Path of the Artificer

The Path of the Artificer trains you in the prestige art of crafting powerful magitek devices. This Path is recommended for INT-focused characters who want to use a combination of magic and technology for building magical utility devices.

**Requirements**: Apprentice Artificer (Scholar)

**Path Completion Bonus**: +1 Intelligence

## Core Abilities

**Natural Artificer**

**Cost**: 300 XP

**Prerequisite**: Gift of Craft, Mind, Science, Finesse, OR Magic

**Activation**: Passive

For each Gift you have in the prerequisites to this ability, all abilities in the Path of the Artificer cost 100 XP less. For every 4 abilities you have purchased in the Path of the Artificer, gain +1 max MP.

**Minor Artificing**

**Cost**: 300 XP

**Activation**: 2 Actions, 1 MP

You enchant a mundane technology to perform magically on its own. This can make, for example, a typewriter automatically transcribe your speech, or a shovel that digs on its own, or a lantern that turns on when someone is nearby, or a table that floats. To enchant an object with multiple effects, this spell must be cast multiple times, once per effect. To enchant an object that you don't own, such as enchanting a locked door to open, you must make a Spirit check versus a DL set by the GM. This DL is typically based on the complexity or strength of the object being overcome, or the spiritual strength of the object's owner. Objects that attack on their own have 0 Accuracy. While in combat, an enchanted artifact must be maintained using 1 Reaction. The enchantment lasts until the next Rest or until dismissed. While an enchantment lasts, you cannot recover the MP spent on the enchantment.

**Magic Weapon**

**Prerequisite**: **Minor Artificing**

**Cost**: 400 XP

**Activation**: 2 Actions, 2 MP

You enchant a weapon until the end of the Encounter. The weapon floats and glows with an aura you choose. When you would move any number of hexes and you are within 30 meters of your weapon, you may choose to move yourself, the weapon, or both. Instead of its normal weapon attribute, the weapon uses your INT. Regardless of where the weapon is, you can declare an Attack with the **Magic Weapon**. When making a ranged attack, use your own line of sight to determine if you can attack a target. If this weapon is disarmed, the enchantment is removed.

**Weapon Enchanter**

**Prerequisite**: **Magic Weapon**

**Cost**: 500 XP

**Activation**: Passive

Weapons you enchant with **Magic Weapon** gain INT damage and 5 \* INT Accuracy with its attacks.

**Dingbot Construction Automata**

**Prerequisite**: **Minor Artificing**

**Cost**: 400 XP

**DC**: 12

These six helpful automata are each the size of a small dog and assist with tinkering. Devices that require an Intermission may be constructed during a Rest; otherwise, with the assistance of all six Dingbots you can craft a Device using 12 Actions. Having more or fewer Dingbots decreases or increases the Action cost by 1, respectively (so with 3 Dingbots, a construction would take 15 Actions, for example; min. 3 Actions). Each Dingbot has 10 HP, 0 Vim, and TEK Speed.

**Terrifying Torquing Turret**

**Prerequisite**: **Minor Artificing**

**Cost**: 400 XP

**DC**: 9

This Device cannot be moved once constructed. Once per Round, on your turn, it fires three times at any enemies within 30 meters. Each attack is a stream of bullets that deals 3d6 + INT damage with an Accuracy of 10 times your INT.

**Fighting Trousers**

**Prerequisite**: **Minor Artificing**

**Cost**: 400 XP

**DC**: 9

This pair of metal pants, when worn, grants the wearer all of the following effects:

* +1 Agility
* +3 damage when making a melee attack
* Gain 1 Alert at the start of every Encounter
* Dodge (Beginner) no longer costs a Reaction.

**Guarding Bracers**

**Prerequisite**: **Minor Artificing**

**Cost**: 400 XP

**DC**: 9

While wearing these bracers, Block (Beginner) no longer costs a Reaction and provides 3 Armor when used.

**Spooky Action**

**Prerequisite**: **Minor Artificing**

**Cost**: 400 XP

**Activation**: Free Reaction, 1 MP

*No hands, no problem. Open that pouch with your mind.*

This ability lets you use any piece of equipment or consumable on your person that would normally require 1 Action or 1 Reaction to activate.

**Artificer's Glamour**

**Prerequisite**: **Minor Artificing**

**Cost**: 400 XP

**DC**: 1

You disguise an object to appear as any other object. Observers may roll Perception to detect the illusion versus a DL set by the GM based on how similar the disguise is to the original object and how well the artificer knows the disguise she's trying to create. Observers who interact with the disguise gain a +3 bonus to checks made to detect the illusion. This effect lasts until the next Rest.

**Skeleton Key**

**Cost**: 300 XP

**DC**: 6

This magitek key functions as the Consumable of the same name.

**Aetherometer**

**Cost**: 300 XP

**DC**: 3

This compass-like device functions as the Equipment of the same name. When using an Aetherometer that you made, multiply its effective range by your INT.

**Artificer's Ward**

**Cost**: 300 XP

**DC**: 2

This magitek lantern functions as a Lux Ward that can be used once per Rest.

**Artificer's Sigil**

**Cost**: 300 XP

**DC**: 4

You draw an esoteric sigil on a nearby surface. When you or an ally casts a spell within 30 meters of the sigil, they gain +1 to their casting roll. This effect stacks with other sigils. The sigil's power fades at the next Rest or when the surface is moved from where it was inscribed.

**Commune with Runes**

**Prerequisite**: **Artificer's Sigil**

**Cost**: 400 XP

**Activation**: 1 Action, 1 MP

This spell lets you perfectly read and understand a single word of Runic.

**Artificer's Binding**

**Prerequisite**: **Artificer's Sigil**

**Cost**: 400 XP

**Activation**: 2 Actions, 3 MP

You link two objects across space. When using this ability, you must touch both objects. Once the objects are linked, wherever they move in the universe they will interact as if they were next to each other. If the two objects are identical, such as two pieces of paper, whatever happens to one will happen to the other. This spell lasts until the next Rest.

**Glyph of Power**

**Prerequisite**: **Artificer's Sigil**

**Cost**: 400 XP

**Activation**: 2 Actions, 2 MP

You inscribe a symbol of strength on the ground below you or an adjacent hex. Until the end of the Encounter, any creature gains INT Strength while standing on this hex.

**Glyph of Weakness**

**Prerequisite**: **Artificer's Sigil**

**Cost**: 400 XP

**Activation**: 2 Actions, 2 MP

You inscribe a symbol of fragility on the ground below you or an adjacent hex. Until the end of the Encounter, any creature standing on this hex takes double damage from all attacks.

**Aether Magnet**

**Prerequisite**: **Artificer's Sigil**

**Cost**: 400 XP

**Activation**: 2 Actions, 4 MP

You inscribe a symbol of arcane energy on the ground below you or an adjacent hex. Until the end of the Encounter, any creature standing in this hex adds +1 to their casting rolls and gains an additional INT Spellpower.

**Pfordin's Fishing Hook**

**Prerequisite**: **Artificer's Sigil**

**Cost**: 400 XP

**Activation**: 2 Actions, 2 MP

You inscribe a symbol of trickery on an adjacent hex. When a creature stands on or moves past this hex, the glyph explodes. This is a skill strike using your Intelligence as the weapon attribute. It deals Xd6 damage, where X is your INT.

## Course of Heroism

**Augmented Artifices**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Activation**: Passive

For each time you are Supported, gain one of the following effects of your choice. You may not choose the same effect more than once. The effects last while you have at least one Supported stack.

* The **Artificer's Sigil** and all abilities which require it cost 1 Action fewer
* **Magic Weapon**'s weapon attribute becomes INT + DEX
* **Minor Artificing** costs no MP

## Course of Combat

**Glyph of Ignorance**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Combat, **Artificer's Sigil**

**Cost**: 500 XP

**Activation**: 2 Actions, 2 MP

You inscribe a symbol of forgetfulness on an adjacent hex. When a creature stands on or moves past this hex, they are no longer threatening any other creatures.

## Course of Conditions

**Mana Crystal Battery**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Activation**: Respite, X MP up to TEK

*By Nethon Ironspring, patent pending. But by all means, please try it for yourself!*

You create a 1 Bulk crystalline battery with X charges. By spending 1 Reaction, the holder can withdraw a charge of magic to gain 2 temporary MP, or 3 if the crafter's WIS is at least 5. This device cannot be crafted with temporary MP and expires at the next Rest. You can craft and maintain only one **Mana Crystal Battery** at a time.

## Course of Damages

**Fire Ward**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages, **Artificer's Sigil**

**Cost**: 500 XP

**Activation**: 2 Actions, 2 MP

You draw an esoteric sigil on a nearby surface. When you or an ally takes burn damage within 30 meters of the sigil, reduce the burn damage by SPI + TEK. This effect stacks with other sigils. The sigil's power fades at the next Rest or when the surface is moved from where it was inscribed.

**Blood Ward**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages, **Artificer's Sigil**

**Cost**: 500 XP

**Activation**: 2 Actions, 2 MP

You draw an esoteric sigil on a nearby surface. When you or an ally takes bleed damage within 30 meters of the sigil, reduce the bleed damage by SPI + TEK. This effect stacks with other sigils. The sigil's power fades at the next Rest or when the surface is moved from where it was inscribed.

## Course of Surroundings

**Magitek Atmospheric Repositioner**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings. **Minor Artificing**

**Cost**: 500 XP

**DC**: 4

This Design can be deployed into (or retrieved from) an adjacent hex using 1 Action. When placed, this Design makes an adjacent line of SPI+TEK hexes Pushing, with a speed and direction of your choosing (within the parameters of normal Pushing objects). You may change its speed and direction each time you place it, or by spending 1 Action while adjacent to the deployed Design. The **Magitek Atmospheric Repositioner** has 5 \* WIS HP, 0 Vim, and DEX Armor.

**Quint-D.**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings. **Magitek Atmospheric Repositioner**

**Cost**: 600 XP

**DC**: 5

*Because "Deployable Device Disregarding Dominion Developments" was a little loquacious when articulating artificers' adjustments.*

This Design has a Bulk of 2 and takes one of three forms when built:

* **L Model**: This Design can be deployed in an adjacent hex using 1 Reaction to conjure a magitek bridge SPI+TEK hexes long in any direction (including up or at an angle). Until the start of your next turn, moving along this bridge ignores all terrain and slowing effects (such as rough, Pushing, and Slippery) and gravity. Creatures automatically succeed any checks they would make to climb or stay on the bridge. At the start of your next turn, the bridge and this Design are destroyed.
* **R Model**: This Design can be thrown up to DEX hexes away using 1 Reaction to conjure a circular magitek platform in a TEK-meter radius, covering the ground. While on this platform creatures ignores all terrain effects (such as rough, Pushing, and Slippery) and gravity. The platform lasts until the end of the Encounter, or if the number of creatures (or similarly heavy objects) on it exceeds your SPI, after which the platform and this Design are destroyed.
* **W Model**: This Design can be worn as a belt and has SPI+TEK charges. Whenever the wearer encounters terrain effects (such as rough, Pushing, and Slippery), they begin hovering up to 1 meter off the ground in an attempt to ignore the terrain effect (this may not ignore all terrain effects, subject to GM discretion). The wearer can still move at their normal Speed while hovering. The wearer lands when they would not be affected by any terrain effects or when they use a Free Reaction to lower themselves manually. Activating the hovering effect spends one charge; if no charges remain, the Design becomes inert until the next Rest. If the wearer falls while wearing this Device, the belt attempts to reduce fall velocity: for every 3 meters fallen, spend 1 charge to negate the fall damage of 3 meters.