Techno-Mage

From CotH-Wiki
Jump to navigationJump to search

Who Are They?

The Technomage is a class made of ingenuity. For years the masters of magic and science have looked at one another with contempt, seeing one as too overtaken with mysticism and superstition, the other seeing the tinkers as close-minded, regulated, and constrained to the limitations of machinery. The Technomage is the result of the blending of these differing parties, creating an amalgamation of magic and machine, and perhaps some of the most confusing magi-technobabble ever conceived.

The Technomagi are largely neutral operators, and must be at least willing to a truce to join the House of Arcane Contraption, the predominant organization of Technomagi throughout Azeroth. Gaining admittance into the House of Arcane Contraption is almost vital to a Technomage's training.

Who Likes Them?

Gnomes find the duality of the Technomage to be particularly admirable, and as a strong contrast the Blood Elves actually employee a good amount of Technomagi, shown in such creations as the manaforges in Outland and the many arcane constructs in Silvermoon. While perhaps less of a rarity the Technomagi in Silvermoon are still treated with importance, being architects to some of the Blood Elves' grandest creations. Draenei have a fair understanding of Technomagi as well, and find them essential to the creation of the Draenic technology. Forsaken and humans receive somewhat less renown amongst their own.

Night Elves hate technomagi. There is no question about this, they are the embodiment of both the corrupting magic of the Highborne and the foolish explosive endeavors of Gnomes and Goblins. Tauren watch them with wary eyes, but aside from these two the other factions are largely uncaring.

Training

Requirements

The basic requirements to the path of the Technomage are a knowledge of engineering and magic. The races most apt to take the field of a Technomage are Gnomes, Blood Elves, Draenei, Humans and Forsaken, although at least one Orc Technomage is known to exist. While the subtleties of the arcane may be elusive to some, warlock magic can be used just as well. To this effect, only Magi and Warlocks may become Technomagi.

Alliance Alliance »


Horde Horde »


Strengths

  • Magitech

The duality of magic and science give this character knowledge of both fields, and allow them to easily converse with two of the most confusing castes of society.

  • Mechanical Puppet

Can control mechanical constructs with dexterity comparable with their own body. This extends to mechanical limbs as well.

Weaknesses

  • Lightweight

Technomagi can cast amazing spells and create great machines, but unless they are employing machinery designed to protect them they are vulnerable in melee combat.

  • Scientimagical

Technomagi are vulnerable to both EMPs and magic resistant defenses.

Skills and Abilities

  • Craftsman

Technomagi can create fantastic contraptions. PM a Gamemaster to discuss an invention, which can then be trained as a post in your prestige thread!

  • Magitech Armor

Technomagi can create armor and replacement limbs which can be moved and feel just as an actual limb. This is only applicable to the Mage themselves, not an ally.

  • Control Construct

Exerting their will through magic, Technomagi can seize control of a machine.

  • Power Surge

Technomagi can exert a piece of damaged tech to get at least one more use out of the device.

  • Technomagi Weaponry

Technomagi are able to create a wide array of weapons, though most will stick with one or two. PM a Gamemaster to discuss your choice of weapon. As an idea, a common Technomagi armament is a magical gun, which can serve as a wand.

  • Magic Bullet

A common Technomagi creation, magical bullets can be crafted and fired from the Technomage's gun. Some examples of magical bullets are bullets imbued to freeze the target in place, explode, or just cause a minor impact of force.

Training Outline

The path to the Technomage's way is one that begins simply with connections. Most engineers have heard of the House of Arcane Contraption, but rarely has one found more than rumors. Many instructors in major cities have, though. To submit yourself for training one must only seek out one of these engineers in places such as Ironforge or Booty Bay, and ask for samples of their work to be sent to the House of Arcane Contraption. It is also possible that a Mage's engineering instructor may recommend this, as well.

A sample of a few basic designs and at least one of your own inventions is required when sending for the House. Should they deem the engineer's work of high enough quality they will reply with a letter of invitation back, forwarding word that they are to be trained by an already accepted Technomage. More often than not, this instructor will come to the engineer, and not the other way around. While at first the instructor will only seek basics from the new inductee, with time his expectations will grow. As he hands the recruit more and more schemata they must meet stricter quotas, or be resigned to repeat the assignment. Within a few weeks of beginning training the inductee should be learning some basics of fusing the elements of magic and technology together.

Once the recruit is comfortable with the amalgamation of magitech, the real trials begin- Inductees begin to receive actual House of Contraption documents for their training- books on arcane theory, ethics, history, so forth. This portion is much more intensive on knowledge, as by now the tasks given to the recruit are comparatively minor- Magical grenades, bullets, and miniature arcane constructs are standard fare. This portion of the training is less to hone their skill, but it does begin their path to joining the House of Arcane Contraption. There will be written exams, and the inductee may visit the House of Arcane Contraption as they wish, though access to all documents will be restricted, save the recommended reading and required books.

Once the inductee has shown considerable knowledge of the craft and has fulfilled the basic requirements of the House, they are inducted and assigned a final project. This creation may be of massive scale- building something in the House, or creating an Arcane Guardian are some possibilities. All costs of the build are covered by the House, but the student -is- assigned a budget and time to complete their device. Scrutiny and testing is crucial, if a project fails when demonstrated, the student will be deferred back to studies until the House recognizes them once more.

If all goes well, though, the student will be finished with their first portion of the Technomagi's studies- They will be recognized as a member of the House of Arcane Contraption and given access to the blueprints available, and may also take up training other Technomagi, with the House's consent. From here the student is technically finished with their training, but like most engineers, a true Technomagi's training continues until they die, continually learning more blueprints and designing new devices.

Active Technomagi


Class Titles »
Archdruid · Archmage · Beastmaster · Blademaster · Bone Crusher · Burning Legionnaire · Dark Apothecary · Dark Ranger · Demon Hunter · Diabolist · Dragonsworn · Far Seer · Graven One · Gunslinger · High Divinist · Ley Walker · Lightslayer · Mountain King · Myrmidon · Necromancer · Potion Doc · Priestess of the Moon · Primal · Pyremaster · Runemaster · Savagekin · Shadow Ascendant · Shadow Hunter · Spell Breaker · Spirit Champion · Spirit Walker · Steamwarrior · Techno-Mage · Techslayer · Templar ·Tormentor · Warden · Whisper Blade