top of page

Artificer

The Artificer

Crafters of wonders and architects of innovation, the Artificer melds magic and machinery to reshape the world around them. Through intricate designs and arcane ingenuity, they forge enchanted contraptions and imbue them with mystical power. With each invention, they blur the lines between science and sorcery, creating marvels that defy logic and tradition. In their workshops, the hum of machinery harmonizes with the crackle of arcane energy, as they pioneer new frontiers of discovery and invention, their creations shaping the destiny of civilizations yet to come.

Commencement Package

One Spell from the class spell list.
+8 Use device, +2 Smithing, +2 Enchanting, -3 Mettle, -3 Athletics, -3 Acrobatics

Level 1

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Seal Tampering
+1 Sense Magic
+1 Knowledge of Arcane

Level 2

1 Free Stat point
2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Investigate
+1 Smithing
+1 Enchanting

Level 3

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Investigate
+1 Smithing
+1 Enchanting

Level 4

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Seal Tampering
+1 Sense Magic
+1 Knowledge of Arcane

Level 5

2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Investigate
+1 Smithing
+1 Enchanting

Level 6

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Investigate
+1 Smithing
+1 Enchanting

Level 7

2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Seal Tampering
+1 Sense Magic
+1 Knowledge of Arcane

Level 8

1 Free Stat point
2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Investigate
+1 Smithing
+1 Enchanting

Level 9

1 Master Feat
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Investigate
+1 Smithing
+1 Enchanting

Spell List


Seal: Open

Level 1 Blue, Gray Spell (4)

Element: Enchant, Manipulation

Mechanics:The caster seals away a spell into an object such as a chest, door, book, etc. when the object is opened the spell is cast on the unit that opens it and is unable to be dodged. Sense magic/intelligence check of 23 to sense the seal.

Cost:3mp

Cast time: 1AA

Modality:^^^

Notes: The caster can spend 2BA to remove this spell’s cost and increase the sense magic check to a 27 if cast outside of battle.


Weld

Level 1 Blue Spell (4)

Element: Mechanical

Mechanics:The caster magically fixes any broken non magical object. This spell also heals constructs a d8 hp.

Cost:3mp

Cast time: 1AA

Modality:^^^

Notes: The caster can spend the 2BA to allow this spell to also repair magical items.


Optimize

Level 1 Blue Spell (4)

Element: Enchant, Mechanical

Mechanics:6 space range, target attuned enchanted item gains a focus in one of its feats. (tags still apply) This puts a PPU on the attuned unit.

Cost:3mp, 1PPU

Cast time: 1AA

Modality:^^^

Notes: The caster can spend the 2BA to give this spell 6 more range.


Detect Device

Level 1 Blue, Purple Spell (4)

Element: Mechanical, Space

Mechanics:The caster magically senses any device within 45 feet, even through walls. 3 spaces.

Cost:3mp

Cast time: 1AA

Modality:^^^

Notes: The caster can spend the 2BA to add 30 more feet to the range of this spell.


Land Mine

Level 6 Blue, Red Spell (10)

Element: Mechanical, Fire

Mechanics: d20 fire damage, d6 knock back, level 1 ring. Auto hit if stepped on. 17 investigate/intelligence to see.

Cost:0mp, 6OBP

Cast time: 1AA,1MA

Modality:The caster makes an explosive mine that triggers when any unit comes near it.

Notes: The caster can spend the 2BA to disarm the mine with a 6 space range. Anyone who uses this device gets 6 red, and blue self counters on them until the end of the day, this occurs only once a day.

Construction: 300 gold 22 use device/intelligence.


Grenade

Level 6 Blue, Red Spell (10)

Element: Mechanical, Fire

Mechanics: d10 fire damage, d4 knock back, destruction level 2, level 2 ring. 6 space range. Delay 2 rounds.

Cost:0mp, 6OBP

Cast time: 1AA,1MA

Modality:The caster throws an explosive bomb.

Notes: The caster can spend the 2BA to remove the delay from this spell. Anyone who uses this device gets 6 red, and blue self counters on them until the end of the day, this occurs only once a day.

Construction: 300 gold 22 use device/intelligence.


Heart Magnet

Level 1 Blue, Black, Gray Spell (2)

Element: Mechanical, Animation, Enchant, Necrotic, Gravity

Mechanics: the caster instantly kills a target subdued to blue tower counters, 9 space range. Requires at least 1 metal object.

Cost:3mp

Cast time: 1MA

Modality:The caster uses the blue energy within the target to make the target's heart (or brain) extremely magnetic. Metal objects (not being held) all over the battlefield quickly fly into the target's heart killing them instantly.

Notes: the caster may spend 2BA to deal a d10 blunt (or whatever damage the metal objects would deal) damage in a level 2 ring around the target of this spell.


Metal Molding

Level 3 Gray, Blue Spell (3)

Element: Transmute, Metal

Mechanics:The caster can mold metal like it were clay for the round.

Cost:9mp

Cast time:Addition spell

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if cast outside of battle. (non-magical, non-living)


Grease Spray

Level 5 Blue, Red, Green Spell (9)

Element: Mechanical, Earth, Water, Acid

Mechanics: The caster magically layers a level 4 cone area in grease. That reduces all units speed by 4, knock down potency 16 vs balance/agility. Once a unit leaves the area of effect, the potancies are removed. Linger the whole battle.

Cost:15mp, 4 round cooldown, 2OBP

Cast time: 1AA,1MA

Modality:The caster uses mechanic grease and magically spreads it over a large area causing units to slip around and fall.

Notes: The caster can spend the 2BA to reduce this spell's cost by 3mp and remove the 2OBP of this spell if cast inside of structures.

OBP: the caster must spend 30 minutes magically imbuing 1 use of grease to put a charge on this spell.


Raise a Water Golem

Level 4 Blue, Red Spell

Element: Animation, Water

Mechanics:The caster raises a level 2 golem from a large pool (atleast 5 feet wide or deep) of water.

Cost:12mp, 1SS, 1 use of water.

Cast time: 1AA, 1MA

Modality:^^^

Notes: The caster can spend the 2BA to reduce this spell’s cost by 9mp, if at least 50% of the battlefield is water.


Raise a Clay Golem

Level 8 Blue, Red Spell

Element: Animation, Earth

Mechanics:The caster raises a level 3 golem from a large patch of dirt, mud, sand, etc.

Cost:24mp, 1SS, 1 use of dirt, mud, sand, etc.

Cast time: 1AA, 1MA

Modality:^^^

Notes: The caster can spend the 2BA to reduce this spell’s cost by 9mp, if at least 50% of the battlefield is dirt, mud, sand, etc.


Raise a Fire Golem

Level 12 Blue, Red Spell

Element: Animation, Fire

Mechanics:The caster raises a level 4 golem from at least 1 use of flame.

Cost:36mp, 1SS, 1 use of flame.

Cast time: 1AA, 1MA

Modality:^^^

Notes: The caster can spend the 2BA to reduce this spell’s cost by 27mp if the caster is terminal.


Raise a Metal Golem

Level 12 Blue Spell

Element: Animation, Mechanical

Mechanics:The caster raises a level 5 golem from at least 1 use of metal.

Cost:36mp, 1SS, 1 use of metal. 4 round cooldown.

Cast time: 1AA, 1MA

Modality:^^^

Notes: The caster can spend the 2BA to reduce this spell’s cost by 3x + 6. Where x is the metal item’s true value divided by 50.


Mechanical Spider

Level 1 Blue Automaton

Element: Animation, mechanical

Mechanics:The caster sparks a level 1 mechanical spider that can repair constructs and mend most objects.

Cost: Spark cost 6mp (thrall cost 6Mmp), 1SS

Cast time: 1AA

Modality:^^^

Notes: The caster can spend the 2BA to fling this spider 6 spaces any time it is in the caster’s melee zone.

OBP: 250 gold and 2 hours, 22 use device/intelligence. This OBP is reusable, but the unit retains the damage done to it. If its life drops to 0 it can no longer be repaired and this cost must be paid again.



Arcane Disruptor

Level 3 Blue, Purple Spell (16)

Element: Animation, mechanical, Silence

Mechanics:ward level 2, level 2 ring, silence potency 18 vs concentrate/intelligence.

Cost:9mp, 1SS, 1OBP, 4 round cooldown

Cast time: 1AA,1MA

Modality:^^^

Notes: At any time this ward is out, The caster can spend 2BA to move the ward 6 spaces.

OBP: 300 gold, 22 use device/intelligence. This OBP is reusable, but the unit retains the damage done to it. If its life drops to 0 it can no longer be repaired and this cost must be paid again.



Repulsion Field Generator

Level 4 Blue, White Spell (8)

Element: Animation, mechanical, protection

Mechanics:ward level 2, 6 space movement, level 1 ring, units/objects in the area of effect gain If 12 points or less Ranged damage is dealt to you, ignore it.

Cost:12mp, 1SS, 1OBP

Cast time: 1AA,1MA

Modality:^^^

Notes:The caster can spend 2BA to reduce this spell’s cost by 9mp if they have taken damage the last round.

OBP: 300 gold, 22 use device/intelligence. This OBP is reusable, but the unit retains the damage done to it. If its life drops to 0 it can no longer be repaired and this cost must be paid again.


Clockwork Sentry

Level 3 Blue Automaton

Element: Animation, mechanical

Mechanics:The caster sparks a level 3 Clockwork Sentry.

Cost:Spark cost 18mp (thrall cost 18Mmp), 1SS

Cast time: 1AA,1MA

Modality:The artificer constructs a humanoid-shaped sentry made entirely of clockwork mechanisms. This sentry is armed with a ranged weapon of the caster's choice and is capable of autonomously patrolling an area designated by the caster, detecting and engaging hostile targets within its line of sight.

Notes:

OBP: 1025 gold and 6 hours, 22 use device/intelligence. This OBP is reusable, but the unit retains the damage done to it. If its life drops to 0 it can no longer be repaired and this cost must be paid again.


Clockwork Juggernaut

Level 6 Blue Automaton

Element: Animation, mechanical

Mechanics:The caster sparks a level 6 Clockwork Sentry.

Cost:Spark cost 36mp (thrall cost 36Mmp), 1SS

Cast time: 1AA,1MA

Modality:The artificer constructs a humanoid-shaped sentry made entirely of clockwork mechanisms. ^^^

Notes:

OBP: 2,050 gold and 12 hours, 22 use device/intelligence. This OBP is reusable, but the unit retains the damage done to it. If its life drops to 0 it can no longer be repaired and this cost must be paid again.


Clockwork Cannon

Level 2 Blue Automaton

Element: Animation, mechanical

Mechanics:The caster sparks a level 2 Clockwork cannon.

Cost: Spark cost 12mp (thrall cost 12Mmp), 1SS

Cast time: 1AA,1MA

Modality:The artificer constructs a cannon with 4 mechanical legs that help it walk slowly about.

Notes:

OBP: 725 gold and 4 hours, 22 use device/intelligence. This OBP is reusable, but the unit retains the damage done to it. If its life drops to 0 it can no longer be repaired and this cost must be paid again.


Clockwork Limb

Level 2 Blue Automaton

Element: Animation, mechanical

Mechanics:The caster sparks a level 2 Clockwork Limb attached to them or another willing or subdued unit. Though it is a separate unit from the one it is attached to, it shares their agility mod and moves with them. It also reduces the agility mod of the attached unit by one and makes the limb it is attached to unable to be wounded.

Cost: Spark cost 12mp (thrall cost 12Mmp), 1SS

Cast time: 1AA,1MA

Modality:The artificer creates a mechanical limbs that gets a turn of its own.

OBP: 725 gold and 4 hours, 22 use device/intelligence. This OBP is reusable, but the unit retains the damage done to it. If its life drops to 0 it can no longer be repaired and this cost must be paid again.


Clockwork Companion

Level X Blue Automaton

Element: Animation, mechanical

Mechanics:The caster sparks a machine of the caster’s own design.

Cost: Spark cost 6Xmp (thrall cost 6XMmp where X is the unit’s level), 1SS

Cast time: 1AA,1MA

Modality:The artificer constructs a unique Clock work creation.

Notes:

OBP: 875 + 400X gold and X hours where X is the unit’s level, 22 use device/intelligence. This OBP is reusable, but the unit retains the damage done to it. If its life drops to 0 it can no longer be repaired and this cost must be paid again.


Ameliorite Stone

Level 3 Blue, White Spell

Element: Enchant, Holy

Mechanics:The caster may spend 1AA, 1MA, to add 4 white tower counters onto the stone and any unit that wields it, while they wield it. It takes 9mp, and 9Mmp to initially imbue the stone, but there is no limit to the number of counters that can be added onto the stone. However adding counters to the stone outside of battle requires 30 minutes per counter being added. The wielder of the stone may spend 1MA or 1BA to remove as many counters from the stone as they wish. They are healed equal to the number of counters removed. The stone is a permanent item and can be sold with a true value of 150 gold.

Cost:6mp, 9Mmp, 1 stone

Cast time: (1AA, 1MA to add 4 counters)

Modality:^^^

Notes: The caster can spend the 2BA to use the stone to revive a dead target that has been dead x amount of round, where x is how many counters you wish to remove from the stone.


Lock

Level 2 Blue, Gray Spell (6)

Element: Mechanical, Transmutation

Mechanics:The caster magically transforms a piece of metal into a lock fitted for the target object. The lock's difficulty to open is 24 vs use device/agility.

Cost:6mp, 1 use of metal

Cast time: 1AA,1MA

Modality:^^^

Notes: The caster can spend the 2BA to reduce this spell’s cost by 6mp.


Tracking Runes

Level 1 Blue, Purple Spell (5)

Element: Enchant, Space

Mechanics: the caster creates a rune that they can discern the exact location of at any time. The rune has covert +8. The seal can be tampered with a seal tampering/intelligence check of 12.

Cost:3mp, 3Mmp, 1SS

Cast time: 1AA, 1MA

Modality: Wonderful for your magic items and valuables, so when they get stolen, you know where to find them. Or you can put it on an enemy or friend to find them wherever they may go.

Notes: The caster may spend 2BA to hear out of any of their active runes.


Blasting Cap

Level 1 Gray, Blue Spell (1)

Element: Manipulation, Enchant

Mechanics: Seal a spell into a glyph. If the glyph or what it is on takes any damage the sealed spell is cast out of the glyph and the glyph fades away. The caster has counters on them equal to the sealed spell’s true level. The counters are the colors associated with the spell.

Cost:the cost of the sealed spell plus 3mp

Cast Time: the cast time of the sealed spell.

Modality:the caster packs a spell into a glyph that when struck the spell bursts out.

Notes:The caster may use 2BA to reduce this spell’s cost by 9mp if cast outside of battle.


Detonator

Level 1 Gray, Blue Spell (1)

Element: Manipulation, Enchant, Mechanical

Mechanics: Seal a spell into a glyph. When the detonator is pressed, the sealed spell is cast out of the glyph and the glyph fades away. The holder of the detonator has counters on them equal to the sealed spell’s true level. The counters are the colors associated with the spell.

Cost:the cost of the sealed spell plus 1OBP.

Cast Time: the cast time of the sealed spell.

Modality:the caster packs a spell into a glyph then magically attaches it to a small device with a button on it.

Notes:The caster may use 2BA to reduce this spell’s cost by 9mp if cast outside of battle.

OBP: a use device/intelligence check of 22, and 30 minutes making the detonator using a 100 gold worth of gears and wires. The detonator is reusable.


Snipe

Level 3 Brown Spell (3)

Element: Ability

Mechanics:increase attack range by 9 spaces

Cost:9mp

Cast time: Addition spell

Modality:the caster magically enhances the range of their attack.

Notes: The caster can spend the 2BA to increase the range by 6 spaces.


Eagle Eye Rune

Level 2 Brown, Blue Spell (5)

Element: Ability, Enchant

Mechanics: Increases the target’s accuracy by 5 for their next attack. (puts 5 brown counters on the target until the attack occurs.)

Cost:6mp

Cast time:1AA

Modality: The caster Magically enhances the target’s vision.

Notes: The caster may spend 2BA to give this spell a ¼ chance to add 2x the caster’s accuracy mod to the accuracy of this spell.


Searing Strikes Glyph

Level 1 Brown, Red, Blue Spell (5)

Element: Ability, Fire, Enchant

Mechanics: The target adds a level 2 split and d6 fire damage to their next attack. (puts 5 brown, Red, and Blue counters on the target until attack occurs.)

Cost:3mp (target needs 2FHS)

Cast time:1AA, 1MA

Modality: The caster ignites their projectiles then fires off rapid shots at 3 different targets.

Notes: The caster may spend 2BA to give the target 6 FHS for the round they attack next.


Piercing Rune

Level 1 Brown, Purple, Blue Spell (4)

Element: Physical, Blue

Mechanics: 6 space range, Gives the target’s next attack phase, ignores armor, Beam. (puts 3 brown, Purple, and Blue counters on the target until attack occurs.).

Cost:3mp

Cast time:1AA

Modality: The caster adds a magical propulsion to their attacks, making them shoot right through even armor.

Notes: The caster may spend 2BA to remove 1AA from the cast time of this spell if outnumbered.


Dead Eye Rune

Level 2 Blue, Brown Spell (6)

Element: Enchant, Ability

Mechanics: 6 space range, The target’s next shot can’t miss.(puts 5 Brown and Blue counters on the target until attack occurs.).

Cost:6mp

Cast time:1AA, 1MA

Modality: The caster enchants their weapon to have a magical lock on the target.

Notes: The caster may spend 2BA, 2FHS to give this spell split level 2.


Living Rune

Level 7 Blue Spell (8)

Element: Animation, Mechanical

Mechanics: adds ward level 2 to target weapon, 13 agility, beam, ignores armor, Conducted. It gets 2BA a round just to disengage.

Cost:21mp 4 round cool down.

Cast time:1MA

Modality: The caster animates a target weapon and allows it to be propelled magically.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the caster is out numbered.


Arctic Rune

Level 4 Blue, Red Spell

Element: Enchant, Ice

Mechanics: add these effects to the target’s next attack. adds freeze potency 18 vs strength/lifting to your ranged attack. And level 1 ring

Cost:12mp

Cast time:1MA

Modality: The caster enchants an Rune with a magic blast that freezes the target and area around them in a solid block of ice.

Notes: The caster may spend 2BA to increase the freeze check by 4.


Poison Rune

Level 4 Green Spell

Element: Acid

Mechanics:add these effects to the target’s next attack. adds a d2 poison damage, -2 agility vs a 16 mettle/toughness.

Cost:12mp

Cast time:1MA

Modality: The caster magically poisons their Rune with an exhausting toxin.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp when attacking from out of line of sight.


Flaming Rune

Level 5 Red, Blue Spell

Element: Enchant, Fire

Mechanics: add these effects to the target’s next attack. adds d2 fire damage, with level 1 escalate with a potency of 20 vs reflex/agility to your next ranged attack. (puts 6 red counters on the caster until attack occurs.)

Cost:15mp

Cast time:1MA

Modality: The caster Shoots a flaming Rune at the target igniting them in a blaze.

Notes: the caster may spend 2BA to reduce this spell’s cost by 9mp vs unarmored foes.


Poison Cloud Rune

Level 3 Blue Green Spell

Element: Poison, Enchant

Mechanics:add these effects to the target’s next attack. add a d4 poison damage. Beam, linger level 2. To your next attack. Only the poison has linger, not the weapon attack.(puts 7 Green counters on the target until attack occurs.)

Cost: 9mp

Cast time:1AA, 1MA

Modality: A poisonous fog follows the caster’s projectile.

Notes:The caster may spend 2BA to add a level 1 linger to this spell.


Sonic Rune

Level 3 Blue, Yellow Spell

Element: Enchant, Sonic

Mechanics: add these effects to the target’s next attack. add a level 2 cone, knock down, change damage type to Sonic. The cone occurs after it hits.

Cost:9mp

Cast time: addition spell

Modality: The caster whispers an incantation while drawing back the bow. The words are layed on the Rune enchanting it with a sonic blast upon impact.

Notes:The caster may spend 2BA to add a d4 sonic damage to this attack.


Sleep Rune

Level 1 Blue, Yellow Spell

Element: Physic, Enchant

Mechanics:add these effects to the target’s next attack. adds sleep potency 24 vs Willpower/Toughness to your next ranged attack. (puts 11 yellow counters on the target until attack occurs.)

Cost:15mp, 2OBP

Cast time: 1AA,1MA

Modality: The caster activates the enchanted Rune giving it a potent sleep effect.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp when attacking from out of line of sight..

OBP:1use of sand, 30 minutes. The caster puts the Rune in the sand and uses magic to enchant the sand and pull it into the Rune.


Frenzy Rune

Level 4 Blue, Yellow Spell

Element: Illusion, Enchant

Mechanics:add these effects to the target’s next attack. adds frenzy potency 24 vs Willpower/Intelligence to your next ranged attack. (puts 9 yellow counters on the target until attack occurs.)

Cost:12mp.2OBP

Cast time: 1AA

Modality:

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if outnumbered.

OBP: requires an Rune that the caster killed another target with in the past. 30 minutes channeling hateful magic into the Rune.


Exploding Rune

Level 5 Red, Blue Spell

Element: Fire, Enchant

Mechanics:add these effects to the target’s next attack. adds a d10 fire damage, knock down, knock back equal to damage, destruction level 2.

Cost:18mp, 3OBP

Cast time: 1AA, 1MA

Modality: The caster takes some explosives and magically bines them into the Rune to deliver an explosive blast on impact.

Notes:The caster may spend 2BA to reduce the cost of this spell by 9mp inside a structure. If this spell is cast on a non unit object, then any impact it takes will set off this spell's effects.

OBP: The caster takes 30 minutes to transfer the explosives into pure magic, then inscribes them onto the Rune. 100 gold worth of explosives.


Body Swap Rune

Level 2 Purple, Blue Spell (6)

Element: Space, Enchant

Mechanics: Add these effects to the target’s next attack. “swaps locations with the target. Both gain Disengage, teleport.”(puts 6 Purple and Blue counters on the target until attack occurs.)

Cost:6mp

Cast time: 1AA, 1MA

Modality: The target swaps physical locations with the caster upon impact.

Notes: The caster may spend 2BA to add break line of sight to the effects of the enchanted spell.


Acid Rune

Level 1 Green, Blue Spell (5)

Element: Acid, Enchant

Mechanics: add these effects to the target’s next attack. adds a d8 acid damage, ignores armor. To the caster’s next attack. (puts 5 Green counters on the target until attack occurs.)

Cost:3mp

Cast time: 1AA, 1MA

Modality: The caster adds a vial acid to the Rune.

Notes:The caster may spend 2BA to add a d4 acid damage to this spell. If this spell is cast on a non unit object, then any impact it takes will set off this spell's effects.


Thunder Glyph

Level 2 Red, Blue Spell (3)

Element: Lighting, Enchant

Mechanics: add these effects to the target’s next attack.changes attack to lighting damage, and adds a level 2 link.(puts 3 Red and Blue counters on the target until attack occurs.)

Cost:6mp

Cast time:1MA

Modality: The target’s attack turns into a bolt of lighting and jumps through the crowd.

Notes:The caster may spend 2BA to give the enchanted effects friendly fire, and another level of link.


Chaos Glyph

Level 1 Blue, Orange Spell (4)

Element: Enchant, Chaos

Mechanics:Add the following effects to a target: roll 4 d4s then for each 4 rolled this way, add a d6 random elemental damage to the target’s next attack. (puts 4 Orange counters on the caster until attack occurs.)

Cost:3mp

Cast time: 1AA

Modality: The caster enchants their projectile with an unpredictable magic.

Notes: The caster may spend 2BA to roll 2 more d4s for this spell. If this spell is cast on a non unit object, then any impact it takes will set off this spell's effects.


Zombie Rune

Level 3 Black, Blue Spell (7)

Element: Necrotic, Animation, Enchant

Mechanics: adds the effects of this spell to the target’s next attack. Raises a level 3 zombie (doesn’t have summoning sickness). Must hit the corpse. The raised zombie takes your attack’s damage. (puts 13 Black and Blue counters on the target until attack occurs.)

Cost:9mp, 1 corpse

Cast time: 1AA, 1MA

Modality: The caster fill’s their Rune with a false soul capable of raising an undead servant.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if an enemy has died during the battle.


Steel Rain

Level 4 Gray, Blue Spell (5)

Element: Creation, Mechanical

Mechanics: increases the caster’s ranged attack’s area of effect to the whole battlefield. Does not have an accuracy mod added.

Cost:12mp

Cast time: 1MA

Modality: The caster charges an Rune with strong creation magic then the caster shoots the Rune straight up into the air. The creation magic pulses out creating hundreds of Runes. The Runes come raining down in a terrible display.

Notes: The caster may spend 2BA to give this spell friendly fire and reduce its cost by 3mp.


Magnet Rune

Level 5 Purple, Blue Spell

Element: Gravity, Enchant

Mechanics:Put this ability on to a target: Adds pull all metal objects and (metal) armored foes to the center of the area of effect. To your next attack. The pull is strong enough to yank metal weapons from the unit's hands. level 3 ring. Every weapon that is pulled by this spell has a ¼ chance to deal its attack damage to the target. (puts 9 Purple counters on the caster until attack occurs.)

Cost:15mp

Cast time: 1AA, 1MA

Modality: The caster enchants a Rune with powerful magnetic magic that goes into effect on impact.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if outnumbered. If this spell is cast on a non unit object, then any impact it takes will set off this spell's effects.


Customize

Level X Blue Device

Element: Enchant, Mechanical

Mechanics:The caster adds an additional feat to an unenchanted weapon. The feat can be any feat from the feat list. The newly made item then counts as a device.

Cost: 3600 gold 17 use device/intelligence.(Devices can count as a PPU or an enchanted item slot.)

Cast time: 60 minutes

Notes: this spell can be cast on the same item multiple times, however each time it is done the item requires an additional enchanted item slot to use.

Modality:the caster’s forges and tinkers with a weapon to give it new mechanical advantages.



Gossamer Wings

Level 0 Blue, Red, Green Device

Element: Enchant, Mechanical, Wind, Fauna

Mechanics:gain flight at full movement. (M, M) When attacked this ability and PPU is removed and the OBP must be paid again.

Cost: 50 gold worth of spider silk, 12 use device/intelligence.(Devices can count as a PPU or an enchanted item slot.)

Cast time: 60 minutes

Modality:Delicate, translucent wings crafted from enchanted spider silk. When attached to a humanoid, they grant temporary flight, but their fragility means they can only be used sparingly.

Notes:The target with this PPU on can at any time spend 2BA to gain 4 agility mods vs ranged attacks for the round.



Soulbound Compass

Level 1 Blue, Purple, White Device

Element: Enchant, Mechanical, Space, Holy

Mechanics:The compass always points toward the person or place most significant to the user’s destiny.

Cost: 600 gold 17 use device/intelligence.(Devices can count as a PPU or an enchanted item slot.)

Cast time: 60 minutes

Modality:A compass with a needle made from a fragment of a person’s soul. It always points toward the person or place most significant to the user’s destiny, leading them on epic quests or revealing hidden truths.

Notes: if this item is attuned or equipped as a PPU you may spend 2BA at any time to remove 2 purple tower counters from a target.



Gatlbow

Level 3 Blue Device

Element: Mechanical

Mechanics:a crossbow that deals a d8 pierce damage, 12 space range, split level 2, holds 25 bolts at one time and reloads itself. Gain 3 FHS. (Aa, S, fhS)

Cost: 600 gold 27 use device/intelligence.(Devices can count as a PPU or an enchanted item slot.)

Cast time: 60 minutes

Modality:An augmented crossbow that can spray bolts across the battlefield at an alarming rate.

Notes:if this item is attuned or equipped as a PPU you may spend 2BA at any time to add another 2 levels of split for the round.



Arcane Nullifier Core

Level 2 Blue, Purple Device

Element: Mechanical, Silence

Mechanics:Gain a pool of 12mp that can only be used for thralling sparked units. And gain 12hp that can only be used against counter subjugation checks. (Mp, Hp)

Cost: 600 gold 22 use device/intelligence.(Devices can count as a PPU or an enchanted item slot.)

Cast time: 60 minutes

Modality:A metal backpack-like canister that works as a battery for unstable blue energies.

Notes:if this item is attuned or equipped as a PPU you may spend 2BA at any time to remove a d2 of any type of counter from themselves.



Galvanizing Gauntlets

Level 2 Blue Red Device

Element: Mechanical, Lightning

Mechanics:a device that counts as a weapon. It deals a d8 lightning damage. With 6 space range and beam. (Aa, S)

Cost: 600 gold 22 use device/intelligence.(Devices can count as a PPU or an enchanted item slot.)

Cast time: 60 minutes

Modality:Gauntlets that use magic and machines to harness an element quite effectively.

Notes:if this item is attuned or equipped as a PPU you may spend 2BA at any time to become immune to lightning damage for the round and reflect lightning attacks you are targeted with. With 30 minutes and a use device/intelligence check of 17 you can change the word “lightning” in this device with any other element.



Hidden SpringBlade

Level 2 Blue Device

Element: Mechanical

Mechanics:A blade hidden inside a bracer that does not take an action to draw and cannot be disarmed by normal means.It deals sneak damage on its first attack unless those who see it clear a use device/intelligence check of 12. (Fa, Aa)

Cost: 600 gold 22 use device/intelligence.(Devices can count as a PPU or an enchanted item slot.)

Cast time: 60 minutes

Modality:A secret spring loaded blade hidden inside a bracer or boot.

Notes: if this item is attuned or equipped as a PPU you may spend 2BA increase the (use device/intelligence check) of this item by 4 for 10 minutes.



Elemental Infusion

Level 1 Blue Device

Element: Mechanical

Mechanics:Permanently add an element to a weapon’s damage and give it the enchantment. Up the dice roll with this weapon. (S)

Cost: 600 gold 17 use device/intelligence.(Devices can count as a PPU or an enchanted item slot.)

Cast time: 60 minutes

Modality:The caster engraves runes upon an item giving it elemental power.

Notes: if this item is attuned or equipped as a PPU you may spend 2BA at any time to up the weapons damage dice roll 2 more times for the round.



Mechanical Saw

Level 2 Blue Device

Element: Mechanical

Mechanics:Permanently add destruction level 1 to an item and up its damage  dice roll. (Aa, S)

Cost: 600 gold 22 use device/intelligence.(Devices can count as a PPU or an enchanted item slot.)

Cast time: 60 minutes

Modality:The caster alters a weapon to wreak havoc on devices and constructs.

Notes: if this item is attuned or equipped as a PPU you may spend 2BA at any time to add 2 more levels of destruction to this item for the round.



Mechanical Legs

Level X Blue Device

Element: Animation, mechanical

Mechanics:Create legs for anything, including whole forges or buildings. The legs will move where the caster (and those programmed in) tell it to. They can also plant themselves when commanded to appear gone.

Cost:?-OBP

Cast time: N/A

Modality:The artificer constructs a cannon with 4 mechanical legs that help it walk slowly about.

Notes: The cast may spend 2BA to reduce this spell’s cost by 9mp if cast outside of battle.

OBP: The cost of the legs are 250 gold and 1 hour per 1,000 pounds the object weighed. Plus a use device/intelligence check of 22. If the check is failed the money is lost and the legs are unmade.



Upgrade: Rifling

Level 1 Blue Device

Element: Mechanical

Mechanics:50% chance to flip the coin again if the firearm’s 50% miss ends up happening. (tags: Ud, A)  each upgrade, even if it's on the same weapon, counts as a separate enchanted item, but it can be used by anyone once made.

Cost: 600 gold 17 use device/intelligence.

Cast time: 60 minutes

Modality:the caster magically rifles the barrel of a gun making it more accurate.

Notes: if this item is attuned or equipped as a PPU you may spend 2BA at any time to add 6 more spaces of range to your ranged attack for the round.



Upgrade: Scope

Level 2 Blue Device

Element: Mechanical

Mechanics:plus 2 accuracy mods if the target is 6 or more spaces away. also increase the weapon's range by 3 spaces. (tags: Ac, Ri) each upgrade, even if it's on the same weapon, counts as a separate enchanted item, but it can be used by anyone once made.

Cost: 600 gold 22 use device/intelligence.

Cast time: 60 minutes

Modality:the caster makes a custom scope for a ranged weapon.

Notes: if this item is attuned or equipped as a PPU you may spend 2BA at any time to add 6 more spaces of range to your ranged attack for the round.


Upgrade: Magazine

Level 3 Blue Device

Element: Mechanical

Mechanics:gain 2BA that can only be used to reload. (tags: Fa, Fa) each upgrade, even if it's on the same weapon, counts as a separate enchanted item, but it can be used by anyone once made.

Cost: 600 gold 27 use device/intelligence.

Cast time: 60 minutes

Modality:the caster makes a magazine clip for a reloadable weapon.

Notes: if this item is attuned or equipped as a PPU you may spend 2BA and 2FHS at any time to add split level 2 to your attack for the round.



Spirit Gin

Level 3 Blue, White Device

Element: Mechanical, Holy

Mechanics:the item requires an occupied soul gem and permanently places 10-X white tower counters on the soul trapped within the gem. Using the device takes 1AA,1MA and heals  a Xd2 hp in a level 1 ring. Each use removes 1 white tower counter from the soul. When the soul has 0 white tower counters on it, the soul is released in an uncatchable state and the soul gem is left unharmed, where X is the soul’s level.

Cost: 600 gold 27 use device/intelligence.

Cast time: 60 minutes

Modality:the caster makes a magazine clip for a reloadable weapon.

Notes: if this item is attuned or equipped as a PPU you may spend 2BA and 2FHS at any time to create X50 gold worth of stardust, where X is the soul’s level. This process releases the trapped soul in an uncatchable state but leaves the soul gem unharmed.



Sentinel Shard

Blue Device

Element: Mechanical, Animate

Mechanics: The caster makes a golem or construct no longer required to be thralled or otherwise connected to the caster. The unit is bound to an area about the size of a city block or to a structure. If the unit leaves this area or structure they are de-animated. The unit absorbs an equal portion of the EXP gain in any battle it participates in.

Cost: 250X gold where X is the unit’s level. 22 use device/intelligence.

Cast time: 8 days for the device to scan and attune to the area.

Modality:the caster makes a Sentinel shard allowing the construct or golem to be autonomous from the caster in a small area. The unit can follow commands such as “Kill anyone that tries to enter this cave, unless they are an elf.” the unit can simultaneously follow as many commands as their intelligence mod plus 4.



Mechanical Spider (level 1)

HP:6  MP:12  EXP:1

Stats: +3 Accuracy, +3 Agility, -3 toughness, -1 Intelligence

Attack alternatives:

Pin Stab: d6 pierce damage, 16-20 critical hit ratio.

Mend: heal target object or construct a d10 hp.

Natural Weapon Focus: improve attack alternatives.

Wall crawl: allows you to crawl up walls without a check. Even super slick walls like glass. (M)

Water walk: Can walk on water, plus 2 movement while walking on water. (M)

Spaz attack: Take a second turn this round, but you only get a move action next round. (A)

Constructs: Immunity to poison, psychic, fear, disease, and doom effects.

Weaknesses: take double damage from water, and ice.

Multiply the net damage you take by the destruction level of the attack +1.

Skills: +8 use device, +6 healing, +4 athletics, +3 reflex



Clockwork Cannon (level 2)

HP:24  MP:15  EXP:2

Stats: +3 Accuracy, +3 toughness, -3 agility, -2 movement

Ironclad 2: block 4 points of physical damage. (ic, ic, BL, BL)

Devastating Blow: up a weapons attack dice 5 times for the round. 4 round cool down. (S, CD)

NonStop: Add beam to your weapon attacks.(Aa)

Ghost Fist: Your weapon attacks ignore armor and other BL feats. (Aa, Igno)

Constructs: Immunity to poison, psychic, fear, disease, and doom effects.

Weaknesses: take double damage from water and acid.

Multiply the net damage you take by the destruction level of the attack +1.

Skills:  +8 sense magic, +8 mettle, +8 concentrate, +3 natural senses



Clockwork Sentry (level 3)

HP:30  MP:12  EXP:3

Stats: +5 Accuracy, +3 Toughness, -2 Agility, -3 Intelligence

Ironclad 2: block 4 points of physical damage. (ic, ic, BL, BL)

Accuracy Up 2: gain 2 accuracy mods. (Ac, Ac)

Tough guy: gain 6 Hp. (Health)

Alert: Can dodge normally when flat footed. (Neg)

Mediumship: Can see invisible units. (Neg)

Iron skin: immune to the multiplying effect of criticals. (imu)

Farshot: Add 3 spaces to all range attacks. (Ri)

Constructs: Immunity to poison, psychic, fear, disease, and doom effects.

Weaknesses: take double damage from water and necrotic.

Multiply the net damage you take by the destruction level of the attack +1.

Skills: +8 natural senses, +8 sense magic, +8 mettle, +8 concentrate, +4 athletics



Water Golem (level 2)

HP:12  MP:9  EXP:2

Stats: +3 Agility, +2 Move, -1 Toughness, -2 Intelligence

Phase: can go through non magical obstacles. (phase)

Athlete: Increase your base movement by 2. (M)

Water Warrior: Remove all penalties from being under water. Also can breathe under water. (Neg, uw)

Wall crawl: allows you to crawl up walls without a check. Even super slick walls like glass. (M)

The Mule: Immune to wounds. (iw, iw, iw)

Constructs: Immunity to poison, psychic, fear, disease, and doom effects.

Weaknesses: take double damage from lightning and ice.

Multiply the net damage you take by the destruction level of the attack +1.

Skills: +7 sneak,+5 acrobatics, +5 sleight of hand, +5 reflex, +5 athletics



Clay Golem (level 3)

HP:36  MP:6  EXP:3

Stats: +3 Strength, +5 Toughness, -2 Agility, -3 Intelligence, -3 move

Armor Focus 2: block 5 points of all damage. (BL, BL)

Toughness Up 3: gain 3 toughness mods. (Toug, Toug, Toug)

Tough guy: gain 6 Hp. (Health)

The Mule: Immune to wounds. (iw, iw, iw)

Tempered: gain a strength mod every time your attacked by a fire spell. (RfPo, S)

Constructs: Immunity to poison, psychic, fear, disease, and doom effects.

Weaknesses: take double damage from wind, water, and earth.

Multiply the net damage you take by the destruction level of the attack +1.

Spells cost 3mp more to cast.

Skills: +8 lifting, +8 sense magic, +8 mettle, +5 wrestling, +4 athletics, -3 sneak, -3 reflex, -3 acrobatics, -3 sleight of hand



Fire Golem (level 4)

HP:30  MP:6  EXP:8

Stats: +3 Strength, +3 Toughness, -2 Agility, -3 Utility

Life Eater 2: heal d20 Hp upon a finishing blow. (Hp, Hp, X, X)

The Mule: Immune to wounds. (iw, iw, iw)

Tough guy: gain 6 Hp. (Health)

Double Edge:you may add your strength mod again to your attack but you take your strength mod in pure damage when doing so. (teD, S)

Fire Thorns 3: melee attackers take d6 fire damage every time they attack you. 14 potency vs agility/reflex not to take damage from it. (C, C, C)

Constructs: Immunity to poison, psychic, fear, disease, and doom effects.

Weaknesses: take double damage from water, and earth.

Multiply the net damage you take by the destruction level of the attack +1.

Skills: +7 lifting, +5 wrestling, +5 athletics, +5 intimidate, +5 sense magic



Metal Golem (level 5)

HP:51  MP:6  EXP:10

Stats: +4 Strength, +5 Toughness, -2 Agility, -3 Intelligence, -3 move

Armor Focus 3: block 6 points of all damage. (BL, BL, BL)

Toughness Up 3: gain 3 toughness mods. (Toug, Toug, Toug)

Tough guy 3: gain 18 Hp. (Health)

The Mule: Immune to wounds. (iw, iw, iw)

Wrecking Ball 3: Add destruction level 1 to your weapon attacks.(Aa, Aa, Aa)

Iron Hide: block 3 damage from hack and pierce. (Resi)

Iron skin: immune to the multiplying effect of criticals. (imu)

Constructs: Immunity to poison, psychic, fear, disease, and doom effects.

Weaknesses: take double damage from lightning, water, and necrotic.

Multiply the net damage you take by the destruction level of the attack +1.

Spells cost 3mp more to cast.

Skills: +8 lifting,+8 natural senses, +8 sense magic, +8 mettle, +8 wrestling, +8 use device, +8 athletics, +1 concentrate, -3 sneak, -3 reflex, -3 acrobatics, -3 sleight of hand

bottom of page