × the spell level placed in the jar)). 
  The cost of this material is your caster level times 
  the spell level placed in the jar times 20 gp. If you 
  fail your Craft check, the spell fails, but the mate-
  rial is not wasted. When the bottle is triggered, 
  the spell energy is released along the mithral and 
  platinum circuits, ruining them.
  Focus: A 150 gp Leyden bottle (see page 42).
  MAGNETIZE
  Transmutation
  Level: Clr 0, Sor/Wiz 0
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: 1 lb./level of solid matter
  Duration: 1 round/level
  Saving Throw: Fortitude negates (object)
  Spell Resistance: Yes (object)
  You may temporarily magnetize a small 
  quantity of any solid material, including sub-
  stances that normally could not be made mag-
  netic, such as sand, ﬂesh, lead, glass, or wood.
  Once magnetized, such substances will gen-
  erate a magnetic force, attracting other magne-
  tized substances or material capable of being 
  magnetized. This charge is relatively faint, and 
  has no attractive force beyond 5 feet. It might be 
  used to grant a bonus of up to +2 for disarm 
  attempts against metal weapons.
  
  Mechamancy: The Clockwork Magic
  27
  Iron, steel, nickel, and cobalt subject to this 
  spell will continue to possess magnetized proper-
  ties after the duration of the spell has expired. 
  However, material not naturally capable of pos-
  sessing such characteristics reverts to normal 
  after the duration of the spell has expired.
  Material Component: Magnetized iron ﬁlings.
  SABOTAGE
  Evocation
  Level: Clr 5, Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. +5 ft./2 level)
  Target: One machine
  Duration: Instantaneous
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  This spell deals 1d6 points of damage per level 
  (maximum 15d6) to a mechanical device. Living 
  machines are permitted a Will save for half dam-
  age, as are creatures carrying a targeted object.
  Material Component: A tiny wooden shoe.
  SUMMON MACHINE 01
  Conjuration (Summoning) [Lawful]
  Level: Clr 1, Sor/Wiz 1
  Components: V, S, F/DF
  Casting Time: 1 round
  Range: Close (25 ft. +5 ft./2 levels)
  Eﬀect: One summoned machine
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  This spell summons a machine from another 
  plane that you may use to perform work or attack 
  your enemies. These machines are usually sen-
  tient, but they are usually limited in terms of 
  intelligence to that of an animal. The machine 
  will appear where you designate with in the range 
  of the spell. You cannot summon chaotic 
  machines with this spell. See Table 03.08 below 
  for a list of machines you can summon.
  Divine Focus: A holy symbol of the Divine 
  Engine.
  Arcane Focus: An abacus or slide rule upon 
  which to perform the mathematical formula for 
  the spell.
  SUMMON MACHINE 02 – 09
  Conjuration (Summoning) [Lawful]
  Level: Clr 2, Sor/Wiz 2 – Clr 9, Sor/Wiz 9; 
  Machine 9 (Summon Machine 09 only)
  Eﬀect: One or more summoned machines, no 
  two of which may be more than 30 feet apart
  As summon machine 01, except you can sum-
  mon more powerful karakuri. Select one of the 
  options from Table 03.08 from the appropriate 
  spell level, or 1d3 from a level one lower, or 1d4+1 
  from a level two lower.
  TRANSMUTE SHAPED STONE TO MUD
  Transmutation
  Level: Drd 6, Sor/Wiz 6
  Components: V, S, F
  Casting Time: 1 full turn
  Range: Medium (100 ft. +10 ft./level)
  Area: Up to two 10 ft. cubes/level
  Duration: Permanent
  Saving Throw: See text
  Spell Resistance: No
  This spell is functionally identical to the nor-
  mal transmute rock to mud. However, this more 
  powerful version will work on shaped stone, cut 
  stone and worked stone – such as is found in a 
  tower wall or in the cobblestones of a city street.
  As with transmute rock to mud, magical stone 
  is not aﬀected by the spell. The depth of the mud 
  created cannot exceed 10 feet. A creature unable 
  to levitate, ﬂy, or otherwise free itself from the 
  mud sinks until hip- or chest-deep, reducing its 
  speed to 5 feet and causing a –2 penalty on attack 
  rolls and AC. Brush thrown atop the mud can 
  support creatures able to climb on top of it. Crea-
  tures large enough to walk on the bottom can 
  wade through the area at a speed of 5 feet.
  For all practical purposes, any structure 
  aﬀected by this spell will have 0 hardness and 
  0 hit points, and the DC for damaging it falls 
  to 0. As this spell can have eﬀect on cut and 
  
  Mechamancy: The Clockwork Magic
  28
  SUMMONING MACHINES
  The character who casts summon machine has a list 
  of options. To begin, the caster must choose whether to 
  summon a living machine outsider, a technically advanced 
  vehicle, or an advanced weapon. Refer to Table 03.08 for 
  what is available per level of the spell, summon machine.
  All the vehicles and weapons summoned by these 
  spells can be used by the caster without penalty, even if 
  the caster does not otherwise possess the feats and skills 
  necessary to operate the vehicle or weapon. The nature 
  of the summoning spell is to give the caster control over 
  that which he summons – that includes vehicles and 
  weapons.
  Upon arrival , weapons are fully loaded and vehicles 
  fully fueled.
  Option 01: This is the standard option. The caster 
  summons living machine outsiders and employs it in the 
  same fashion that a traditional monster summoned by the 
  spell summon monster may be used. This column details 
  the most powerful such creature that the caster may sum-
  mon per level of the spell. More information on living 
  machines will be presented in future supplements.
  Option 02: With the second option the caster may 
  begin to summon modern firearms. These weapons are 
  exactly as described in the Modern d20 system reference 
  document. If anyone besides the caster who summoned 
  the weapons attempts to use them without the benefit of 
  the feat Exotic Weapon Proficiency (modern firearms), he 
  suffers a –4 penalty. There are three figures to be consid-
  ered for each level, the first is the damage capacity of the 
  weapon summoned by the spell, the second designates if 
  the weapons is single shot or automatic and the last indi-
  cates the range increment of the weapon summoned.
  Option 03: The third option offers no benefits until 
  summon machine 06. Then the caster may begin to sum-
  mon futuristic weapons. These weapons are exactly as 
  described in DMG. Consult that book for the damage and 
  range of these weapons. If anyone besides the caster who 
  Table 03.08 – Summon Machine
  Lvl
  Option 01
  Option 02
  Option 03
  Option 04
  Option 05
  1
  1 Alphaculus
  2d4, S, 30 ft.
  –
  1 dynamite 
  –
  2
  1 Betaculus
  2d4, S or A, 40 ft.
  –
  2 dynamite or 1 grenades
  –
  3
  1 Gammaculus
  2d6, S, 40 ft.
  –
  3 dynamite or 2 grenades
  –
  4
  1 Deltaculus
  2d6, S or A, 40 ft.
  –
  4 dynamite or 3 grenades
  –
  5
  1 Epsilonculus
  2d8, S or A, 70 ft.
  –
  5 dynamite or 4 grenades
  Light Vehicle
  6
  1 Prìmusculus
  2d8, S or A, 80 ft.
  Laser Pistol
  6 dynamite or 5 grenades
  Medium Vehicle
  7
  1 Deciculus
  2d10, S, 90 ft.
  Laser Rifle
  7 dynamite or 6 grenades
  Medium Vehicle
  8
  1 Hectoculus
  2d10, S or A, 90 ft. 
  Flamer
  8 dynamite or 7 grenades
  Heavy Vehicle
  9
  1 Centiculus
  2d12, A, 110 ft.
  Antimatter Rifle
  9 dynamite or 8 grenades
  Armored Vehicle 
  summoned the weapons attempts to use them without 
  the benefit of the feat Exotic Weapon Proficiency (futuris-
  tic), he suffers a –4 penalty.
  Option 04: The fourth option offers immediate – and 
  potentially explosive – benefits. This allows the caster to 
  summon a set number of sticks of dynamite, smoke gre-
  nades or fragmentation grenades. The caster chooses the 
  specific type of grenade or grenade-like weapons. Refer 
  to the DMG for the descriptions of dynamite, smoke gre-
  nades, and fragmentation grenades.
  Option 05: The fifth option offers no benefits until 
  summon machine 05. Then the caster may begin to sum-
  mon modern vehicles. Each spell will summon a different 
  vehicle.
  Summon machine 05 allows the caster to summon a 
  single vehicle with a maximum of three wheels, one oper-
  ator, one passenger and five cubic feet of cargo space, 
  Large size, a speed per round 330, 150 miles per hour, 
  500-pound weight that provides no cover for operator 
  and passengers.
  Summon machine 06 allows the caster to summon a 
  single vehicle with a maximum of four wheels, one opera-
  tor, four passengers and 15 cubic feet of cargo space, 
  Huge size, a speed per round of 220, 100 miles per hour, 
  2500-pound weight, and damage reduction 7/– that pro-
  vides cover for operator and passengers.
  Summon machine 07 allows the caster to summon a 
  single vehicle with a maximum of four wheels, one opera-
  tor, five passengers and 20 cubic feet of cargo space, Huge 
  size, a speed per round of 235, 110 miles per hour, 3500-
  pound weight, and damage reduction 7/– that provides 
  cover for operator and passengers.
  Summon machine 08 allows the caster to summon a 
  single vehicle with a maximum of four wheels, one opera-
  tor, 1550 cubic feet of cargo space, Huge size, a speed 
  per round of 210, 95 miles per hour, 4500-pound weight,  
   
  (continued on next page)
  
  Mechamancy: The Clockwork Magic
  29
  worked stone, it is dangerous to structures such 
  as city walls, castles, towers, etc. There are too 
  many permutations of structures here to list all 
  consequences of transmute shaped stone to mud. 
  Stone altered by this spell will retain its altered 
  shape should be again become stone.
  The mud remains until a successful transmute 
  mud to rock or a dispel magic is cast upon the mate-
  rial. In most locations, natural evaporation turns 
  the mud to hard-packed dirt over the course of 
  about week. It is possible for the moisture in the 
  mud to freeze in environments suﬃciently cold.
  Divine Focus: A holy symbol of the Divine 
  Engine.
  Arcane Focus: An abacus or slide-rule upon 
  which to perform the mathematical formula for 
  the spell.
  UNDO DEVICE
  Transmutation
  Level: Clr 8, Machine 8, Sor/Wiz 8
  Components: V, S, F
  Casting Time: 1 round
  Range: Medium (100 ft. +10 ft./level)
  Target: One machine, mechanical device, 
  trap, lock or combination thereof, no larger 
  than two 10-ft. cubes per level
  Duration: Instantaneous
  Saving Throw: Fortitude partial (object)
  Spell Resistance: Yes
  The subject of this spell – anything from 
  complicated trapped hallways with pits, slam-
  ming walls, and lightning bolts, to a simple pad-
  lock on a trunk – is automatically and safely 
  disarmed in such a way as no harm comes to the 
  caster or anyone or anything in their vicinity. 
  Further, if possible, the device is opened, and a 
  targeted dispel magic takes eﬀect upon the target. 
  Typically, this spell does not deal any damage to 
  the mechanism, trap, or device targeted. How-
  ever, you can choose to reduce the target mecha-
  nism to its component parts, disassembling it and 
  leaving scrap in its wake.
  Living machines aﬀected by this spell take 
  2d6 points of damage per level, (maximum 40d6). 
  If this would reduce the machine to 0 or fewer hit 
  points, you may choose not to destroy the crea-
  ture, instead leaving it “asleep” at –1 hit points. 
  Living machines that succeed a Fortitude save 
  reduce the damage to 5d6.
  Divine Focus: A holy symbol of the Divine 
  Engine.
  Arcane Focus: An abacus or slide-rule upon 
  which to perform the mathematical formula for 
  the spell.
  Mechamancy Deities
  The Divine Engine
  The Divine Engine is a machine deity that 
  game masters may add to their campaigns.
  Followers of this deity contemplate the 
  mechanical nature of the omniverse, life, and 
  their deity through the study of mathematics and 
  mechanical innovation. One of the central pre-
  cepts is the integration of the magical and the 
  mechanical by resolving conﬂicts between the 
  and damage reduction 7/– that provides cover for oper-
  ator and passengers.
  Summon machine 09 allows the caster to summon 
  a single vehicle with a maximum of six wheels, one 
  operator, 11 passengers or 300 cubic feet of cargo 
  space, Huge size, a speed per round of 215, 98 miles 
  per hour, 5000-pound weight, and damage reduction 
  14/– that provides improved cover for operator and pas-
  sengers.
  People in a moving vehicle when the duration of 
  the spell expires – and the vehicle is returned to whence 
  it came – do not lose their momentum when the vehicle 
  disappears: they are essentially falling sideways. The 
  damage they take for this depends upon the speed of 
  the vehicle at the time: passengers take damage as if 
  they had fallen 10 feet for every 10 miles per hour the 
  vehicle was moving. For example, if a summoned vehi-
  cle were traveling 100 miles an hour when the spell 
  duration expired, any and all operators and passengers 
  of the vehicle would take 10d6 falling damage.
  You can summon a water vehicle with appropriate 
  statistics from the level one lower than the spell’s actual 
  level, and you can summon an air vehicle with appro-
  priate statistics from two levels lower.
  SUMMONING MACHINES, CONT.
  
  Mechamancy: The Clockwork Magic
  30
  two. This is an ongoing process.
  The worship of the Divine Engine is largely 
  limited to humans. Gnomes and dwarves have a 
  secondary and a tertiary, following humans, 
  interest in the deity while halﬂings and half-elves 
  have no interest in the deity. Elves are often 
  antagonistic. Many worshipers of traditional 
  nature and magic deities ﬁnd this machine mys-
  tery cult oﬀensive and seek its destruction. This is 
  not the same thing as saying that the nature and 
  magic deities themselves or their celestial ser-
  vants are equally oﬀended.
  The Divine Engine should only exist – and 
  have an organized church and worshipers – in 
  worlds where mechamancy is a century or more 
  in age.
  DIVINE FUNCTION
  The Divine Engine seems to operate as a 
  masculine counterpart to the feminine deities of 
  magic. Other interpretations have the Divine 
  Engine as the opposite to feminine deities of the 
  moon or nature. In a cosmos where there is an 
  inescapable symmetry between forces, it is not an 
  issue that he is the masculine counterpart to 
  something: it is the identity of that something 
  that is a matter of debate.
  The Divine Engine is the patron deity of  
  science, technology, mathematics, tools, and 
  mechamancy.
  DIVINE HISTORY
  The Divine Engine was born when the ﬁrst 
  person used a pointed rock or stick to get at food. 
  At that point someone had used a tool – a device 
  used to perform or facilitate manual or mechani-
  cal work – rather than his or her own physical 
  abilities. For good and evil, the course of much of 
  history was given direction in that instance. The 
  use of tools increased in pace with time and the 
  growth of societies, and so the Divine Engine did 
  also grow. Currently all races use tools, technol-
  ogy, and science. Now the Divine Engine is a 
  fully sentient deity with worshipers. In fact, recent 
  innovations have allowed technology and tool use 
  to progress rapidly. This is particularly true of 
  mechamancy that relies heavily upon tools.
  DIVINE THEOLOGY
  Conduct your life in as logical, coherent, dis-
  passionate, and responsible a way as is possible, 
  because excessive emotion leads to more suﬀering 
  than joy. Always seek to act with the utmost per-
  sonal responsibility. Study, observe, experiment, 
  and learn. Use what you have learned in as pro-
  ductive a way as is possible. Do this all of this in 
  a methodical way – a way that might be repeated 
  by others to achieve similar ends. Share what you 
  have learned with those who ask. Do not make 
  life more diﬃcult than is necessary. Always seek 
  to understand the mechanical nature of the 
  omniverse and the true essence of tools, science, 
  and technology. While you will never be all 
  knowing or all powerful, the pursuit of rational 
  knowledge and logical understanding are the 
  most noble and high-minded goals that an indi-
  vidual may ever pursue. In so pursuing these 
  goals, the individuals elevate themselves above 
  base nature. Do not seek to crush nature or erad-
  icate magic – both these goals are impossible and 
  a waste of resources. However, realize that nature 
  is simply a pool of resources for use as is necessary 
  and in the most eﬃcient method possible. Sec-
  ond, magic is as much a tool as technology – only 
  one wrapped in unnecessary layers of obfuscation 
  to grant those who practice traditional magic a 
  disproportionate amount of power.
  Domains: Knowledge, Machine, and Magic.
  Favored Weapons: Hammer. Prestige machin-
  ists are also allowed to wield ﬁrearms.
  Divine Symbol: A ﬂat, notched disc – like a 
  cog or a gear – with a spiral of mathematical for-
  mulae advancing out of the center of the disc.
  Divine Status: Lesser deity.
  Divine Portfolio: Science, technology, math-
  ematics, tools, and mechamancy.
  Divine Alignment: Lawful neutral.
  
  Mechamancy: The Clockwork Magic
  31
  MACHINE DOMAIN
  The Divine Engine permits clerics to choose from 
  three domains – Knowledge, Machine, and Magic. The 
  Machine domain is presented here.
  Deities: The Divine Engine.
  Granted Power: Turn or destroy living machines as a 
  good cleric turns undead. Rebuke, command, or bolster 
  living machines as an evil cleric rebukes undead. Use 
  these abilities a total number of times per day equal to 3 
  + your Charisma modifier. This granted power is a super-
  natural ability.
  DIVINE VIEWS OF MECHAMANCY
  A deity‘s perspective on mechamancy and the Fantastic Renaissance is largely dictated by the deity’s portfolio.
  Animal: Deities over animals are increasingly opposed 
  to mechamancy because it makes killing animals easy. 
  They are indifferent to the Fantastic Renaissance.
  Chaos: Deities that encourage chaos are increasingly 
  favorably disposed to mechamancy and the Fantastic 
  Renaissance because of the amount of trouble both 
  are creating.
  Death: Deities over death are increasingly favorably 
  disposed to mechamancy and the Fantastic Renais-
  sance because of the amount of death and conflict 
  both are creating.
  Destruction: Deities over death are increasingly favor-
  ably disposed to mechamancy and the Fantastic 
  Renaissance because of the amount of destruction 
  both are causing.
  Earth: Deities over the earth are increasingly opposed 
  to mechamancy because it makes despoiling the earth 
  easy, and mechamancers often turn to irreverent strip 
  mining to support their craftsmanship. They are indif-
  ferent to the Fantastic Renaissance.
  Evil: Forces of evil wish to exploit both mechamancy 
  and the Fantastic Renaissance and to keep these two 
  out of the hands of the forces of good.
  Good: Forces of good wish to exploit both mecha-
  mancy and the Fantastic Renaissance and to keep 
  these two out of the hands of the forces of evil.
  Healing: At this time gods of healing are largely apathetic 
  towards mechamancy and the Fantastic Renaissance. 
  However, they may become opposed as the tools of 
  mechamancy replace the need for personal healing.
  •
  •
  •
  •
  •
  •
  •
  •
  Knowledge: Deities of knowledge are favorably dis-
  posed to mechamancy and the Fantastic Renaissance 
  because of the epistemological pursuits of both.
  Law: Deities that encourage law are increasingly favor-
  ably disposed to mechamancy and the Fantastic 
  Renaissance because machines (usually) follow the 
  laws of physics and more laws are being discovered.
  Magic: Deities over magic are increasingly opposed to 
  mechamancy and Fantastic Renaissance because both 
  are moving away from traditional magical use and the 
  reliance on the same.
  Plant: Deities over plants are increasingly opposed to 
  mechamancy because it makes destroying plants easy. 
  They are indifferent to the Fantastic Renaissance.
  Travel: Deities over travel are increasingly favorably 
  disposed to mechamancy and the Fantastic Renais-
  sance because of the amount of movement and travel 
  both are encouraging.
  Trickery: At this time gods of trickery are largely apa-
  thetic towards mechamancy and the Fantastic Renais-
  sance.
  War: Deities over war are increasingly favorably dis-
  posed to mechamancy and the Fantastic Renaissance 
  because of the amount of combat both is encouraging.
  Other: At this time, gods of air, fire, luck, protection, 
  strength, the sun, and water are largely indifferent 
  toward mechamancy and the Fantastic Renaissance. 
  They typically only want proper respect paid them by 
  the mechamancers when new inventions interact with 
  the god’s portfolio.
  •
  •
  •
  •
  •
  •
  •
  •
  MACHINE DOMAIN SPELLS
  1 – Clear Metal
  2 – Grand Calculation
  3 – Know Design
  4 – Alter Range
  5 – Sabotage
  6 – Animate Objects
  7 – Magnetic Spell Bottle
  8 – Undo Device
  9 – Summon Machine 09
  
  Mechamancy: The Clockwork Magic
  32
  Constructing Devices
  This section covers the rules for the design, 
  creation, inﬂiction of damage, and repair of fan-
  tastic machines. It is for both players and game 
  masters. Players who wish to create fantastic 
  devices will use the rules presented here more 
  than game masters (who can usually just create 
  machines without worrying about cost).
  A character with ranks in the Craft (clock-
  work) skill may attempt to create clockwork 
  devices using the same procedure as creating any 
  other mundane item with the appropriate Craft 
  skill. Crafting a clockwork device requires access 
  to a forge, as well as appropriate tools for forming 
  and shaping the item’s metal parts, unless the 
  process involves materials other than metal or the 
  mechanic has access to standardized parts. Craft-
  ing a clockwork device that emulates one or more 
  spells requires the Build Fantastic Machine feat.
  For the purpose of calculating the creation 
  DC for Craft checks for building a fantastic 
  device, clockwork devices start as standard or 
  typical items (but rapidly become more complex), 
  meaning the initial DC is 10.
  Type
  The type of device modiﬁes the starting dif-
  ﬁculty, as determined by the table below. For 
  example, some one wanting to build a weapon 
  would have a starting DC modiﬁer of +2. Note 
  that vehicles must include a Dexterity score. In 
  the event the device performs multiple functions, 
  select only the highest applicable type.
  section 04: 
  creating fantastic devices
  “When you see something that is technically sweet, you go ahead and do it and you argue about 
  what to do about it only after you have had your technical success.”
  —J. Robert Oppenheimer
  PROSTHETICS
  Living corporeal creatures that are not amorphous 
  in nature can take artificial appendages, which are also 
  known as prosthetics. These are the most complicated 
  fantastic devices currently known because of the way 
  they must integrate into the functions of a body.
  Though magical healing is not forbidden to follow-
  ers of the Divine Engine, the devout are encouraged to 
  accept prosthetics in place of regeneration spells. A 
  prosthetic clockwork limb can be emulated by creating 
  an armor, using the rules in this section, and granting it 
  a Strength and Dexterity score. A prosthetic’s Strength 
  and Dexterity must at least be equal to those of the 
  creature it is attached to, or else it cannot function. If 
  the prosthetic’s score is higher, the benefit only applies 
  to actions taken by the prosthetic limbs.
  Other prosthetics can be emulated by devices that 
  grant skill bonuses, so a prosthetic eye might grant a +2 
  bonus to Spot checks.
  Increase the Craft DC by +3 to represent the chal-
  lenge in integrating the device into a living creature. 
  Once the device is created and a creature accepts it, it 
  can be added or removed in a minute.
  Table 04.01 – Type Modifier
  Device Type
  DC Modifier
  Tool
  +0
  Weapon
  +1
  Armor
  +2
  Vehicle
  +3
  Living Machine
  +4
  
  Mechamancy: The Clockwork Magic
  33
  Size
  The larger the device to be created, the larger 
  the DC modiﬁer. The size of a device both deter-
  mines the starting Construction score (see below) 
  and limits the maximum amount of systems it 
  may possess. Systems include individual abilities, 
  skills, feats, and spells, attacks, and improve-
  ments to armor and hit points.
  Table 04.02 – Size Modifier
  Size
  DC 
  Modifier
  Const. 
  Score
  Maximum 
  Systems
  Fine
  +0
  5
  1
  Diminutive
  +1
  5
  4
  Tiny
  +2
  5
  7
  Small
  +3
  10
  10
  Medium
  +4
  15
  15
  Large
  +8
  20
  30
  Huge
  +16
  25
  60
  Gargantuan
  +32
  30
  120
  Colossal
  +64
  35
  Unlimited
  Construction Score
  A fantastic device’s Construction score is 
  how long the device will run in hours before it 
  needs to be rewound. This time span is called a 
  “cycle.” Once a device runs through its cycle it 
  must be rewound, which takes a number of min-
  utes equal to its Construction score. If a device 
  has only run a portion of its cycle it can be 
  rewound to full, requiring 1 minute for every 
  hour the device has been in operation. However, 
  a device cannot be partially rewound – it must be 
  rewound to full before it has enough potential 
  energy to activate.
  A device cannot be rewound more than once 
  in a 24-hour period. Doing so puts serious strain 
  on the device, permanently reducing its Con-
  struction score by 1. Even then, the rewound 
  device cannot be activated unless at least 8 hours 
  has passed since it was last activated. Attempting 
  to do so causes the device to malfunction. See 
  below for information on malfunctions.
  An item’s Construction score can be improved 
  like an ability score. See below for more details.
  Item Size
  The rules for mechamancy item sizes are the 
  same as those for living creatures, rather than the 
  ones for weapons. On the table below are sizes 
  and typical items of that size.
  Table 04.03 – Size and Size Comparisons
  Size
  Item
  Fine
  Pocket watch, fake eye
  Diminutive
  Music box, magic rod
  Tiny
  Staff, ottoman
  Small
  Chair, trunk
  Medium
  Desk, table
  Large
  Outhouse, cart
  Huge
  Hut, wagon
  Gargantuan
  House, catapult
  Colossal
  Keep, ship
  Abilities and Speed
  Any fantastic device may possess any or all of 
  the ability scores except for a Constitution score. 
  BATTLE ARMOR
  Trevor wants to make a powered suit of armor that 
  can shoot lightning. This qualifies as both armor and 
  weapon. Armor has a higher DC modifier, so the DC is 
  12. We will revisit this suit of battle armor throughout 
  this chapter, watching as Trevor works to complete it.
  LIGHTNING CANNON
  Swiftly becoming the standard battlefield icon of 
  the Fantastic Renaissance, the lightning cannon is cheap 
  and easy to make. This device is clearly a weapon, so 
  the base DC is 11.
  BATTLE ARMOR
  Trevor’s armor is Medium in size, and thus has a 
  DC +4, or a total DC of 16 at this point.
  LIGHTNING CANNON
  The standard lightning cannon is a Small device 
  with 6 systems. It could be a Tiny device, but a Small 
  one is more durable, so the DC modifier is +3, for a 
  total DC of 14.
  
  Mechamancy: The Clockwork Magic
  34
  All fantastic devices possess a Construction score 
  automatically. Granting a device a score of 4 in 
  an ability counts as one system, and increases the 
  DC by +1. An ability can be increased by +2 by 
  increasing the DC by +1, and every +10 worth of 
  bonus counts as an additional system.
  Fantastic devices without a Dexterity score 
  cannot move themselves. If the device can move 
  itself, then it automatically possesses a speed of 
  10 feet. Increasing the speed increases the DC by 
  +1 for every 5 additional feet, rounded down. 
  Note, fantastic devices without a Strength score 
  may not move other objects.
  Intelligence, Wisdom, and Charisma scores 
  can only be granted to living machines. Indeed, 
  all living machines must have at least a Wisdom 
  and Charisma score. A craftsman cannot create a 
  living machine unless he has the Build Fantastic 
  Machine feat.
  Skills and Efficiency
  You can purchase skill ranks for an item that 
  possesses the necessary ability scores to use that 
  skill, at a cost of 1 rank for a +1 increase to the 
  Craft DC. Alternately, you can have an item 
  grant a +1 enhancement bonus to checks with a 
  chosen skill to the bearer of the item, and this 
  increases the Craft DC by +1. Every 5 skill ranks 
  or +5 enhancement bonus counts as one system.
  All devices may take the Disguise skill, and 
  sentient living machine may take it twice. The 
  ﬁrst time it is taken represents how well the 
  machine is disguised to appear as something 
  other than a fantastic device – such as a piece of 
  furniture or a living creature. The second time it 
  is taken represents a fantastic devices capacity to 
  disguise itself at will, creating a machine that is 
  more than meets the eye.
  The eﬃciency of one task performed by any 
  device may be improved by 10 percent for every 
  increase in DC by +1. This cannot be used to 
  enhance speed, ability scores, skills, spells, armor 
  class, or ability to do damage. It is often used to 
  enhance duration (such as a mechanical torch 
  that burns longer), but many obscure possibilities 
  are available. Every 50 percent of increase in eﬃ-
  ciency counts as one system, so a device that 
  increased a telecope’s magniﬁcation from ×4 to 
  ×8 (a +100% increase) would be two system. 
  Increasing magnﬁcation to ×12 (a +200% 
  increase) would be four systems, ×16 (+300%) 
  would be six systems, and so on.
  Example 01: Granting a device 10 ranks in 
  Climb increases the DC of creating that device 
  by +10 and counts as two systems. For the device 
  itself to use this skill, it would also need a Strength 
  score and a Dexterity score, so it can move under 
  its own power. You could also create an item that 
  grants a +10 enhancement bonus to a character’s 
  Climb checks. Either version would increase the 
  item’s Craft DC by +10.
  Example 02: Improving a spyglass so it 
  increases the size of items viewed by eight, rather 
  than by four, is a +100% improvement, increasing 
  the DC of making the item by +10. Improving a 
  lantern so it burned for twice as long and created 
  twice the lit area would increase the DC of mak-
  ing the item by +20 (+10 each for 100% improve-
  ment in duration and area).
  Weapons and Damage
  Machines with a Strength score can make 
  melee attacks. They automatically receive a slam 
  BATTLE ARMOR
  Continuing our example, the power armor will 
  have a Strength of 20, Dexterity of 14, Construction of 
  +6 (from its base of 15, making it 21) and a speed of 30. 
  Thus it will have a DC +9 for Strength of 20, DC +6 for 
  Dexterity 14, and DC +3 for Construction 21. Because 
  it has a Dexterity score, it automatically has a base speed 
  of 10 ft. Increasing this to 30 has increases the DC +4. 
  The two new ability scores count as two systems, the 
  total +32 increase to ability scores counts as four sys-
  tems, and the speed increase counts as one system. The 
  DC increase is +22, raising the running total to DC 38.
  BATTLE ARMOR
  The armor Trevor is building has no skills, to keep it 
  simple. Its DC remains at 38.
  
  Mechamancy: The Clockwork Magic
  35
  attack for free, doing damage appropriate to a 
  construct of their size (the attack could also be a 
  claw, a bite, or some other manner of attack; 
  changing its type does not increase the DC). 
  Adding an additional attack to a machine with a 
  Strength score increases the DC +2 and counts as 
  one system.
  Machines without a Strength score can be 
  wielded as weapons, dealing a base damage of 
  1d6, modiﬁed by size.
  You can improve the damage of a machine’s 
  melee attack or of an existing weapon, increasing 
  the damage by the equivalent of increasing the 
  weapon’s size category one step by increasing the 
  Craft DC by +1. You can increase the damage 
  multiple times, and increase the damage of mul-
  tiple weapons, and each increase counts as one 
  system.
  Table 04.04 – Damage Increase
  Original Damage
  New Damage
  1
  1d2
  1d2
  1d3
  1d3
  1d4
  1d4
  1d6
  1d6
  1d8
  1d8
  2d6
  1d10
  2d8
  1d12
  3d6
  2d4
  2d6
  2d6
  3d6
  2d8
  3d8
  2d10
  4d8
  Example 03: A mechamancer builds what 
  amounts to a mechamancy chainsaw, a Tiny item 
  that deals 2d6 points of damage. He must increase 
  the damage by 5 size categories, increasing the 
  item’s DC by +5 and using one system.
  Armor Class
  The base AC of a machine is 10, modiﬁed by 
  size and Dexterity. It has hardness appropriate to 
  the material it is made from. A living machine 
  device has damage reduction equal to the hard-
  ness of the material it is made from. When con-
  structing a device, its AC may be increased by +2 
  AC for +1 DC. This cannot be used to increase 
  the AC bonus granted by armor; it merely 
  improves the defenses of mechamancy devices.
  Hit Points
  Mechamancy devices have hit points based 
  on the size category of the device, and possess a 
  hardness rating based upon the type of material 
  used in their creation. Only if damage is in excess 
  of that metal’s hardness ratings does it actually 
  suﬀer hit point loss. In the construction of the 
  device, its HP may be increased, +5 HP for +1 
  DC.
  Table 04.05 – Hit Points
  Size
  Base Hit Points
  Fine
  1
  Diminutive
  3
  Tiny
  6
  Small
  11
  Medium
  16
  Large
  22
  Huge
  33
  Gargantuan
  66
  Colossal
  132
  BATTLE ARMOR
  The battle armor is medium and has a 20 Strength, 
  so it has a slam attack that does 1d4+5 damage. Trevor 
  does not care about improving its damage. The DC 
  remains 38.
  LIGHTNING CANNON
  The lightning cannon cannot easily be used as a 
  melee weapon.
  BATTLE ARMOR
  Trevor’s battle armor itself is made of steel, so it has 
  hardness 10. He wants it to have AC 26, increasing the 
  DC by +8 to 46.
  LIGHTNING CANNON
  The lightning cannon is made of copper, so it has 
  hardness 8. Its AC is simply 10.
  
  Illustration by Juan Navarro
  Mechamancy: The Clockwork Magic
  36
  Weight
  All fantastic machines 
  have weight. This is deter-
  mined by the amount of metal 
  and other materials used to 
  build the device. Use Table 
  04.06 as a guideline.
  Other Effects
  Some 
  devices 
  provide 
  beneﬁts that do not ﬁt the  
  BATTLE ARMOR
  On its own, the armor 
  Trevor is building will have 16 
  hp. Trevor increases the hp by 
  10, or DC +2, making it DC 48.
  LIGHTNING CANNON
  The lightning cannon is a 
  Small object, so it has 11 hp.
  Table 04.06 – Weight
   
  Fantastic Machine Size
  Metal
  Fine/Dim
  Tiny
  Small
  Medium
  Large
  Huge
  Gargantuan
  Colossal
  Adamantine
  1
  5
  25
  125
  625
  3,125
  15,625
  78,125
  Aluminum
  1
  4
  20
  100
  500
  2,500
  12,500
  62,500
  Cobalt
  1
  4
  20
  100
  500
  2,500
  12,500
  62,500
  Copper
  1
  5
  25
  125
  625
  3,125
  15,625
  78,125
  Iron
  1
  5
  25
  125
  625
  3,125
  15,625
  78,125
  Mithral
  1
  3.5
  18
  88
  438
  2188
  10,938
  54,688
  Nickel
  1
  5
  25
  125
  625
  3,125
  15,625
  78,125
  Silver
  1
  3.5
  18
  88
  438
  2188
  10938
  54,688
  Steel
  1
  5
  25
  125
  625
  3,125
  15,625
  78,125
  Tin
  1
  4
  20
  100
  500
  2,500
  12,500
  62,500
  All weights listed in lbs.
  BATTLE ARMOR
  The armor Trevor is building 
  is made of steel, and thus weighs 
  125 lbs. on its own.
  LIGHTNING CANNON
  The lightning cannon is 
  made primarily of copper, so it 
  weighs 25 lbs.
  
  Mechamancy: The Clockwork Magic
  37
  categories above. So many sorts of tools and 
  devices are possible that it will often come down 
  to the game master’s discretion to establish a 
  Craft DC. Each thing a device can do should 
  count as one system, and increase the DC by at 
  least +1.
  Creating Fantastic 
  Clockwork Devices
  Some of the clockwork devices presented in 
  this book are functionally identical to magical 
  items – they are animated constructs, or they 
  have spell-like abilities, or they possess feats. 
  Such items are called fantastic machines. Creat-
  ing a fantastic machine is very diﬀerent from cre-
  ating a normal magic item.
  A crafter must have the Build Fantastic 
  Machine feat to even attempt to build a fantastic 
  machine. He acquires the raw materials (with a 
  cost equal to one-third the item’s market value), 
  and then uses the normal Craft skill rules to 
  complete the item. Unlike a magic item he need 
  not expend any XP, unless the device has a spell-
  like ability with an XP cost.
  Feats
  For each feat the item possesses, increase the 
  DC by +1, or by +2 if the mechamancer does not 
  possess that feat. Tools grant feats to their wield-
  ers. Weapons typically use feats to enhance their 
  attacks. Armor, vehicles, and living machines 
  can use feats either way.
  Spell-Like Abilities
  A fantastic device may create spell-like 
  eﬀects. The energy required to power spell-like 
  abilities is separate from the winding power that 
  keeps the device moving and performing more 
  mundane functions. Three factors determine the 
  DC modiﬁer for spell-like abilities.
  First is the spell level limit of the device, 
  which determines the highest level spell-like abil-
  ity the item can perform. See Table 04.07. This 
  limit includes spell level increases from metamagic 
  feats. A mechamancer cannot create a device with 
  a spell-like ability of higher 
  level than the highest-level 
  spell he can cast.
  Second is the number 
  of spell-like abilities. Each 
  spell-like ability the item 
  possesses counts as one 
  system and increases the 
  DC by +1.
  Third 
  is 
  the 
  spell 
  energy the device has. A 
  device can create spell-like 
  eﬀects using any spells and 
  metamagic feats it knows, 
  expending a number of spell energy levels equal 
  to the level of the spell-like ability (minimum of 
  1 level for cantrips). The caster level of the spell-
  like ability is equal to the minimum caster level 
  needed to cast that spell. When a device is 
  rewound, it regains its spell energy. Every 10 lev-
  els of spell energy count as one system.
  Each spell energy level the item has increases 
  the Craft DC by +1.
  Certain 0-level spells may be employed to 
  create spell-like eﬀects an unlimited number of 
  times per day. These spells are: dancing lights, 
  detect magic, ﬂare, light, ghost sound, know direc-
  tion, mending and prestidigitation. Employing a 
  0-level spell in this fashion requires a spell level 
  limit of 0 (+1 DC) and at least 10 spell energy 
  levels (+10 DC). A device with multiple spell-like 
  abilities must have at least 10 spell energy levels 
  remaining for the cantrip eﬀects to work. Only 
  two such 0-level spells may be included in any 
  single device. However, this does not otherwise 
  BATTLE ARMOR
  Trevor designs the armor with two feats: Dodge 
  and Point-Blank Shot. It grants the benefits of these feats 
  to its wearer. This increases the DC +2 to DC 50.
  LIGHTNING CANNON
  The lightning cannon has three feats: Empower 
  Spell, Enlarge Spell, and Maximize Spell. This increases 
  the DC by 3, to DC 17.
  Table 04.07 –  
  Spell Level Limit
  Spell 
  Level
  DC 
  Modifier
  0
  +1
  1
  +1
  2
  +2
  3
  +3
  4
  +4
  5
  +6
  6
  +9
  7
  +16
  8
  +24
  9
  +33
  
  Mechamancy: The Clockwork Magic
  38
  increase the ﬁnancial cost of creating the device.
  Example 04: A compass can produce know 
  direction (0-level spell) as a spell like eﬀect an 
  unlimited number of times per day. Building this 
  item is DC 22, Base 10 +0 (tool) +0 (ﬁne) +1 
  (spell level limit 0) +1 (one spell known) +10 
  (spell energy levels).
  Example 05: A fantastic device capable of 
  creating an arcane eye-like eﬀect (4th-level spell) 
  twice before it would need to be rewound would 
  have a DC of +13 (+4 for spell level limit, +1 for 
  one spell known, and +8 for spell level energy).
  Market Price and Creation
  After determining all these factors, you can 
  establish the price of the item, both its market 
  price and the price to create.
  Base Cost: The base cost of a standard fan-
  tastic device is 10 gp times the Craft DC. The 
  base cost of clockwork vehicles and karakuri (or 
  living machines) is 20 gp times the Craft DC. 
  This base cost does not include the cost of any 
  spell-like abilities it possesses.
  The crafter must provide the base materials, 
  costing one-third the item’s base cost. If he fails a 
  Craft check by 5 or more while creating the fan-
  tastic device, the base materials are wasted and 
  he must start over. Most crafters Take 10 on their 
  Craft checks.
  Spell-Like Ability Cost: Devices with spell-
  like abilities have an additional cost. 
  Each spell the item can use as a spell-like 
  ability costs 250 gp. Additionally, multiply the 
  spell level limit (½ for cantrips) by the number of 
  spell energy levels, times 150 gp. This results in a 
  cost slightly less than the cost of a once-per-day 
  command word-activated magic item.
  If the item has a spell level limit of 0, and the 
  only spells it knows are from the following list of 
  cantrips, the spell like ability cost is only 250 gp 
  per spell known, and there is no cost for spell 
  energy levels. The cantrips that can be used this 
  way are: dancing lights, detect magic, ﬂare, light, 
  ghost sound, know direction, mending and presti-
  digitation.
  The crafter must pay half this cost in raw 
  materials, and 1 XP for every 25 gp. If he fails a 
  Craft check when crafting the item, the raw 
  materials for magical components are not wasted, 
  nor is his XP.
  Creation: Creating a mechamancy item 
  requires raw materials equal to one-third of the 
  base cost and half the spell-like ability cost. Using 
  the normal Craft skill rules, the mechamancer 
  makes Craft checks, multiplies his result by the 
  item’s Craft DC, and adds that to the running 
  total of how many silver pieces worth of work he 
  has completed. Some feats can reduce the diﬃ-
  culty of these Craft checks.
  Malfunction
  Whenever a mechamantic device is activated 
  too often, it malfunctions, and other stresses 
  (such as a rogue using the Disable Device skill) 
  can cause a malfunction. Roll a d20 and consult 
  the following table for typical malfunctionsof a 
  malfunction.
  Slow Warm-Up: The device takes a while to 
  start working properly, activating a round late. 
  BATTLE ARMOR
  The armor can fire three lightning bolts per cycle 
  before it needs to be rewound. It knows only one spell 
  (+1 DC), can cast spells of up to 3rd level (+3 DC), and 
  has 9 spell energy levels (+9 DC). This increases the DC 
  a total of +13, to DC 63.
  LIGHTNING CANNON
  The lightning cannon can fire lightning bolt, which 
  increases the DC by +1. Because the creator wants the 
  device to be able to take advantage of its metamagic 
  feats, the spell level limit of the cannon is level 6, which 
  increases the DC by +9. The cannon has 12 spell energy 
  levels, which increases the DC by +12. This increases 
  the DC by +22, to a total of DC 39.
  With its spell energy, the cannon could fire four 
  normal 3rd-level lightning bolts (caster level 5), two 6th 
  level empowered enlarged lightning bolts (caster level 
  11), two 6th level maximized lightning bolts (caster level 
  11), or some other combination. After using up its spell 
  energy, the device would have to be rewound before it 
  could create these spell-like abilities again.
  
  Mechamancy: The Clockwork Magic
  39
  Any spell-like abilities of the device also activate 
  one round late.
  Gears Stripped: Several gears inside the 
  device are stripped and ruined. The device itself 
  still functions, but it takes 1d6 damage, ignoring 
  hardness.
  Clunk: Something in the machinery makes 
  an ominous clunk. The device runs very loudly 
  (Listen DC –10, modiﬁed by range) until 
  repaired.
  Warped Coil: The winding coil used to con-
  trol the device’s energy usage has warped. When-
  ever the device is activated it only functions for 
  1d3 rounds before deactivating.
  Breakdown: The device simply stops work-
  ing as something inside breaks or slides loose or 
  the boiler starts venting continually.
  Exploding Coil: The device’s winding coil 
  releases its stored energy catastrophically. The 
  device and any creatures or objects within 5 feet 
  of it take 1 point of damage for each remaining 
  hour of operation the device had left (for devices 
  just activated, this will typically be equal to the 
  device’s Construction score). Creatures are 
  allowed a Reﬂex save (DC 10) for half damage. 
  If the device is not destroyed by this, it suﬀers the 
  eﬀect of a breakdown, and simply will not work 
  until the malfunction is ﬁxed.
  Table 04.08 – Malfunction Table
  d20 roll
  Malfunction Event
  1 – 4
  Slow Warm-Up
  5 – 8
  Gears Stripped
  9 – 10
  Clunk
  11 – 14
  Warped Coil
  15 – 19
  Breakdown
  20
  Exploding Coil
  Clockwork Malfunctions and Repairs
  Breaking and tampering with clockworks is 
  easier than keeping them working. A character 
  with 5 or more ranks of Craft (clockwork) gains 
  a +2 synergy bonus to Disable Device checks 
  against mechamancy items. A successful Disable 
  Device check causes a random malfunction (see 
  above).
  Fixing a malfunction requires a Craft (clock-
  work) check. The DC of this check is 15, +1 for 
  every 10 points the item’s own Craft DC is higher 
  than 20. For example, an item that requires a DC 
  132 Craft (clockwork) check to create requires a 
  DC 26 check to repair. The complexity of the 
  repairs determines how long they take.
  Table 04.09 – Repair
  Repair DC
  Time
  15
  1 min.
  16 – 20
  10 min.
  21 – 30
  1 hr.
  31+
  10 hr.
  Repairing a device ﬁxes all damage dealt to 
  the device. A device that has been reduced to 0 
  hit points, however, cannot be repaired.
  BATTLE ARMOR
  The total Craft check to create the armor is DC 63, 
  so the item’s base cost is 630 gp, requiring 210 gp in raw 
  materials.
  It possesses one spell-like ability – lightning bolt – 
  which costs 250 gp, and the device has a spell level limit 
  of 3 and 9 spell energy levels, which costs 4050 gp. The 
  spell-like ability cost is 4,300 gp, which requires 2,150 
  gp in raw materials and 172 XP.
  The total market price is 4,930 gp. The cost to cre-
  ate is 2,360 gp and 172 XP. Because the battle armor 
  has a Construction score of 21, it will run for 21 hours 
  without needing to be rewound.
  LIGHTNING CANNON
  A lightning cannon has a Craft DC of 39, so its base 
  cost is 390 gp, requiring 130 gp worth of raw materials.
  It possesses one spell-like ability – lightning bolt – 
  which costs 250 gp, and the device has a spell level limit 
  of 6 and 12 spell energy levels, which costs 10,800 gp. 
  The spell-like ability cost is 11,050 gp, which requires 
  5,525 gp in raw materials and 442 XP.
  The total market price is 11,440 gp. The cost to 
  create is 5,655 gp and 442 XP. Because the lightning 
  cannon has a Construction score of 10, once activated it 
  can run for 10 hours. If its spell energy is not used in that 
  time, or if it is turned off, it will need to be rewound 
  before it can fire off its lightning bolts.
  
  Mechamancy: The Clockwork Magic
  40
  Mechamancy Items
  Here is a collection of new magical items, 
  tools, vehicles, and weapons and diﬀerent mate-
  rials for use in a game that includes mechamancy. 
  Many more machines than those listed here are 
  possible.
  The factotums and myrmidons have a strong 
  insect theme to their 
  design. Many resem-
  ble beetles, grass-
  hoppers, 
  aphids, 
  moths, etc. For the 
  most part – due to 
  customer aversion – 
  designs 
  emulating 
  ticks, ﬂeas, scorpi-
  ons, and spiders have 
  been avoided.
  This is by no 
  means a comprehen-
  sive list; in many 
  ways it is just a sam-
  pling to show what 
  is 
  possible. 
  The 
  nature of mecha-
  mancy lends itself to 
  odd inventions and 
  creations – players 
  and game masters 
  are encour-
  aged to
  go wild.
  Tools and Weapons
  There are innumerable devices that may be 
  created from mechamancy. Below is a small sam-
  pling. These items may not be available on the 
  general market. However, the player characters 
  should have access to these things, even if it takes 
  some work to procure them. 
  Table 05.01 – Mechamancy Items
  Name
  Size
  Cost
  Craft DC
  Amplitude Goggles 
  Dim
  2,390 gp
  24
  Armillary Sphere
  Dim
  410 gp
  41
  Auriscope Helmet 
  Dim
  Varies
  Varies
  Compass
  Fine
  710 gp
  16
  Fluid Oscillation Pack
  Small
  14,380 gp
  38
  Lantern, Enhanced Bullseye 
  Dim
  310 gp
  31
  Leyden Spell Jar
  Dim
  150 gp
  15
  Lightning Cannon
  Small
  11,440 gp
  39
  Magic Lantern
  Fine
  530 gp
  13
  Mechanical Clock
  Fine
  110 gp
  11
  Missile Weapon
  Large
  75,280 gp
  152
  Multi-Shot Flintlock
  Small
  5,340 gp
  34
  Pascal-Leibniz Device
  Dim
  7,990 gp
  29
  Telescope, Astronomical
  Huge
  2,760 gp
  176
  Telescope Enhancer
  Fine
  150 gp
  15
  Thief’s Goggles
  Dim
  5,270 gp
  27
  White-Barker Enhanced Light Cannon
  Med
  2,330 gp
  33
  White-Barker Enhanced Flintlock Pistol
  Tiny
  560 gp
  31
  Advanced Battle Armor (Skinner Armor)
  Large
  2,750 gp
  74
  Daedal Wings
  Medium
  3,770 gp
  41
  Flying Ship
  Huge
  9,850 gp
  105
  Tripod (Winslett Vehicle)
  Huge
  2,360 gp
  118
  Illuminator (karakuri)
  Small
  10,870 gp
  81
  Myrmidon (karakuri)
  Medium
  2,440 gp
  129
  Mechamancer’s Toolkit
  —
  150 gp
  —
  Coal Oil, Flask
  —
  25 gp
  —
  section 05: 
  tools and items
  “Space-ships and time machines are no escape from the human condition. Let Othello subject Des-
  demona to a lie-detector test: his jealousy will still blind him to the evidence. Let Oedipus triumph 
  over gravity: he won’t triumph over his fate.”
  —Arthur Koestler
  
  Mechamancy: The Clockwork Magic
  41
  Most fantastic devices come equipped with 
  an instruction manual.
  01. AMPLITUDE GOGGLES
  These bulky and heavy goggles allow the 
  wearer to take a number of observation-related 
  actions. The lenses are set inside a copper array 
  that is fastened to a wide leather belt that wraps 
  around the head and buckles in the back. The 
  small levers for controlling the goggles – situated 
  on the side of the lens arrays – allow the wearer 
  to activate the spell-like abilities identify, detect 
  secret doors, and see invisibility. The device has 8 
  spell energy levels, enough to use each ability 
  twice per cycle.
  Size: Diminutive
  Construction: 5
  Cost: 2,390 gp (240 gp base + 3,150 gp 
  spell-like ability).
  Weight: 2 lbs.
  Prerequisites: Build Fantastic Machine; 
  identify, detect secret doors, see invisibility.
  DC: 24. Base 10 + 0 (tool) + 1 (Diminutive) 
  + 2 (spell level limit 2) + 3 (three spells – 
  detect secret doors, see invisibility, and identify) 
  + 8 (spell energy levels).
  02. ARMILLARY SPHERE
  An astronomical model with solid rings used 
  to display relationships among the principal 
  celestial circles. Whenever the bearer of the 
  device casts any spell that involves plane shifting 
  (ethereal jaunt, plane shift, teleport, etc.), the armil-
  lary sphere doubles the duration and doubles the 
  number of individuals the spell can aﬀect. Also, 
  if the destination is not precise, such as with plane 
  shift, the armillary sphere doubles the accuracy of 
  the spell, eﬀectively halving how far oﬀ target 
  you arrive.
  Size: Diminutive
  Construction: 5
  Cost: 410 gp
  Weight: 2 lbs.
  Prerequisites: None.
  DC: 41. Base 10 + 0 (tool) + 1 (Diminutive) 
  + 10 (100% increase in duration) + 10 (100% 
  increase in number of targets) + 10 (100% 
  increased accuracy).
  03. AURISCOPE HELMET
  These helmets are linked in sets of two to 
  ﬁve, and they allow a creature wearing a helmet 
  to have up to 50 words they say be transmitted to 
  those wearing linked helmets. After a helmet 
  transmits 50 words, it can still receive transmis-
  sions, but it must be rewound before it can trans-
  mit again. The words travel at a speed of one mile 
  every 10 minutes.
  Size: Diminutive
  Construction: 5
  Cost: Two helmets – 1,670 gp (220 gp base 
  + 1,450 gp spell-like ability). Three hel-
  mets – 2,110 gp (260 gp + 1,850 gp). Four 
  helmets – 2,950 gp (300 gp + 2,650 gp). 
  Five helmets – 3,590 gp (340 gp + 3,250 
  gp).
  Weight: 5 lbs. each
  Prerequisites: Build Fantastic Machine; 
  whispering wind.
  DC: Two helmets – 22. Three helmets – 26. 
  Four helmets – 30. Five helmets – 34. Base 
  10 + 0 (tool) + 1 (Diminutive) + 2 (spell level 
  limit 2) + 1 (one spell known) + 4 per hel-
  met (spell energy levels).
  04. COMPASS
  Used to determine geographic direction, this 
  device uses magnetic metal in its winding coils, 
  allowing extremely precise measurement of direc-
  tion. This allows the user to eﬀectively know 
  direction an unlimited number of times per day.
  Size: Fine
  Construction: 5
  Cost: 470 gp (220 gp base + 250 gp spell-
  like ability).
  Weight: 1 lb.
  Prerequisites: Build Fantastic Machine.
  DC: 22. Base 10 + 0 (tool) + 0 (Fine) + 1 
  (spell level limit 0) + 1 (one spell known) 
  + 10 (spell energy levels).
  
  Mechamancy: The Clockwork Magic
  42
  05. FLUID OSCILLATION PACK
  This device consists of a backpack and a gun-
  like device, connected with a stiﬀ hose. The appa-
  ratus allows the wearer to ﬁre a stream or a cone 
  of ﬂuid, which the pack’s magic transmutes into 
  an energy attack (acid, cold, electricity, or ﬁre). 
  This can be a 150-ft. line dealing 5d6 damage 
  (counts as a 3rd-level spell), a 150-ft. line dealing 
  1½ × 5d6 damage (counts as a 5th-level spell), or 
  a 45-ft. cone dealing 9d6 damage (counts as a 
  5th-level spell). Any sort of ﬂuid can be used as 
  fuel, though the backpack can only hold enough 
  fuel for 15 spell levels worth of shots, after which 
  it must be reloaded and rewound.
  Size: Small
  Construction: 10
  Cost: 14,380 gp (380 gp base + 14,000 gp 
  spell-like ability).
  Weight: 25 lbs.
  Prerequisites: Build Fantastic Machine, 
  Empower Spell, Energy Substitution or 6 
  ranks of Knowledge (technology); cone of 
  cold, lightning bolt.
  DC: 38. Base 10 + 1 (weapon) + 3 (Small) 
  + 6 (spell level limit 5) + 2 (two spells 
  known – lightning bolt and cone of cold) + 5 
  (ﬁve feats – Energy Substitution (acid, cold, 
  electricity, and ﬁre) and Empower Spell) 
  + 15 (15 spell energy levels).
  06. LANTERN, ENHANCED BULLSEYE
  This is an improved version of the traditional 
  lantern bullseye. The insides are mirrored to 
  reﬂect as much light as is possible. The single 
  opening – with a lens – emits a cone of light 120 
  feet long, 30 feet wide at the end. It burns for 12 
  hours on a single pint of coal oil.
  Size: Diminutive
  Construction: 5
  Cost: 310 gp.
  Weight: 1 lb.
  Prerequisites: None.
  DC: 31. Base 10 + 0 (tool) + 1 (Diminutive) 
  + 10 (100% increase to light duration) 
  + 10 (100% increase to lit area).
  07. LEYDEN SPELL BOTTLE
  This is a form of a capacitor consisting of a 
  glass jar lined inside and out with metal foil and 
  having a conducting rod connected to the inner 
  foil lining and passing out of the jar through an 
  insulated stopper. Mechamancers of the guild 
  have learned how to store spells in a Leyden spell 
  bottle. Refer to the magnetic spell bottle spell in 
  Section 03: The Magic of Mechamancy for more on 
  how this is accomplished.
  The spell eﬀect is released and triggered when 
  the bottle is broken or the metal rod in the stop-
  per is completely depressed. The price listed below 
  is for a Diminutive Leyden spell bottle, which is 
  typically thrown like a grenade, or used as a trap 
  by getting an enemy to depress the trigger. These 
  are too fragile to ﬁre from a cannon and too large 
  to ﬁre from a riﬂe or pistol. However, they may 
  he ﬁred from a catapult or aﬃxed to the end of a 
  ballista bolt.
  Size: Diminutive
  Construction: —
  Cost: 150 gp.
  Weight: 1 lb.
  Prerequisites: Build Fantastic Machine.
  DC: 15. Base 10 + 0 (tool) + 1 (Diminutive) 
  + 4 (spell level limit 4).
  08. LIGHTNING CANNON
  This cannon, about three feet across, sports 
  numerous unshielded gears that whir and spark 
  once the weapon is activated. The lightning can-
  non ﬁres lightning bolts, which can be modiﬁed 
  with the Enlarge, Empower, and Maximize Spell 
  feats, though the spell level cannot be increased 
  higher than 6th level. The lightning cannon has 
  12 spell energy levels.
  Size: Small
  Construction: 10
  Cost: 11,440 gp (390 gp base + 11,050 gp 
  spell-like ability).
  Weight: 25 lbs.
  Prerequisites: Build Fantastic Machine, 
  Empower Spell, Enlarge Spell, Maximize 
  Spell; lightning bolt.
  
  Mechamancy: The Clockwork Magic
  43
  DC: 39. Base 10 +1 (weapon) +3 
  (Small) +3 (three feats) +9 (spell level 
  limit 6) +1 (one spell known) +12 (12 
  spell energy levels).
  09. MAGIC LANTERN
  This is an optical device used to project 
  an enlarged image of a picture, illustration, 
  or design. It usually consists of lantern-like 
  device equipped with an internal light 
  source and space to place the original semi-
  transparent image that is projected. These 
  are usually glass cylinders that rotate and 
  so help convey the illusion that the image 
  it moving. The item can recreate a silent 
  image spell once per day.
  Size: Fine
  Construction: 5
  Cost: 530 gp (130 gp base + 400 gp 
  spell-like ability).
  Weight: 1 lb.
  Prerequisites: Build Fantastic 
  Machine; silent image.
  DC: 13. Base 10 +0 (tool) +0 
  (Diminutive) +1 (spell level limit 1) +1 
  (one spell known) +1 (1 spell energy 
  level).
  10. MECHANICAL CLOCK
  This is a clock driven by gears and 
  wheels rather than water. It breaks the day 
  into units called deciepochs, centiepochs, 
  milliepochs, microepochs, and sometimes 
  rounds. These clocks ﬁnd much use in 
  cooking, brewing, smelting, and similar 
  activates where better monitoring of time 
  allows for a better product.
  Size: Fine
  Construction: 5
  Cost: 110 gp.
  Weight: 1 lb.
  Prerequisites: None.
  DC: 11. Base 10 + 0 (tool) + 0 
  (Diminutive) + 1 (time-keeping).
  TIME KEEPING
  Dividing a year into 365 units – i.e. days – is not arbitrary 
  because that is how many light and dark periods are in a year. 
  However, dividing a day into two sets of 12 units or one set of 
  24 units – i.e. hours – is arbitrary because there is nothing in the 
  light-dark cycle requiring it to be so divided. There is no reason 
  why clocks in a fantastic world must operate with the same 
  mensural as clocks of the real world. A game master may use a 
  different method to keep track of time to remind players this is 
  a different world.
  A mechamancer by the name of Maurice Perigord 
  expounded on the old tradition of dividing a day into 10 parts 
  to develop his “Perigord” system of tracking time.
  A day is divided into 10 units called deciepochs. A deciep-
  och equals 2 hours and 24 minutes. The deciepoch is divided 
  into 10 units called centiepochs. A single centiepoch equals 14 
  minutes and 24 seconds. This is where the old system stopped. 
  However, Perigord’s particular innovation is to divide time into 
  still smaller units by two orders of magnitude. The centiepoch is 
  divided into 10 units called milliepochs. A single milliepoch 
  equals 1 minute and 26 seconds. A milliepochs is divided into 
  10 units called microepoch, each slightly over 10 seconds. 
  Microepochs are equivalent to rounds.
  Table 05.02 – Time Conversions
  Morning
  Afternoon
  Standard 
  Time
  Perigord 
  Time
  Standard 
  Time
  Perigord 
  Time
  Midnight
  0.00
  Noon
  5.00
  1:00 a.m.
  0.41
  1:00 p.m.
  5.41
  2:00 a.m.
  0.83
  2:00 p.m.
  5.83
  2:24 a.m.
  1.00
  2:24 p.m.
  6.00
  3:00 a.m.
  1.25
  3:00 p.m.
  6.25
  4:00 a.m.
  1.66
  4:00 p.m.
  6.66
  4:48 a.m.
  2.00
  4:48 p.m.
  7.00
  5:00 a.m.
  2.08
  5:00 p.m.
  7.08
  6:00 a.m.
  2.50
  6:00 p.m.
  7.50
  7:00 a.m.
  2.91
  7:00 p.m.
  7.91
  7:12 a.m.
  3.00
  7:12 p.m.
  8.00
  8:00 a.m.
  3.33
  8:00 p.m.
  8.33
  9:00 a.m.
  3.75
  9:00 p.m.
  8.75
  9:36 a.m.
  4.00
  9:36 p.m.
  8.00
  10:00 a.m.
  4.16
  10:00 p.m.
  9.16
  11:00 a.m.
  4.58
  11:00 p.m.
  9.58
  
  Mechamancy: The Clockwork Magic
  44
  11. MISSILE WEAPON
  This massive weapon allows the wielder to 
  ﬁre powerful bursts of magic missiles at targets. 
  The weapon has the Empower and Maximize 
  Spell feats, has a spell level limit of 6th level, and 
  has a stunning 120 spell energy levels. The device 
  has a Dexterity score of 5, and it can walk at a 
  speed of 10 ft., but it must be directed.
  Size: Large
  Construction: 20
  Hit Points: 22
  Cost: 75,280 gp.
  Weight: 625 lbs.
  Prerequisites: Build Fantastic Machine, 
  Empower Spell, Maximize Spell; magic missile.
  DC: 152. Base 10 +1 (weapon) + 8 (Large) 
  + 1 (Dexterity score) + 2 (two feats) + 9 
  (spell level limit 6) + 1 (one spell known) 
  + 120 (120 spell energy levels).
  12. MULTI-SHOT FLINTLOCK
  This is a complicated arrangement of ten 
  heavy ﬂintlock riﬂes mounted on a rotating cyl-
  inder, which can ﬁre 10 times before it needs to 
  be reloaded. However, the weapon automatically 
  reloads itself with a complex jumble of mechani-
  cal arms, and reloading all 10 barrels takes only 
  one standard action. The whole assembly is 
  mounted on a tripod.
  The weapon uses a Medium musket from the 
  DMG rules as a baseline, and requires an Exotic 
  Weapon Proﬁciency (Renaissance ﬁrearms) feat 
  to use. It allows the user to beneﬁt from the feats 
  Point-Blank Shot, Far Shot, Precise Shot, 
  Improved Precise Shot, Manyshot, and Rapid 
  Shot.
  Several models have been secretly sold to 
  governments sympathetic to the Machine 
  Guild.
  Size: Small
  Construction: 10
  Damage: 8d6
  Critical: ×3
  Range Increment: 150 ft.
  Cost: 340 gp plus 5,000 gp for ten muskets
  Weight: 25 lb. plus 50 lb. for ten muskets
  Prerequisites: Build Fantastic Machine, 
  Point-Blank Shot, Far Shot, Precise Shot, 
  Improved Precise Shot, Manyshot, Rapid 
  Shot.
  DC: 34. Base 10 + 1 (weapon) + 3 (Small) 
  + 4 (increased damage ×4) + 6 (six feats) + 1 
  (Strength score) + 9 (accelerated reloading 9 
  times).
  13. PASCAL-LEIBNIZ DEVICE
  This device, named for its inventors, performs 
  nearly any mathematical problem. It is a box of 
  rods and discs, each of which is covered in a series 
  of numbers. Turning one turns others and allows 
  for precise calculations, allowing it to reproduce 
  the spell grand calculation. It can also calculate 
  probability, allowing it to reproduce the spell 
  divination. The item has 12 spell energy levels.
  Size: Diminutive
  Construction: 5
  Cost: 7,990 gp (290 gp base price + 7,700 
  gp spell-like ability price).
  Weight: 1 lb.
  Prerequisites: Build Fantastic Machine; 
  grand calculation*, divination.
  DC: 29. 10 base + 0 (tool) + 1 (Diminutive) 
  + 4 (spell level limit 4) + 2 (two spells 
  known) + 12 (12 spell energy levels).
  A WORD ON DIFFICULTY CLASS
  Some of the DC for the items presented in this sec-
  tion are quite high, with some over 100. Other DCs – 
  such as those for artificial appendages – may go as high 
  or even higher. Before giving up on or reworking an 
  item with such a high Craft DC, consider these three 
  points:
  Compare the DCs of these items to the DC for cast-
  ing epic spells.
  Proper use of feats such as Project Head and Long-
  Term Effort will reduce the DCs dramatically.
  The characters are building clockwork robots and 
  wind-up wands of infinite magic missile. This should 
  be difficult.
  •
  •
  •
  
  Mechamancy: The Clockwork Magic
  45
  14. TELESCOPE, ASTRONOMICAL
  This massive telescope has numerous lenses 
  on clockwork arms, and can be manipulated to 
  see any location in the stars. Objects viewed 
  through this telescope are magniﬁed by 64 times 
  (a 1500% increase over a standard telescope).
  Size: Huge
  Construction: 25
  Cost: 2,760 gp (1,000 gp for normal spy-
  glass + 1,760 gp base cost).
  Weight: 3,000 lbs.
  Prerequisites: None.
  DC: 176. Base 10 + 0 (tool) + 16 (Large) 
  + 150 (1500% increase in size of image)
  15. TELESCOPE ENHANCER
  This tiny device attaches to the end of normal 
  telescope increasing the magniﬁcation from four 
  times to six times.
  Size: Fine
  Construction: 5.
  Cost: 150 gp.
  Weight: 1 lb.
  Prerequisites: None.
  DC: 15. Base 10 + 0 (tool) + 5 (50% 
  increase in magniﬁcation).
  16. THIEF’S GOGGLES
  These bulky and heavy goggles allow the 
  wearer to make observations about traps and 
  locks. The lenses are set inside a copper array that 
  is set into a wide leather belt that wraps around 
  the head and buckles in the back. The small levers 
  for controlling the goggles – situated on the side 
  of the lens arrays – allow the wearer to use clai-
  raudience (to hear the sounds the lock or trap they 
  are working on makes) and clear metal (when the 
  metallic object is viewed through the lenses of the 
  goggles). The device has 10 spell energy levels.
  Size: Diminutive
  Construction: 5
  Cost: 5,270 gp (270 gp base price + 5000 gp 
  spell-like ability price).
  Weight: 5 lbs.
  Prerequisites: Build Fantastic Machine; 
  clear metal*, clairvoyance/clairaudience.
  DC: 27. Base 10 + 0 (tool) + 2 (Tiny) + 3 
  (spell level limit 3) + 2 (two spells known) 
  + 10 (10 spell energy levels).
  17. WHITE-BARKER ENHANCED LIGHT CANNON
  This is a large, weapon mounted on a wagon-
  like axle that ﬁres heavy projectiles. This light 
  version of the weapon is fairly easy to move and 
  position. It is mostly used against fortiﬁcations or 
  as a siege weapons. It requires only a single per-
  son to load, position, aim, and ﬁre, though a 
  creature smaller than Large must take two full 
  round actions to reload it. The inside of the barrel 
  of the enhanced cannon has been riﬂed – cut 
  with spiral grooves – to give it greater range and 
  accuracy. This assembly includes the wagon-like 
  structure for moving and positioning the cannon, 
  but because of its size, Medium creatures take a 
  WAR
  Mechamancy has not yet been used in a full-scale 
  war yet but it is only a matter of time.
  It has seen use in a number of skirmishes, minor 
  battles, and similar conflicts. In each case the use of 
  mechamancy items and weapons has escalated the con-
  flict – the bloodshed – far beyond what either side had 
  anticipated.
  A steady trade is going on as a number of realms 
  and city-states are purchasing mechamancy weapon – 
  in some cases this is illegal due to treaties and agree-
  ments. A handful of these smaller realms and nation-states 
  are stocking piling these weapons beyond what they 
  arguable need based upon the communities population 
  and economic size. In some cases this is happening 
  because the smaller community is tired of being repeat-
  edly savaged by a larger community. In other cases it is 
  two or more communities locked in an ever escalating 
  series of each community trying to have enough “defen-
  sive” weapons to ensure it will never be attacked by a 
  rival.
  When a true war breaks and it fought with all the 
  fury that mechamancy allows, it will likely wipe out 
  entire realms.
  
  Mechamancy: The Clockwork Magic
  46
  –4 penalty to attack rolls with the cannon, and 
  Small creatures take a –6 penalty.
  Once activated, the cannon can function for 
  15 hours. Thereafter, it functions as a normal 
  Huge musket until the weapon is rewound.
  The wielder gains the beneﬁts of the Point-
  Blank Shot, Far Shot, Precise Shot, and Improved 
  Precise Shot feats. The White-Barker Enhanced 
  Light Cannon requires Exotic Weapon Proﬁ-
  ciency (Renaissance ﬁrearms). The cannon uses 
  the stats for a Huge musket as a baseline.
  Size: Medium.
  Construction: 15
  Damage: 6d12
  Critical: ×3
  Range Increment: 300 ft.
  Cost: 2,330 gp (330 gp base price, +2,000 
  gp for a Huge musket).
  Weight: 125 lbs.
  Prerequisites: Build Fantastic Machine, 
  Point-Blank Shot, Far Shot, Precise Shot, 
  Improved Precise Shot.
  DC: 33. Base 10 + 1 (weapon) + 4 (Large) 
  + 4 (damage) + 4 (four feats) + 10 (+100% 
  eﬃciency for range).
  18. WHITE-BARKER ENHANCED FLINTLOCK 
  PISTOL
  Gears enhance the stability of this device, 
  providing a gyroscopic aiming assistance. Addi-
  tionally, the bullets themselves are tiny clock-
  work devices, and as long as the pistol is active, 
  bullets loaded into it are quickly wound up so 
  that upon impact they burst and deal additional 
  damage. Once activated, the pistol can function 
  for 5 hours. Thereafter, it functions as a normal 
  pistol until the weapon is rewound.
  The wielder gains the beneﬁts of the Point-
  Blank Shot, Far Shot, Precise Shot, and Improved 
  Precise Shot feats. The White-Barker Enhanced 
  Flintlock Pistol requires the Exotic Weapon Pro-
  ﬁciency (Renaissance ﬁrearms) feat. The cannon 
  uses the stats for a pistol as a baseline.
  Size: Tiny
  Construction: 5
  Damage: 6d6
  Critical: ×3
  Range Increment: 100 ft.
  Cost: 560 gp (310 gp base price, +250 gp for 
  a pistol).
  Weight: 5 lbs.
  Prerequisites: Build Fantastic Machine, 
  Point Blank Shot, Far Shot, Precise Shot, 
  Improved Precise Shot
  DC: 31. Base 10 +1 (weapon) +2 (Tiny) +4 
  (damage) +4 (four feats) +10 (+100% eﬃ-
  ciency for range).
  Armor
  01. ADVANCED BATTLE ARMOR (SKINNER 
  ARMOR)
  Skinner armor – named for the device’s 
  inventor – is similar to the sample armor described 
  in Section 04: Creating Fantastic Devices. A 
  character inside this armor can move and attack 
  with its ability scores and weapons. The armor 
  can be attacked separately in order to disable it 
  (its AC is 27, and it has hardness 10), but it is 
  generally much easier to simply attack the 
  wearer.
  This armor is eﬀectively an enhanced suit of 
  full plate that grants its wearer Str 20 and Dex 
  20, and includes a handful of integrated weap-
  ons – a Large longsword, a Large light crossbow, 
  and a Large shortsword. The armor’s wearer is 
  considered Large for the purposes of wielding 
  these weapons. The wearer also gains the beneﬁts 
  of Power Attack, Cleave, Dodge, Mobility, and 
  Two-Weapon Fighting.
  Size: Large
  Crew: 1
  Passengers: 0
  Construction: 20
  Armor Class: 27 (+5 Dexterity, +12 natural 
  armor), touch 15, ﬂatfooted 22
  Hit Points: 48
  Hardness: 10
  Speed: 50
  Space/Reach: 10 ft./10 ft.
  
  Mechamancy: The Clockwork Magic
  47
  Special Attacks: Shocking grasp (1d6) once 
  per cycle
  Abilities: Str 20, Dex 20
  Feats: Power Attack, Cleave, Dodge, 
  Mobility, Two-Weapon Fighting
  Cost: 2,750 gp (730 gp base price, +400 gp 
  for spell-like ability price, +120 gp for inte-
  grated weapons, +1,500 gp for full plate)
  Weight: 625 lbs.
  Prerequisites: Build Fantastic Machine, 
  Power Attack, Cleave, Dodge, Mobility, 
  Two-Weapon Fighting; shocking grasp.
  DC: 74. Base 10 + 2 (armor) + 8 (Large) 
  + 12 (hit point bonus) + 8 (speed +40) + 6 
  (AC bonus) + 1 (spell level limit 1) + 1 (one 
  spell known) + 1 (spell energy level) + 20 
  (ability score) + 5 (ﬁve feats).
  Vehicles
  01. DAEDAL WINGS
  These mechanical wings are some of the most 
  common and oldest fantastic devises available on 
  the market. The ﬁrst pair was designed centuries 
  ago by Daedal, and as time has progress the 
  designs of the wings have been revised. These 
  wings allow the pilot to ﬂy as if under the ﬂy spell 
  but with a speed of 100, and to gain the beneﬁts 
  of the Dodge and Mobility feats (though he must 
  have the prerequisite Dexterity). It can ﬂy twice 
  per day, up to 5 minutes each time.
  Size: Medium
  Crew: 1
  Passengers: 0
  Construction: 15
  Armor Class: 10
  Hit Points: 36
  Hardness: 10
  Speed: Fly 100 (good)
  Feats: Mobility, Dodge.
  Weight: 125 lbs.
  Cost: 3,770 gp (820 gp base + 2,950 gp 
  spell-like ability price).
  Prerequisites: Build Fantastic Machine, 
  Mobility, Dodge; ﬂy.
  DC: 41. Base 10 +3 (vehicle) +4 (Medium) 
  +3 (spell level limit) +1 (1 spell known) +6 
  (6 spell energy levels) +2 (two feats) +4 (hit 
  point bonus) +8 (speed +40).
  02. FLYING SHIP
  This appears to be a standard keelboat from 
  the DMG, equipped with a pair of massive and 
  vaguely moth-like wings. It can ﬂy as the spell 
  overland ﬂight two times per cycle, up to 9 hours 
  at a time. It can carry up to 15 people and a max-
  imum cargo of a half-ton. It is not designed to be 
  a combat vehicle. However, weapons can be ﬁred 
  over the edge or dropped over the side. If not 
  damaged, not overloaded, and not ﬁghting a 
  head-wind, the ﬂying ship can make about 15 
  miles per hour at cruising speed. The ship has a 
  mast, crow’s nest, and identiﬁcation ﬂags, but it 
  uses no sail. The clockwork engine is amidships, 
  while the controlling mechanisms are toward the 
  front. The ship provides cover to anyone aboard it 
  with respect to anyone not aboard it.
  Size: Huge
  Crew: 2
  Passengers: 13
  Construction: 30
  Armor Class: 26 (+16 natural)
  Hit Points: 133
  Speed: Fly 100 (average)
  Space/Reach: 5 Squares by 15 squares
  Materials: Wood, tin, canvas
  Weight: 2,500 lbs.
  Abilities: Strength 30, Dexterity 10
  Cost: 9,850 gp. (2,100 gp base + 7,750 gp 
  spell-like ability price)
  Prerequisites: Build Fantastic Machine; 
  overland ﬂight.
  DC: 105. Base 10 +3 (vehicle) +16 (Huge) 
  +20 (hit point bonus) +12 (ﬂying speed) +8 
  (armor class bonus) +20 (ability score) +5 
  (spell level limit) +1 (spells known) +10 (10 
  spell energy level).
  
  Mechamancy: The Clockwork Magic
  48
  03. TRIPOD (WINSLETT VEHICLE)
  This vehicle roughly resembles – when viewed 
  from the ground – an enormous upside down 
  turtle shell supported and moved by three mas-
  sive insect-like legs. The “turtle shell” is made of 
  steel and contains a compartment where an oper-
  ator controlled the vehicle. By operating various 
  levers and wheels the Winslett – named for the 
  device’s inventor – may be made to travel, change 
  direction, and function on a battleﬁeld. Narrow 
  windows allow individuals inside the vehicle to 
  ﬁre out spells, or missile weapons. Blades are 
  mounted to the legs, which may be used to deliver 
  attacks (two attacks per round) using the driver’s 
  base attack bonus and the tripod’s size and 
  Strength modiﬁers.
  Size: Huge
  Crew: 1
  Passengers: 2
  Construction: 20
  Armor Class: 27 (+5 
  Dexterity, +12 natural), 
  touch 15, ﬂatfooted 22
  Hit Points: 83
  Hardness: 10
  Speed: 60
  Space/Reach: 4 squares 
  by 4 squares/25 ft.
  Weapons: Leg blades 
  ×2 (3d6+7)
  Abilities: Str 25, Dex 
  25
  Feats: Power Attack, Cleave, Dodge, Great 
  Cleave, Two-Weapon Fighting
  Cost: 2,360 gp
  Weight: 3,125 lbs.
  Prerequisites: Build Fantastic Machine, 
  Power Attack, Cleave, Dodge, Great 
  Cleave, Two-Weapon Fighting.
  DC: 118. Base 10 +3 (vehicle) +16 (Huge) 
  +10 (hit point bonus) +10 (speed 40/5) +9 
  (AC bonus) +25 (ability score) +30 (damage 
  for blades and bludgeon for each leg) +5 
  (ﬁve feats).
  Living Machines
  01. ILLUMINATOR
  The illuminating factotum produced by the 
  Machine Guild resembles a pyralis ﬁreﬂy the size 
  of a small dog made of polished copper and glass. 
  At the proper command, it creates illumination 
  (as per the spell light) 20 times before it needs to 
  be rewound. It can also use the spell ﬂy three 
  times a day. Diﬀerent colors of glass may be 
  selected to create diﬀerent shades of illumina-
  tion. This device does not function inside an 
  antimagic ﬁeld.
  Small Construct
  Hit Dice: 1d10+5 (11 hp)
  Initiative: +0
  Speed: 40 ft. (8 squares), Fly 40 ft. (average)
  Armor Class: 11 (+1 size), touch 11, ﬂat-
  footed 11
  Attack: None
  Full Attack: None
  Space/Reach: 5 ft./5 ft.
  Special Attacks: None
  Special Qualities: Construct traits
  Saves: Fort +0 Reﬂex +0, Will –3
  Abilities: Str 6, Dex 10, Construction 
  10, Int 4, Wis 4, Cha 4
  Skills: None
  Feats: None
  Environment: Any
  Organization: Varies
  Challenge Rating: N/A
  Treasure: None
  Alignment: Usually lawful neutral
  Advancement: N/A
  Cost: 10,870 gp (1,620 gp base + 9,250 gp)
  Prerequisites: Build Fantastic Machine; 
  light, ﬂy.
  DC: 81. Base 10 + 4 (living machine) + 3 
  (Small) + 10 (spell level limit 0: light) + 10 
  (one spell known: light) + 10 (spell energy 
  levels: light) + 3 (spell level limit 3: ﬂy) + 1 
  (one spell known: ﬂy) + 9 (spell energy lev-
  els: ﬂy) + 6 (speed +30) + 15 (ability scores).
  
  Mechamancy: The Clockwork Magic
  49
  02. MYRMIDON
  The combat myrmidon produced by the 
  Machine Guild resembles a ground mantid as 
  long as a human is tall and made of nickel. Its 
  forelimbs are blades with serrated and barbed 
  edges. It may deliver a shocking grasp twice before 
  it will need to be rewound. It is purely designed 
  for combat and is the most dangerous myrmidon 
  that the Verrochio Guild has placed on the mar-
  ket. This device does not function inside an anti-
  magic ﬁeld.
  Medium Construct
  Hit Dice: 2d10+55 (66 hp)
  Initiative: +0
  Speed: 50 ft. (10 squares)
  Armor Class: 33 (+5 Dex, +18 natural), 
  touch 15, ﬂatfooted 28
  Base Attack/Grapple: +1/+8
  Attack: Blade +8 melee (1d8+7)
  Full Attack: Blade +4 melee (1d8+7) and 
  blade +4 melee (1d6+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: None
  Special Qualities: DR 10/–, construct 
  traits
  Saves: Fort +0, Ref +5, Will -3
  Abilities: Str 25, Dex 20, 
  Construction 30, Int 4, Wis 
  4, Cha 4
  Skills: Balance +10, 
  Climb +10, Jump 
  +10, Move Silently 
  +10, Tumble +10
  Feats: Power Attack, 
  Cleave, Dodge, 
  Mobility, Two-
  Weapon Fighting
  Environment: Any
  Organization: Varies
  Challenge Rating: 9
  Treasure: None
  Alignment: Usually 
  lawful neutral
  Advancement: N/A
  Cost: 2,440 gp
  Prerequisites: Build Fantastic Machine, 
  Power Attack, Cleave, Dodge, Mobility, 
  Two-Weapon Fighting; shocking grasp.
  DC: 129. Base 10 + 4 (living machine) + 4 
  (Medium) + 10 (hit point bonus) + 8 (speed 
  +40) + 9 (AC bonus) + 35 (ability scores) 
  + 25 (skill points) + 5 (feats).
  General Gear
  01. MECHAMANCER’S TOOLKIT
  This kit includes wheels, cogs, rods, levers, 
  springs, tension bars, measurement tools, and 
  gauges, oil for lubricating, metal polish, wire, 
  solder, metal ﬁles, and other such supplies that a 
  busy mechamancer would need. Eﬀectively this 
  is an artisan’s toolkit speciﬁcally designed for 
  mechamancy.
  Weight: 25 lbs.
  Cost: 150 gp.
  02. COAL OIL (DIVINE ENGINE “HOLY 
  WATER”)
  This colorless oil is less dense than water and 
  is commonly obtained in the distillation of 
  coal. It is a creation of the machinists of the 
  Church of the Divine Engine. It may 
  be used as a lubricant in devices 
  that 
  includes 
  metallic 
  moving parts. It is also 
  ﬂammable and may be 
  used in lamps. Splashed 
  or thrown coal oil 
  inﬂicts 1d4 points of 
  burning damage and 
  will burn for 1d4 
  rounds. Aside from 
  that, Divine Engine 
  “holy water” oper-
  ates as normal holy 
  water.
  Weight: 1 lb. per 
  ﬂask.
  Cost: 25 gp per 
  ﬂask.
  Illustration by Marcio Fiorito
  
  Mechamancy: The Clockwork Magic
  50
  There are “things” produced by mechamancy 
  that defy classiﬁcation – “things” that do not 
  belong alongside the mere items and tools in  
  Section 05: Tools and Items.
  Clockwork Egg
  This is an artifact of mass destruction for war 
  and it has led the Machine Guild into a waking 
  nightmare.
  When properly activated, the Clockwork Egg 
  opens a special spherical gate to a plane of an 
  elemental force. If able, that force roars through 
  the gate at a terriﬁc rate for a length of time cho-
  sen by the individual who operates the egg. The 
  gate opened by the egg is limited in duration and 
  is one-way – it only allows material from the ele-
  mental plane into the world were the egg was 
  located when activated. The Clockwork Egg itself 
  is unharmed by the energy and matter it releases, 
  and when the duration runs out the egg takes one 
  week (seven 8-hour shifts) to rewind before it can 
  be used again.
  A Clockwork Egg looks like a large and hol-
  low crystal egg, three feet across. Inside, polished 
  gears are pushed by coils and controlled by three 
  small wheels. The top half of the crystal eggshell 
  may be removed if the proper command word – 
  known only to select members of the Machine 
  Guild – is spoken. This allows access to the 
  springs, gears, and wheels.
  Upon the ﬁrst adamantine wheel are stamped 
  nine words: ﬁre, lava, earth, steam, mud, dust, 
  water, fog, and air. This allows the selection of 
  elemental forces or the combination thereof. 
  Each of the second two wheels is marked with 30 
  numerical symbols counting up from one. The 
  second wheel controls how long the gate is 
  opens – no less than one minute and no longer 
  than one hour. The third wheel starts the count 
  down to activate the egg – no shorter than one 
  minute and no longer than one hour.
  Removing a crystal pin that holds the third 
  wheel in place starts the countdown. It is impos-
  sible to stop or slow the timer once the count-
  down has started. However, the plane to be 
  accessed and the duration the gate is open may be 
  reset, and the egg can be moved. Destroying the 
  fragile egg opens the gate immediately.
  Once the egg activates, a forceful burst of the 
  appropriate element emerges from the gate each 
  round. Solid matter emerges at a rate of approxi-
  mately a 10-ft. cube per round. Fog, dust, and air 
  ﬂow out with the force of a hurricane out to a 
  400-ft. diameter, dispersing naturally if nothing 
  contains them.
  Earth, mud, and water can create landslides 
  and ﬂoods, surging outward from the egg with a 
  force equivalent to a strong wind, spreading a 
  foot deep with a radius of 400 feet in an hour if 
  ﬂowing across a ﬂat surface.
  Fire, lava, and steam can create wastelands, 
  because an hour of lava surging from the egg is 
  enough to cover a ﬁeld 400 feet in diameter in a 
  foot of lava. Additionally, with these three set-
  tings, the air around the egg is so intensely hot 
  that it deals 4d6 points of ﬁre damage each round 
  to anything within 10 feet of the egg.
  The technicians and machinists of the 
  Machine Guild created four Clockwork Eggs. 
  They were terribly expensive in terms of research, 
  materials, ﬁnancial cost, and life force of the 
  mages doing the research. A mysterious individ-
  ual, about whom little is known, aided in the 
  research. This individual has since disappeared.
  One Clockwork Egg has been used since con-
  struction: it obliterated the dark naga city of 
  appendix 01: 
  deus ex machina
  
  Mechamancy: The Clockwork Magic
  51
  Chos’Izim. Two eggs have since been stolen; only 
  one remains in the hands of the Machine Guild. 
  The masters of the guild are desperate to get back 
  the missing eggs. Knowledge that the Machine 
  Guild created Clockwork Eggs – let alone lost 
  two – would be the conﬁrmation of everything 
  Cardinal Ludd says about those who practice 
  mechamancy.
  Cost: Priceless
  Weight: 200 lbs.
  Function: Cogito, ergo boom.
  Vecthêafod, the Death’s 
  Head
  In one of their frequent experiments with 
  other dimensions, the mechamancers discovered 
  this item ﬂoating through the ethereal plane. 
  They retrieved the Death’s Head. The mecha-
  mancers believe it originally came from a world 
  quite similar to their own – perhaps even the 
  same world, only from the future. However, it – 
  like the Eggs – recently disappeared.
  Appearance: The Death’s Head, also known 
  as the Vechthêafod, looks like a human-sized skull 
  made of cast-iron with innumerable tiny, brass 
  works inside. It is missing the left eye. The right 
  eye is a lens array of reddish glass. The teeth are 
  all canines and made of polished silver. The neck 
  extends down to the ﬁrst four vertebrae, which 
  are made of cast-iron like the skull. It also 
  includes a number of small cables, levers, axles 
  and the like – all of which have been severed.
  Function: The Vecthêafod is a metallic skull 
  mask full of wires and coils, which must be 
  grafted onto a creature’s head, which requires the 
  complete removal of the creature’s skull and 
  insertion of metal probes into the brain and spine, 
  ultimately fatal to most creatures. The Vecthêafod 
  must be attached within 1d4 minutes of death, or 
  else it does not function.
  Once in place, the artiﬁcial head casts raise 
  dead as a spell-like eﬀect. The raised character 
  retains most of their original personality, skills, 
  knowledge, and character levels, except that 
  being raised by the Death’s Head causes the per-
  manent loss of 1d4 points of Wisdom and Cha-
  risma in addition to the level lost to raise dead. 
  The character raised by the device is thereafter 
  treated as its user; removal of the Vecthêafod results 
  in the user’s immediate death.
  The user of the Death’s Head permanently 
  enjoys the eﬀects of the spells detect poison, com-
  prehend languages, detect secret doors, and detect 
  undead. The bearer may use detect thoughts, iden-
  tify, locate object, see invisibility, clairaudience/clair-
  voyance, true strike, and tongues – all as spell-like 
  abilities – twice each per day. All the Head’s pow-
  ers and spell-like eﬀects are at caster level 20.
  Using the Death’s Head comes with addi-
  tional risks, however. A non-evil bearer must 
  make a Will save (DC 20) once a week or change 
  to an evil alignment due to the inﬂuence of the 
  Vecthêafod. Any individual who uses the Death’s 
  Head is also subject to ﬂashbacks and visions of 
  the head’s past, including strange insight into a 
  possible future of high technology far beyond 
  what is possible with mechamancy. Any time the 
  wearer of the Vecthêafod fails a Will save against a 
  charm or compulsion eﬀect, he experiences one 
  of these visions, which lasts for 1d6 minutes. 
  During this time he can still act as normal, but 
  suﬀers a –2 penalty to his Wisdom because of the 
  distraction of the visions. This penalty ends when 
  the vision ends, but if the character fails another 
  Will save, he suﬀers another cumulative –2 pen-
  alty to Wisdom.
  If the wearer of the Vecthêafod fails a Will 
  save while his Wisdom is 2 or less, his mind is 
  lost, and the Death’s Head takes control, using 
  the body’s skills to forward the cause of technol-
  ogy. The head itself is lawful evil, has Int 24, Wis 
  18, and Cha 10.
  Cost: Priceless.
  Weight: 20 lbs.
  Moral: Allowing someone to cut oﬀ your 
  head will not improve your career.
  
  Mechamancy: The Clockwork Magic
  52
  appendix 02: 
  the observatory
  surrounding buildings – the tower actually 
  expands slightly. There are clock faces on two 
  sides of the tower, each close to the top. The cop-
  per dome that surmounts the top of the tower is 
  retractable by the use of mechanical devices. This 
  allows the use of the telescope.
  The tower was assembled from individual 
  prefabricated sections; each level, the clock, the 
  telescope, the elevator and stairs and the dome. 
  The sections were then put into place and assem-
  bled through magic. The guild did this to display 
  this style of construction.
  The entire tower sits over an old well that 
  drops into a quick moving underground river. 
  There is a waterwheel in that river that turns a 
  looped chain. The other end of the chain is at the 
  clock and powers that device, the elevator, dome 
  and astronomical telescope. The chain also car-
  ries wooden cups that bring up water to a metal 
  tank beneath the clock mechanism. The design 
  of the tower features a great deal of exposed 
  brickwork, wrought iron and brass.
  The open sections on either side of the spiral 
  stairwell drop into the underground river, 40 feet 
  below the ground ﬂoor. A series of copper pipes 
  carrying wastewater down, out of the tower and 
  into the sewers run up and down the left shaft. 
  Unless otherwise noted, all ﬂoors feature a wide 
  and shallow water basin kept full of water by the 
  cups on the chain. This chain runs up and down 
  the right shaft.
  Level One: The entrance to the tower and 
  the lobby. The wide double doors are open and 
  one of three engineers who lives in the tower are 
  doing business with someone during the day 
  when the weather is good. They sell clocks, guns, 
  texts, etc. They also repair goods and items they 
  sell. The lobby area features a wide counter 
  Any city the player characters frequent may 
  feature in this mechamancer facility. It is 
  described in general terms to allow a game mas-
  ter to tailor it to suit their campaign. The mecha-
  mancers of the tower have the permission of the 
  city leaders to do what they are doing.
  This is not a guildhall – it is simply a tower 
  used by three mechamancers. However, it is the 
  furthest from the heart of mechamancer territory 
  that any such tower is located. It is also a location 
  where mechamancy items and spells may be 
  acquired.
  Two females, named PeeJee and Aubrey, who 
  are attractive, capable, and prone to heavy drink-
  ing and violence, operate the facility. Both are 
  wizard 8/technician 5. In addition, in attendance 
  is a cleric of the Divine Engine, Davan, who is 
  capable but is also prone to heavy drinking and 
  biting sarcasm. He is a cleric 7/machinist 5.
  When not draining kegs and being inexpli-
  cably cruel to strangers, the three use the obser-
  vatory to compile accurate star charts and an 
  annual ephemeris. The three use an armillary 
  sphere, a quadrant and an astronomical telescope. 
  They make a substantial proﬁt from these star 
  charts and ephemeris by selling them to sailors, 
  ship captains and traders.
  The Observatory is also a clock tower – which 
  uses perigord time – and is located on the highest 
  point in the city not occupied by a government 
  structure, temple or similarly unmovable land-
  mark. It stands approximately 160 feet tall.
  The tower is equipped with a technology that 
  makes the entire city jealous of the resident 
  mechamancers: indoor plumbing.
  The Tower: The Observatory/clock tower is a 
  massive building of brick with heavy iron bands. 
  About halfway up – above the roof level of the 
  
  Mechamancy: The Clockwork Magic
  53
  directly across from the entrance and before 
  another door. There are also two display stands, 
  the ﬁrst featuring some general mechamancy 
  items selected by the game master and on the 
  other stand is a myrmidon (nicknamed Choo-
  Choo Bear) that will activate and attack anyone 
  assaulting the tower’s residents or attempting to 
  burgle the place. Past the inner door lies and the 
  spiral stairs and the tower elevator. A switch calls 
  the elevator itself. The elevator interior is square 
  and small, only ﬁve feet to a side.
  Level Two: This is PeeJee’s room. The door 
  to the elevator and spiral stairs locks and PeeJee 
  has the only key. A wooden screen blocks the 
  view of most of the room for anyone in the eleva-
  tor. There is furniture and personal items in the 
  room. If PeeJee stole it from Davan’s room, there 
  is a pirate ﬂag in the wastebasket.
  Level Three: This is Aubrey’s room. The door 
  to the elevator and spiral stairs locks and Aubrey 
  has the only key. A wooden screen blocks the 
  view of most of the room for anyone in the eleva-
  tor. There is furniture and personal items in the 
  room.
  Level Four: This level serves as a library for 
  the mechamancers in the tower. It features a 
  selection of texts that are for sale and other lore. 
  Numerous bottles of alcoholic beverages are 
  stored in corners and cubbyholes.
  Level Five: This is Davan’s room. The door 
  to the elevator locks and Davan has the only key. 
  A wooden screen blocks the view of most of the 
  room for anyone in the elevator. There is furni-
  ture and personal items in the room. Unless 
  PeeJee stole it, a pirate ﬂag is hanging on the 
  wall.
  Level Six: This is shrine established by 
  Davan. It features an idol – in the form of an 
  enormous iron, toothed gear – and a few shelves 
  holding tools for worship, hidden bottles of liquor 
  and the like.
  Level Seven: There are three rooms on this 
  ﬂoor. The larger room directly across from the 
  elevator exit is a kitchen. The door to the right of 
  the elevator exit is a latrine and washroom.
  Level Eight: This room is a general storage 
  chamber, cluttered with boxes, items, tools, metal 
  bars, hidden bottles of liquor and the like.
  Level Nine: This enormous chamber – three 
  stories tall – holds the vast clock mechanism of 
  the tower. There is also a small door leading from 
  the inside to the outside of each face. Small and 
  narrow ladders allow access to diﬀerent and hard 
  to reach sections of the clock mechanisms. 
  Beneath and to the left of the clock mechanism is 
  a large metal tank that acts as a water reservoir. 
  The three mechamancers in residence use this 
  water for drinking and hygiene.
  Level Ten: This is the laboratory and obser-
  vation deck of the tower. In the center of the 
  room is a massive astronomical telescope, spe-
  cially modiﬁed to enhance the range of spells. 
  PeeJee – who used it to ﬁre a series of ﬁreballs 
  with which she melted the snow oﬀ a mountain-
  top – has been calling the telescope a “far-b-que.” 
  There are tables, tools and devices elsewhere. The 
  ﬂoor is metal grating allowing one to see into the 
  works of the clock. One myrmidon (nicknamed 
  Pepito) is always present and will activate and 
  attack anyone assaulting the tower’s residents or 
  attempting to burgle the place. The four devices 
  that work the retraction of the dome occupy the 
  corners.
  Attendant Devices: Six illuminators and 
  eight myrmidons.
  Items on Hand: The three have whatever 
  mechamancy items the game master deems 
  appropriate. This equipment should be consid-
  ered “for sale” so Davan, PeeJee and Aubrey will 
  have easy access to all of this equipment.
  N.B.: The characters Davan, PeeJee, 
  Aubry, Choo-Choo Bear, and Pepito 
  are all the copyrighted property of 
  R. K. Milholland and are used with 
  permission.
  
  Mechamancy: The Clockwork Magic
  54
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  15. COPYRIGHT NOTICE
  System Reference Document, Copyright 2000–2003, Wiz-
  ards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, based on original material by E. 
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  Modern System Reference Document, copyright 2002, Wiz-
  ards of the Coast, Inc.; Authors Bill Slavicek, Jeﬀ Grub, Rich 
  Redman, Charles Ryan, based on material by Jonathan Tweet, 
  Monte Cook, Skip WIlliams, Richard Baker, Peter Adkison, 
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  Steam and Steel, Copyright 2004, EN Publishing.
  Mechamancy: The Clockwork Magic, Copyright 2005, EN 
  Publishing.
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