Artificers are dwarves who were born with the special gifts of both artistic ability and of drawing forth and preserving the innate magical that exists in all gems of a certain size and quality. Artificers sacrifice some training in the use of weapons and armor to hone their special skills, but in exchange they gain some ability to use magic, as well as certain special class features (see below). The prime requisite for an Artificer is Intelligence.
RESTRICTIONS: Artificers use six-sided dice (d6)
to determine their hit points. They may advance to a maximum of 12th level of
experience. They may not wear armor nor use shields and may only carry a dagger
or a staff for a weapon. In combat and in terms of levelling up, Artificers use
the Magic Users’ tables. An Artificer
character must have a minimum Intelligence score of 13. Artificers must possess at least one gemstone,
of any value, to cast spells. This
gemstone is not used up, damaged or in any other way affected by the casting.
SPECIAL ABILITIES: Artificers share the same saving
throws as regular Dwarf characters. They
also have infravision (heat-sensing sight) which allows them to see 60 feet in
the dark. They share all other racial abilities of regular dwarves, and so are
able to find slanting passages, traps, shifting walls, and new construction
one-third of the time (a roll of 1 or 2 on Id6) when looking for them. They speak
Common & Dwarvish, plus the languages of gnomes, kobolds, and goblins.
Artificers
can cast spells, although they gain them more slowly than Magic Users, using
the Clerics’ tables for spell acquisition.
This means that they do not gain their first spell until level 2. They do not use Clerics’ spells,
however. They are restricted to just the
following, with others added at the DM’s discretion:
Level 1:
·
Detect
Magic
·
Hold
Portal
·
Light
(may not be used offensively)
Level 2:
·
Continual
Light (may not be used offensively)
·
Detect
Evil
·
Detect
Invisible
·
Protection
from Evil
·
Wizard
Lock
Level 3
& beyond:
·
DM’s
discretion. Some suggestions are:
o
Glyph
of Warding
o
Passwall
·
The
following new spells might be considered:
o
Preserve
Metals
o
Protective
vs Fire/Cold/Electricty/etc
o
Stoneshaping
o
Continual
Air/Breath Underground
o
Create
Iron
o
Create
Stone
o
Animate
(to create a Living Statue)
Beginning
at 2nd level, Artificers gain the ability to bind the magic they
draw from gemstones to objects that they create. This binding is permanent. For example, an Artificer might bind a spell
of Light to a golden statuette that
they created, or a crafted stone archway and door might be enchanted with a Hold Portal spell and linked to a
password. In order to do this, the
Artificer must spend one month creating the art that will receive the
enchantment for each level of the spell they intend to bind into it. Additionally, a gemstone worth at least
1000gp must be used in the creation.
This gemstone might be powdered, buried whole or featured prominently in
the work created. In any case, the
gemstone will become a permanent part of the artwork. The enchantment process is highly
dangerous. For each level of the spell
being made permanent, there is a 5% (1 in 20) chance that the process will fail
spectacularly. This failure might come
in the form of an explosion, or some other wild magic event (DM’s discretion),
but in any event, it will force a saving throw vs Spells to avoid extreme physical
damage or some other terrible result commensurate in scope with the spell being
drawn from the gem.
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