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===2nd Edition=== Attempting to be an improvement on the Krynnish Gnome Tinker class from 1st edition (which isn't exactly a high bar to surmount), the Artificer appeared as a [[wizard]] specialist in the [[splatbook]] "Player's Option: Spells & Magic". Here, it's categorized as a "Thaumaturgical Specialist", a wizard who practices an unusual means of invoking and channeling magical energy; in this, it thusly shares its nature with the [[Alchemist]], [[Geometer]], [[Song Mage]] and [[Wild Magic|Wild Mage]]. The "School of Artifice" is composed of spells that store or channel magical energy through items. Basically, artificers are experts at creating one-shot versions of enchanted items, allowing themselves to use more spells at once by storing "pre-charged" spells in various tokens and talismans. This also increases their aptitude for crafting permanent magical items as well. Like the [[Alchemist]] and [[Geometer]], they emphasize the need for a wizard to spend a lot of time in preparation, but this expanded arsenal can make them really nasty if they've got the time they need to stockpile gear. The splatbook even warns that artificers can potentially break the game if they're allowed to reach a high enough level, and specifically warns about the potential dangers of letting them craft magic items with the Absorption and Negation traits. This specialization has the following mechanical traits: ::Allowed Races: [[Human]], [[Gnome]] ::Ability Prerequisites: [[Intelligence]] 12, [[Constitution]] 15 ::Prohibited Schools: [[Necromancer|Necromancy]] and [[Enchanter|Enchantment]] ::An artificer may memorize one additional School of Artifice spell per spell level each day. ::An artificer gains a +15% bonus to learn spells checks made to learn spells from the School of Artifice, and suffers a -15% penalty to learn spells checks made to learn spells from other schools. ::When an artificer gains a new level, they automatically learn one School of Artifice spell. ::When attempting to research a spell from the School of Artifice, an artificer treats that spell's level as being one level lower. ::Laboratory: An artificer, like an [[alchemist]], requires a well-equipped laboratory to perform their distinctive take on magic. They begin play with a suitable laboratory, which requires 50 gold pieces per character level in monthly maintenance and supplies. If they need to build a new laboratory, it costs 1,000 gold pieces per character level. If denied access to their lab, an artificer loses access to their bonus spells, and cannot conduct research, make magical items, or add new spells to their spell book. ::Artifice Studies: By spending one full turn examining a magical item, an artificer has a chance (20% + 5% per level after first) to identify the item's general purpose and function. ::Master Magical Crafter: An artificer gains a +10% to their chance to successfully enchant items using the "create enchanted items" rules and the "Enchant an Item" spell. Additionally, if an artificer uses these methods to create a "true" version of an item that they have produced at least one temporary version of, then research time and expense is reduced to its minimum value. ::Store Spell: This ability is gained at 4th level. By spending an uninterrupted week to prepare an item as a magical vessel, which requires an item of the finest workmanship (minimum cost 100 gold pieces), an artificer can then bind a spell of their choice into the item, which requires a day of casting and 500 gold pieces per level of the spell. Once enchanted, the item's stored spell can be activated by the artificer alone, which casts the spell as normal except with a casting time of 1. A single item can only hold a single spell at a time; it can be "recharged" after its spell is expended, but re-enchanting it before using the spell merely swaps out the spell inside. An artificer may only store spell levels equal to their character level at once. ::Create Temporary Magical Item: This ability is gained at 7th level. Artificers can create temporary versions of any magic item not specifically restricted to non-wizards, which only function for them. To be able to create such an item, the artificer must first research the process; this takes 1 week per 500 XP value of the item and costs 100 GP per week. This time is halved if the artificer can either study a copy of the true magical item, or uses a research spell like Contact Other Plane or Legend Lore. At the end of the time, the artificer must succeed on a learn spells check to successfully understand the enchantment ritual. Once the ritual is researched, the artificer can use it whenever they like, but they can only memorize so many of them; an artificer's maximum number of spells per level is the same limit for their item-building rituals. Crafting an item requires half the research time, and funding in the form of the item's normal cost, plus 2d6*100 gold pieces, followed by success on a learn spells check. Once an item has been temporarily enchanted, it remains functional for 1d6 days, +1 day per level of the artificer. Temporary versions of charged items are created with one charge per artificer level. Items that were temporarily enchanted can be re-enchanted after their magical energies expire; renewing this enchantment requires a single week's work, 2d6*100 gold pieces, and a successful learn spells check. ====School of Artifice Spells==== * Chromatic Orb (1st) * Divining Rod (1st) * Mending (1st) * Bind (2nd) * Ice Knife (2nd) * Leomund's Trap (2nd) * Moon Rune (2nd) * Bone Club (3rd) * Explosive Runes (3rd) * Flame Arrow (3rd) * Item (3rd) * Melf's Minute Meteors (3rd) * Snapping Teeth (3rd) * Enchanted Weapon (4th) * Magic Mirror (4th) * Thunder Staff (4th) * Magic Staff (5th) * Arrow of Bone (6th) * Dimensional Blade (6th) * Steal Enchantment (7th) * Analyze Dweomer (8th) * Antipathy-sympathy (8th) * Shape Change (9th) ====Mechanicians & Mageweavers==== WHilst the artifcer as a [[Specialist Wizard]] appeared under its own name, as described above, the ''concept'' of "a [[wizard]] who works magic through items and crafting" was also explored elsewhere in AD&D. Specifically, in the [[Al-Qadim]] setting, which introduced two [[kits]] for [[wizard]]s that put their own spin on the concept; the Mechanican and the Mageweaver. '''Mechanicians''', also formally known as '''Clockwork Mages''', are the closest to their artificer descedants; they're [[wizard]]s who can't cast spells directly, but can create impossible clockwork devices that can channel magic and cast spells ''for'' them, as well as making full-blown clockwork [[construct]]s. If you want a [[clockpunk]] engineer class for AD&D, this kit might be worth checking out. This being 2e, the rules are, of course, ''extremely'' complex. '''Mageweavers''' are... well, you ever heard somebody describe the act of spellcasting as "weaving magic"? When mageweavers talk that way, they ain't being poetic. These artisinal wizards have figured out a way to use silk-weaving looms as focuses for their spellcasting, literally weaving magic into scarves, rugs and tapestries. It's an art that prevents them from accessing the higher levels of magic, but it also makes them the closest thing to [[mage|generalist wizards]] in the lands of Zakhara, as they aren't restricted to [[elementalism]] like the [[elementalist|elemental mages & sorcerers]] or to the vagueries of [[genie]] magic like the [[sha'ir]]. Mechanically, mageweavers work like this: ::Base Class: [[Wizard]] ::Bonus NWP: Artistic Ability (Weaving) ::Recommended NWPs: Seamstress/Tailor, Agriculture (Silk Worms) ::Special Benefits: :::Easy to Grasp: Any race capable of taking levels in Wizard can take the Mageweaver kit. Mageweavers ignore the normal racial restriction on wizardly levels. :::Generalist: Mageweavers can learn spells from any school of [[magic]], instead of having opposition schools like most [[Specialist Wizard]]s. ::Drawbacks: :::Wide Magic: Mageweavers can only learn spells up to the 6th level; 7th level and higher spells are too complex to be captured through their looms. Mageweavers gain access to higher level spell slots at the same rate as normal wizards, but instead can use these higher slots to cast more low-level spells. Each spell slot for post-6th level spells becomes a "floating" spot that can be used to memorize spells from a specific pair of lower levels, with the mageweaver choosing what spell it is dedicated to each time they memorize magic. 7th level slots can be used to memorize 1st or 2nd level spells; 8th level slots can be used to memorized 3rd or 4th level spells; and 9th level slots can be used to memorized 5th or 6th level spells. :::Specialist Casting Method: Mageweavers cast spells by literally weaving them into silken scarves or similar goods. To prepare a spell, a mageweaver must weave a silk item consisting of 6 inches of woven silk per level of the spell, a process that takes 1 hour per level of the spell. To be able to cast a prepared spell, a mageweaver must be able to touch the silkwork containing that spell, so if it is destroyed or stolen, the mageweaver can't use it.
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