Artificer Artificers are a rare kind of arcane spellcaster who treat magic in the same manner as a mason might see a chisel - as a tool for the creation of marvels . An artificer learns to wield his or her magic through the mastering of sigils and diagrams that they etch into that which they enchant , as well as magical ingredients . Artificers infuse objects of the world , be they inanimate or alive , with the power of the arcane , making them both powerful crafters and healers . Culture . Artificers are not common in Faerûn , but can be found in nations where magic and technology blend in surprising ways . The most relevant example is High Imaskar , where artificers occupy a place of power in the imperial hierarchy . Artificers may also have a prominent place in Lantan or Netheril . Most artificers are human s or Deep Imaskari from High Imaskar , but dwarves are exceptionally good at the work of an artificer , due to their long and ancient history of magical crafting . This has led some to believe that dwarves , in fact , invented the artificer tradition . Eladrin , gnome s , and warforged also commonly make good artificers . Regardless of race and origin , many artificers worship gods of magic , such as Corellon or , in the past , Mystra . Others are drawn to gods of the civilized world which thrives on the crafting artificers specialize in , such as Moradin or Torm . Abilities . Artificers , like swordmage s or wizard s , gain their ability to wield arcane magic through training and practice . However , unlike either , artificers approach magic in an almost scientific way , and manipulate arcane energy through complex patterns of arcane power known as sigils which they etch onto their weapons , implements ( such as rod s , staff s , or wand s ) , and other such items for use as components for their spellcasting . If they lack these components , artificers can simply etch sigils onto a different item for use over a period of extended rest . Through these sigils , artificers can craft magical items , brew potions , or even infuse themselves or allies with magically enhanced abilities . It is this latter ability that is the most directly applicable to combat and artificers can use the " healing infusion " spell to heal the wounds or boost the morale of their allies . Artificers might also call their powers rotes or infusions , though the term spell remains the technically correct term for all varieties . An artificer ' s sigils and training also allow them to cast ritual s , much like wizard s or cleric s . Another ability gained by artificers from their unique approach to magic is their ability to replenish a magical item ' s energy without additional materials . Artificers can do this over a short rest by using their body as a channel for arcane energy , which they then replenish the item with . Their ability to do this is directly proportional to their own experience and intelligence . The spell - like effects that were closest to the artificer ' s view of magic were collectively called the school of artifice . As these spells were produced in way very different from conventional casting , it was considered a school of thaumaturgy . It was opposed to the schools of necromancy and enchantment / charm . Behind the scenes . Artificers are neither a core " " class nor a Forgotten Realms - specific one . Rather , it is an - specific class . In spite of this the current policy of Wizards of the Coast is to allow classes and races of all kinds , even those normally considered setting - specific , to be allowed in any D & D game , regardless of setting . Furthermore , anything that is legal for " Living Forgotten Realms " is considered canonical , including both artificers and formerly Eberron - exclusive races like warforged . Therefore , though likely rare due to their lack of status as a core class or " Realms " - specific one , artificers do exist on Toril . This is further evidenced by the brief mention of the Body of Artificers as a part of High Imaskar ' s government .