The artificer's magic acts primarily on items and constructs. They see a pattern in energy and matter, and they develop an understanding of how to manipulate the flow of arcane energy in and around material objects and creatures. His spells are implanted in a specific object, giving it a magic effect. Artificers learn to channel magic into items by using complex chains of sigils and diagrams or by using magical materials. With their skills they can assemble the perfect magical object for any situation. Rather than casting "fast feet" directly on a character an artificer might infuse a similar speed enhancing effect into shoes the intended recipient is wearing.

Most of the ritual magic of this school may only be practiced within an Artificer's workshop. Tools used in metallurgy, alchemy, blacksmithing, weaving, carpentry, the fashioning of gems, and dozens of other trades will all be found in the shop of a powerful Artificer. An Artificer will have some knowledge of each of these trades, but will often hire others to perform menial tasks, or those beyond his expertise.

Step 1: Attributes
Roll attributes as normal but raise INT to 15 and DEX to 14, or if already over add +1 to each one which is over. Hit points = CON +4, +4 per level.
Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
One Engineer type
Knowledge Artifacts
Knowledge Gemology
Knowledge Geomancy
Knowledge Magic
One Technical type
Step 3: Abilities
Artificers gain all the following free;

Spellcast - The first sphere the Artificer learns from is free and must be Geometric, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from any sphere of magic and in any combination (except Divine). This is one of the few mages who can learn nearly any spell. However; spells can only ever be embedded into objects, never cast externally like other mages. Artificers can tap into the world’s natural mana at a rate of INT + WIS x4. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 2, 5, 9, 11, 13 and 17. +1 Sanity save at levels 7, 11, 15 and 19. +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20. +1 Spell Bonus at levels 1, 3, 6, 9, 12, 15 and 18. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19.

Additionally Artificers start with 50 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Create Artifact 5 The ability to create Magic Armour, Rings, Wands, Weapons, and other equipment. To create any of these the Artificer needs a heat source, some blacksmith tools and of course a supply of materials to build the item from. Time required is one day multiplied by (the amount of enchantments + the amount of mana). Mana cost is 20 + the cost of each spell or enchantment.
Create Automaton 5 The ability to create various different Golem types for animation. Time required is one day multiplied by (the amount of enchantments + the amount of mana). Mana cost is 20 + the cost of each spell or enchantment.
Create Poppet 5 The ability to create Puppets, Dolls, Toys and other forms of figures. Time required is one day multiplied by (the amount of enchantments + the amount of mana). Mana cost is 20 + the cost of each spell or enchantment.
Create Potion 5 A potion is a magic liquid that produces its effect when imbibed. The Artificer needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew and of course ingredients. All ingredients and materials used to brew a potion must be fresh and unused. The creator must have prepared the spell to be placed in the potion. The act of brewing triggers the prepared spell, making it unavailable for use until finished. Time required is one day multiplied by (the amount of enchantments + the amount of mana). Mana cost is 10 + the cost of each spell or enchantment.
Create Scroll 5 The ability to impart a spell onto a scroll (including tablets, cloth, paper or any other written media) which can then be read out by anyone. A scroll is a spell (or collection of spells) that has been stored in written form. A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. Using a scroll is basically like casting a spell. To create a scroll the Artificer must use writing implements and materials which are fresh and unused. The character must have prepared the spell to be scribed, the act of writing triggers it making it unavailable for casting until finished. Time required is one day multiplied by (the amount of enchantments + the amount of mana). Mana cost is 10 + the cost of each spell or enchantment.
Damage Bonus 10 +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere.
Enchant Gem 5 This ability allows the Artificer to enchant jewellery. The jewels can then be attached to equipment or weapons and imbue them with a special ability. Each jewel must be created as any other magical item is made. When jewels have been made for the weapon they are placed in the hole one at a time. To take out a jewel another one must push the original one out of the hole and thus slip into the hole. Time required is one day multiplied by (the amount of enchantments + the amount of mana). Mana cost is 10 + the cost of each spell or enchantment.
Enchant Item 5 Using this ability an Artificer may enchant an existing item with magical powers via the use of Runes. These items are not affected by anti magic, detectable via sorcery or able to be dispelled. However they are not afforded the same damage resistance vs. spells as a normal magic item, and if damaged lose all special abilities until they are repaired. Time required is one hour multiplied by (the amount of enchantments + the amount of mana). Mana cost is 10 + the cost of each spell or enchantment. In addition to embedding spells the following enchantments may also be added (each counts as a single); 
+1 Thac0
+1 damage 
+5 HPs
+1 AC
He can also add to existing enchantments.
Extend Duration 10 Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere.
Range Boost 10 +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere.
True Sight 10 Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic.
Step 4: Careers
Possible related careers include; Mechanic, Toy Maker, Architect, Engineer, Jeweller, Ancient Weapon Maker and Researcher.

 

 

Modern Classes