Fonso wrote:
You could do something similar to Weird Science in Savage Worlds.
Magic & Superscience use the same mechanics in powers, but change its trapplings, the way they seem and function in the game world. Por example, the bolt power, similar to Disruption in Legend:
A wizard makes magic. He move his hands, speaks in weird languages and cast an spell. Mechanically, he roll his magic skill (Wizardry), reduce his Power Points (Magic points in Legend) and make damage, 2d6.
A mad scientist uses technology. His bolt power "is" an specific sonic gun that he (or anyone) can use with his magic skills (Weird Science or Shooting if a gun is something common in the setting). That gun have is own PP, but make the same damage (2d6) than the wizard's bolt and recharges its PP at the same rate than the wizard (1/hour).
Use the same spells in both cases but do that they "seem" different in use in the world.
Yeah, this could be generalized into a "Divine Magic"-Esque system.
Blessing - Well it's an ability enhancing drug (or for stealth, a stealth field generator).
Shield - It's a forcefield.
True Weapon - A lightsaber.
Amplify - Magic Enhancer A/S.
Etc. Etc.
The players "Pact" skill could be how good he is at manufacturing and maintaining them, the "lore" skill could be how good he is at handling them.
The pacted points are magic points he's put into creating them, and they work (once for their duration) until re-charged.