ARTIFICE
Magic is often bound to or stored within objects made from magically resonant materials. Such practice allows this power to be accessed at any time, and by anyone - even those without magical knowledge or training. As such, artificers are especially sought out by kings and militaries who seek to employ their talents to build magically powered engines of war and weapons of great destructive power. The artificers of the Second Epoch left behind many such wonders, incredible treasures which still function to this day. Though the mystic arts of Artifice have dwindled much since the Golden Age of The Sphere, its powers and potential remain a formidable force for good or ill, depending on whose skilled hands wield the craft.
Build GOlem
Over the course of a week, you construct an artificial body for magic to animate and inhabit, creating a mindless servant to obey your commands. The body must be in the shape of a Small or Medium sized creature and constructed almost entirely from a singular substance like wood, clay, stone, iron, etc. (Note: while methods for creating larger Golems and Golems from more exotic materials were once employed by artificers, these arts have largely been lost and are not commonly practiced or taught, and thus not available to player characters).
Design Notes:
Design Notes:
- Allow players to create actual monster Golems (Constructs) and bind them to a control rod; whoever holds the rod may command the Golem
- There's nothing required to sustain the Golem once they're created
- The Golem is an ally with its own Actions, stat block, and place in the Initiative Orderr - controlled by the GM, follows commands of control rod holder
- Link to stat blocks for Wood, Straw, Mud, Clay, Stone, Iron, and Bronze (maybe other metal?) Golems
- Cost to build body should be in Crowns - tied to Rarity
- Cost to animate should be in Augem - tied to Challenge Rating of creature
- Spell Level: Cantrip for weaker Golems (low CR range), higher Spell Levels for more powerful Golems (higher CR range)
- If the Golem is destroyed, that's that; it's gone
Disenchant
Cantrip
Spend 10 minutes working on a magical object to remove some of its magic, reducing its Level by 1 and gaining 5 Augem. If this reduces the item to Rank 0, you destroy the item.
Level 1
Spend 10 minutes working on a magical object to remove some of its magic, reducing its Level by 1 or 2 and gaining 10 Augem for every Rank removed. If you reduce the item to Rank 0, you destroy it.
Level 2
Spend 10 minutes working on a magical object to remove some of its magic, reducing its Level by 1, 2, or 3 and gaining 15 Augem for every Rank removed. If you reduce the item to Rank 0, you destroy it.
Level 3
Spend 10 minutes working on a magical object to remove some of its magic, reducing its Level by 1, 2, 3, or 4 and gaining 20 Augem for every Rank removed. If you reduce the item to Rank 0, you destroy it.
Spend 10 minutes working on a magical object to remove some of its magic, reducing its Level by 1 and gaining 5 Augem. If this reduces the item to Rank 0, you destroy the item.
Level 1
Spend 10 minutes working on a magical object to remove some of its magic, reducing its Level by 1 or 2 and gaining 10 Augem for every Rank removed. If you reduce the item to Rank 0, you destroy it.
Level 2
Spend 10 minutes working on a magical object to remove some of its magic, reducing its Level by 1, 2, or 3 and gaining 15 Augem for every Rank removed. If you reduce the item to Rank 0, you destroy it.
Level 3
Spend 10 minutes working on a magical object to remove some of its magic, reducing its Level by 1, 2, 3, or 4 and gaining 20 Augem for every Rank removed. If you reduce the item to Rank 0, you destroy it.
Enchant Accessory
During the course of a Full Rest, you can spend any amount of Augem you have on-hand to place a permanent magical enchantment on an accessory like a cloak, ring, amulet, etc. you currently have in your possession. For every 5 Augem you spend, this accessory's Attunement increases by 1 and it gains your choice of one of the following qualities (you may select the same quality multiple times for a cumulative effect):
If you cast this Spell at Level 1, the accessory's Attunement cannot exceed 3.
If you cast this Spell at Level 2, the accessory's Attunement cannot exceed 5.
If you cast this Spell at Level 3, the acccessory's Attunement cannot exceed 7.
- Speed +1
- Actions + 0.5
- HP +5
- Focus +1
- Non-Physical Resistance (Your Choice) +1
- One Arcanum of your choice
- Upgrade an Arcanum you've selected for the accessory
- An Enchantment you've learned via Modus Operandi (this will cost more than 5 Augem - See Modus Operandi for details)
If you cast this Spell at Level 1, the accessory's Attunement cannot exceed 3.
If you cast this Spell at Level 2, the accessory's Attunement cannot exceed 5.
If you cast this Spell at Level 3, the acccessory's Attunement cannot exceed 7.
Enchant Armor
During the course of a Full Rest, you can spend any amount of Augem you have on-hand to place a permanent magical enchantment on a suit of armor you currently have in your possession. For every 5 Augem you spend, this armor's Attunement increases by 1 and it gains your choice of one of the following qualities (you may select the same quality multiple times for a cumulative effect):
If you cast this Spell at Level 1, the armor's Attunement cannot exceed 3.
If you cast this Spell at Level 2, the armor's Attunement cannot exceed 5.
If you cast this Spell at Level 3, the armor's Attunement cannot exceed 7.
- Defense +1
- Save +1
- HP +5
- Focus +1
- Non-Physical Resistance (Your Choice) +1
- One Arcanum of your choice
- Upgrade an Arcanum you've selected for the armor
- An Enchantment you've learned via Modus Operandi (this will cost more than 5 Augem - See Modus Operandi for details)
If you cast this Spell at Level 1, the armor's Attunement cannot exceed 3.
If you cast this Spell at Level 2, the armor's Attunement cannot exceed 5.
If you cast this Spell at Level 3, the armor's Attunement cannot exceed 7.
Enchant Trinket
During the course of a Full Rest, you can spend any amount of Augem you have on-hand to place a permanent magical enchantment on a trinket like a religious symbol, a set of cards, a small statue, or some other bauble you currently have in your possession. For every 5 Augem you spend, this trinket's Attunement increases by 1 and it gains your choice of one of the following qualities (you may select the same quality multiple times for a cumulative effect):
If you cast this Spell at Level 1, the trinket's Attunement cannot exceed 3.
If you cast this Spell at Level 2, the trinket's Attunement cannot exceed 5.
If you cast this Spell at Level 3, the trinket's Attunement cannot exceed 7.
- Spellcraft +1
- Mana +1
- Focus +1
- Learn a new Rote: the object is capable of casting Spells using any Rotes it possesses
- One Arcanum of your choice
- Upgrade an Arcanum you've selected for the trinket
- An Enchantment you've learned via Modus Operandi (this will cost more than 5 Augem - See Modus Operandi for details)
If you cast this Spell at Level 1, the trinket's Attunement cannot exceed 3.
If you cast this Spell at Level 2, the trinket's Attunement cannot exceed 5.
If you cast this Spell at Level 3, the trinket's Attunement cannot exceed 7.
Enchant Weapon
During the course of a Full Rest, you can spend any amount of Augem you have on-hand to place a permanent magical enchantment on a weapon you currently have in your possession. For every 5 Augem you spend, this weapon's Attunement increases by 1 and it gains your choice of one of the following qualities (you may select the same quality multiple times for a cumulative effect):
If you cast this Spell at Level 1, the weapon's Attunement cannot exceed 3.
If you cast this Spell at Level 2, the weapon's Attunement cannot exceed 5.
If you cast this Spell at Level 3, the weapon's Attunement cannot exceed 7.
- Melee, Ranged, or Spellcraft +1
- Base Damage +1
- Speed +1
- Actions +0.5
- One Arcanum of your choice
- Upgrade an Arcanum you've selected for the weapon
- An Enchantment you've learned via Modus Operandi (this will cost more than 5 Augem - See Modus Operandi for details)
If you cast this Spell at Level 1, the weapon's Attunement cannot exceed 3.
If you cast this Spell at Level 2, the weapon's Attunement cannot exceed 5.
If you cast this Spell at Level 3, the weapon's Attunement cannot exceed 7.
Mix Decoction
Over the course of an hour, you can spend any amount of Augem you have to brew a powerful DECOCTION. For every 5 Augem you spend, increase the Decoction's Level by 1. The number of Decoctions you create depends on the Level at which you cast this Spell:
- Cantrip: You create one vial Decoction you set out to create.
- Level 1: You create two vials of the Decoction you set out to create.
- Level 2: You create three vials of the Decoction you set out to create.
- Level 3: You create four vials of the Decoction you set out to create.
Mix Explosive
Over the course of an hour, you can spend any amount of Augem you have to brew a volatile EXPLOSIVE. For every 5 Augem you spend, increase the Explosive's Level by 1. The Rarity of Explosive you create is limited by the Level at which you cast this Spell:
- Cantrip: You can create any Common Explosive.
- Level 1: You can create any Uncommon Explosive.
- Level 2: You can create any Rare Explosive.
- Level 3: You can create any Mythic Explosive.
Mix Poison
Over the course of an hour, you can spend any amount of Augem you have to brew a deadly POISON. For every 5 Augem you spend, increase the Poison's Level by 1. The Rarity of Poison you create is limited by the Level at which you cast this Spell:
- Cantrip: You can create any Common Poison.
- Level 1: You can create any Uncommon Poison.
- Level 2: You can create any Rare Poison.
- Level 3: You can create any Mythic Poison.
Mix Potion
Over the course of an hour, you can spend any amount of Augem you have to brew a wondrous POTION. For every 5 Augem you spend, increase the Potion's Level by 1. The Rarity of Potion you create is limited by the Level at which you cast this Spell:
- Cantrip: You can create any Common Potion.
- Level 1: You can create any Uncommon Potion.
- Level 2: You can create any Rare Potion.
- Level 3: You can create any Mythic Potion.
Modus Operandi
Cantrip
Touch a magical object and make a Spellcraft Feat. For every Bump you roll, you may ask the GM one of the following questions:
Level 1-3
Over the course of a Full Rest, you make copious notes regarding the Enchantment of a magical item that is in your possession, allowing you to place this same Enchantment on a non-magical item of the same type (armor, weapon, accessory, or trinket) using the appropriate Spell and available Augem. This item's Enchantment will cost an amount of Augem equal to the item's Attunement x 5.
The Level 1 version of this Spell allows you to copy the enchantment of a Common item.
The Level 2 version of this Spell allows you to copy the enchantment of an Uncommon item.
The Level 3 version of this Spell allows you to copy the enchantment of a Rare item.
You cannot copy the enchantment of a Mythic item.
Touch a magical object and make a Spellcraft Feat. For every Bump you roll, you may ask the GM one of the following questions:
- What is this item called and what does it do?
- What is the story/lore behind this item?
- Is this item cursed or dangerous to Attune to?
- What is this item's estimated value (in Crowns)?
- Are there other items out in the world that are like this one?
Level 1-3
Over the course of a Full Rest, you make copious notes regarding the Enchantment of a magical item that is in your possession, allowing you to place this same Enchantment on a non-magical item of the same type (armor, weapon, accessory, or trinket) using the appropriate Spell and available Augem. This item's Enchantment will cost an amount of Augem equal to the item's Attunement x 5.
The Level 1 version of this Spell allows you to copy the enchantment of a Common item.
The Level 2 version of this Spell allows you to copy the enchantment of an Uncommon item.
The Level 3 version of this Spell allows you to copy the enchantment of a Rare item.
You cannot copy the enchantment of a Mythic item.
Write Scroll
Over the course of 10 minutes, you write the magical words and formula's to a Spell you know upon a scroll of parchment. Make any requisite Spellcraft Feats necessary to cast the Spell and spend the required amount of Mana for casting the Spell at the Level you wish to cast it at.
When this scroll is read aloud, it burns up in a bright flash of light, and the Spell stored within it is cast (at the same Level and with as man Spellcraft Bumps as was recorded during its creation). The reader of the scroll is designated as the Spell's caster, and any Echo produced by the Spell is traced back to them.
Casting Write Scroll on the Cantrip Level allows you to store a Cantrip.
Casting Write Scroll at Level 1 allows you to store a Cantrip or Level 1 Spell.
Casting Write Scroll at Level 2 allows you to store a Cantrip, Level 1, or Level 2 Spell.
Casting Write Scroll at Level 3 allows you to store a Cantrip, Level 1, Level 2, or Level 3 Spell.
When this scroll is read aloud, it burns up in a bright flash of light, and the Spell stored within it is cast (at the same Level and with as man Spellcraft Bumps as was recorded during its creation). The reader of the scroll is designated as the Spell's caster, and any Echo produced by the Spell is traced back to them.
Casting Write Scroll on the Cantrip Level allows you to store a Cantrip.
Casting Write Scroll at Level 1 allows you to store a Cantrip or Level 1 Spell.
Casting Write Scroll at Level 2 allows you to store a Cantrip, Level 1, or Level 2 Spell.
Casting Write Scroll at Level 3 allows you to store a Cantrip, Level 1, Level 2, or Level 3 Spell.