Enchantment Disruption Field E D F

Magic retards the progression of technology. It breaks down lubrications. It jams gears and shorts out electronics. It overloads batteries. Almost all man's technology postindustrial age is vulnerable. The more advanced the technology, the more susceptible it is. Because magic grows as more people use it, bastions are relatively safe within the confines of their walls or city limits. The moment they leave their borders and brave the outlands, their technology begins to degrade. As the machinery comes into contact with higher concentrations of enchantment, they become prone to sudden interference. This leads some to either become less efficient, cease working altogether, or in some rare cases, violently destroy themselves. Whenever technology is outside of a bastion, there is little anyone can do to impede this disruption. At best, they can slow or delay the effects for a short time.

The effects of magic against technology became referred to as the EDF, or Enchantment Disruption Field. Some bastions even rate an ED-I, or ED Index, which charts the hot spots in the world and the places users of technology need to avoid. The low level EDF saturating the entire world prevents communication between the bastions and limits the lifespan of batteries, preventing most travelers from even reaching any significant distance away from their home. This is reflected by a single rule:

All exposed batteries lose 1 charge per day unless shielded. Shielding technology involves fortifying electronics. It’s an expensive process and makes the item bulkier. Shielding offers a bonus against EDF rolls and when an item is shielded, regardless of its type or tech level, this slow daily drain stops.

However, the moment the technology comes into contact with a higher magical charge, an EDF roll is required. Failing said roll causes the above-mentioned unpleasantness. ED-Fields generate differently depending on the source.

Breath Weapons: Breath weapons expand EDF in the same range.

Artifacts: Artifacts radiate at 10 feet.

Extraordinary Attacks: Extraordinary attacks do not generate additional EDF above the creature possessing it. Effects like Dragon fear do not generate its own disruption.

Magical Creatures: All magical creatures radiate EDFs at touch from challenge rating 2 until 5. At CR 6 until CR 10, magical creatures generate EDF to adjacent squares; CR 11 to CR 15 creatures generate to 10 feet (2 squares); CR 16+ creatures generate to 15 feet (3 squares out). Anything not of the natural earth counts as a magical creature. Challenge Rating 1 and under do not generate enough EDF to disrupt with a simple touch, but long-term exposure (longer than an hour) forces an EDF roll. Adding character levels do not count towards their EDF aura. Negative creatures (ones from Ixindar) like demons, pagus, and grotesqueries do not radiate EDF.

NOTE: Yes, most fey and echan humans count as magical creatures, and thus cannot hold onto technology for more than an hour before forcing an EDF roll.

Magic Items: Magic wands, anchors, staves, and scrolls imbued with spells operate the same as the highest spell level it possesses. Magic Weapons and armor radiate EDF at touch only at +1 to +3 total bonus and to adjacent squares at +4 to +6 total bonus. A +7 to +10 total bonus generates EDF to 10 feet. Items enchanted by negative energy do not generate
EDF.

Spell Casters: Clerics, druids, mages, and their prestige classes don't radiate significant auras until they can cast 3rd level spells. When they can cast 3rd to 4th level spells, their EDF radiates to touch only (direct contact). If able to cast 5th and 6th level spells, the caster generates an EDF to all adjacent squares. If the caster possesses a foundation spell, he generates an EDF to 10 feet. Spell-like abilities operate exactly as spells. This only applies to casters casting spells from Attricana. Creatures bound to Ixindar do not generate EDF.

Spell Target: If a target of a spell is carrying technology, the target must roll. If a spell cast has a blast radius (e.g.: Fireball), the EDF expands equally. Spell-like abilities operate exactly as spells in this way. This only applies to non-negative spells. Negative spells do not general EDF.

Supernatural abilities: Supernatural abilities are counted with the creatures challenge rating and does not generate additional EDF unless they create an area effect or target a creature. Abilities listed as "Auras" also generate EDF if they
are listed as supernatural but only if the creature is not negative.

Wondrous Items: Minor and Medium wondrous items generate EDF on touch only, Major items generate to adjacent squares. Negative magic items do not generate EDF. The EDF roll is a simple DC saving throw the device needs to make to in order to continue functioning. Shielding offers a bonus as do certain specific items (see their descriptions). The higher the technology, the greater the chance of disruption and each tech level offers a modifier as well.

The item must roll a d20 and beat the flat DC 10 saving throw. The final roll's deviation from the DC 10 alters the final result. With this roll, a natural roll of 1 is not an automatic miss and a roll of 20 is not an automatic success.

All techan characters are advised to write down their DC modifiers next to their equipment in order to accelerate the
process of rolling.

If a device is repaired after a disruption, it is immune to disruption for 3d4 rounds. Batteries inside devices are considered part of the device they are in and disruption only occurs for the item and not the battery. All batteries, when in the open, all count as TL2 items, regardless of the item they are designed for or for which bastion they are bought. Batteries are assumed to be immune in the time it takes to reload an item if the cell is replaced during a combat round.

Examples DC roll modifier

Tech Level DC modifier
Tech Level of Item is 1 +5
Tech Level of Item is 2 +3
Tech Level of Item is 3 +1
Tech Level of Item is 4 0
Tech Level of Item is 5 -1
Tech Level of Item is 6 -3
Tech Level of Item is 7 -5
Level 1 Shielding +1
Level 2 Shielding +2
Level 3 Shielding +3
Level 4 Shielding +4
Level 5 Shielding +5
Enchanting the item -20
Final Roll ( + or – DC10) Result
10+ The item is spared disruption and is immune to EDF for as many rounds = to EDF roll –10.
8 – 9 If battery powered, battery loses 1d4+1 charges. Item suffers a minor jam for 1d4+(TL of item) rounds.
6 - 7 If battery powered, battery loses 3d4 charges. Item suffers a minor jam for 2d4+(TL of item) rounds.
4 – 5 The battery shorts out and is useless. It is lost. Item suffers a major jam for 2d4+(TL of item) rounds.
2 – 3 The battery shorts out and fizzles into nonfunction. It is lost. Item suffers a major jam for 2d4+(2xTL of item) minutes.
0 - 1 Battery forcefully discharges, almost destroying the item. Battery is lost. Item breaks.
Below 0 Item is destroyed and cannot be recovered. Battery explodes, causing (1 / TL of item) d6 + (B cell=1, M cell=2, H cell=6) damage to everyone within 5 feet for a B cell, 10 feet for a M cell, and 20 feet for a H cell (DC20 Ref Save for half). (Eg: H Cell for a TL3 item does 3d6+6). Item with hit points (vehicles, etc) suffer maximum damage instead of being destroyed.
SHIELDING
Shielding Cost of original item + %
Level 1 Shielding 5%
Level 2 Shielding 10%
Level 3 Shielding 15%
Level 4 Shielding 20%
Level 5 Shielding 25

Unlike the gimfen shielding, which makes the weapon, armor, or item clumsier, bulkier, and far uglier, techan shielding keeps the overall shape of the original object and does not add significant weight to the final design. Unlike superior class items, which must be purchased in its state, shielding can be added later to existing items. Any techan item can be shielded, though no shielding implemented can have a level higher than the tech level of the item (E.G.: A TL3 Item cannot have more than Level 3 shielding). The cost of shielding depends on the original cost of the item. Gimfen can purchase additional shielding onto their adapted technology. You cannot shield batteries. Even level 1 shielding prevents batteries loaded in items from the slow drain of disruption.

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