Artifice custom magic type

I've had a hacked together artificer class (currently unposted) for some time now. It uses a hacked together divine spell list and some off-the-wall custom powers to roughly match the flavor of the Eberron (3.5) class.

Having become a patron and gotten access to Axioms issue 1 and the custom magic types, I'm sort of interested in building Artifice as its own type, with an "infusion" list similar to the original. Of course, looking back at the original spell list, it has a face only 3.5 could love - a pretty substantial amount of the spell list is predicated on bonus-stacking and type maniuplation, imbuing metamagic feats onto wands/staffs, etc. Stuff that doesn't really feel right in ACKS.

Also, a lot of the stuff they do want to do isn't easy to come up with based on the PC spell guidelines  - how many points is it to light someone else's sword on fire, as opposed to your own?

It looks like in 5E, they just capitulated and made it a subset of Wizard, which seems okay to me but not perfect.

For anyone else out there that's had fun in Eberron (any edition), would you want to help make a custom magic type or would you be happy with an Arcane that maybe had a few special abilities along the "craft reserive" line?

Thoughts, unsorted, some of them may be helpful and others might not.

Getting +2 caster level when creating constructs/crossbreeds/undead is half a power. (Dwarves have +2 caster level on constructs, Black Lore gives it for undead, Transmogrification gives it for crossbreeds.) The dwarf ability of +2 caster level for constructs seems appropriate for artificers. In theory, you could do it for other magic items, too (get permanent items at 7th, scrolls and potions at 3rd. Or you could go scrolls at 1st with a full power, in theory, but I wouldn’t want to stack them like that.)

The 2E artificer, from Spells and Magic, had a ‘create a temporary magic item’ ability that seems like it’d be great to harvest for ACKS.

I’ve created a number of general buff spells; the modifier I use for ‘requires attack throw but modifies a weapon and is included in the weapon attack’ is between x.5 and x.7. I’m not consistent with it, because it can vary in power based on what it does and on how likely the spell effect is to grant an extra cleave. It’s x.7 for the one that makes the weapon inflict a mortal wound on hit, for example, but x.5 for the one that just gives +2 damage to the weapon hit (I calculate the per-hit effect as if it were a spell occurring 1/round, then apply my modifier. So the +2 damage one is 1d3 damage with an appropriate duration, usually 1 round/level).

I never really liked the craft reserve honestly (I didn’t like the 3.X magic item creation rules in general; I hate paying XP for things, and I also feel that making magic items should be something you want to do, not something you only do when you can’t buy it with gold), and I especially think it wouldn’t be necessary in ACKS. Just give them the ability to turn money into magic items more quickly and easily and from earlier levels than other characters can. Since making magic items grants you XP in ACKS, instead of costing it like in 3E, you don’t need to get them for free.

Thanks for your thoughts!

[quote="Aryxymaraki"] In theory, you could do it for other magic items, too (get permanent items at 7th, scrolls and potions at 3rd. Or you could go scrolls at 1st with a full power, in theory, but I wouldn't want to stack them like that.) [/quote]

The custom magic type rules allow a type to bump scrolls down to 3 if they bump potions up to 7, so I might allow a two-or-so point power that does scrolls 1, potions 5, permanent items 7, constructs 9 or something.

[quote="Aryxymaraki"] The 2E artificer, from Spells and Magic, had a 'create a temporary magic item' ability that seems like it'd be great to harvest for ACKS. I've created a number of general buff spells; the modifier I use for 'requires attack throw but modifies a weapon and is included in the weapon attack' is between x.5 and x.7. I'm not consistent with it, because it can vary in power based on what it does and on how likely the spell effect is to grant an extra cleave. It's x.7 for the one that makes the weapon inflict a mortal wound on hit, for example, but x.5 for the one that just gives +2 damage to the weapon hit (I calculate the per-hit effect as if it were a spell occurring 1/round, then apply my modifier. So the +2 damage one is 1d3 damage with an appropriate duration, usually 1 round/level). [/quote]

Thanks for that. I'll experiment in that direction.

[quote="Aryxymaraki"] I never really liked the craft reserve honestly (I didn't like the 3.X magic item creation rules in general; I hate paying XP for things, and I also feel that making magic items should be something you want to do, not something you only do when you can't buy it with gold), and I especially think it wouldn't be necessary in ACKS. Just give them the ability to turn money into magic items more quickly and easily and from earlier levels than other characters can. Since making magic items grants you XP in ACKS, instead of costing it like in 3E, you don't need to get them for free. [/quote]

My variation on the craft reserve was to allow them to keep half the GP value of failed creations towards the next attempt. Also they could retain the essence of existing magic items towards new creations. No actual per-level reserve like the original. (Since that version is based on divine, this replaced Divine Power).

Some more detail on where/how I am getting hung up:

Should we be studious, prayerful, or inherited? Original list had access to all the spells on the list, but definitely wasn't prayerful. Inherited might actually work for my game (Taaranoth's epic spell broke artifice generally, but Father was able to infuse some of his children with his knowledge). For that matter, prayerful even works for my game (my earlier thought was that the reforged worshipped Father and gained spellcasting that way).

The custom magic type rules allow me to sacrifice some magic categories in order to be awesome at others. This is good, because artificers really shouldn't be casting death or healing spells anyway. So let's go down the list and figure out what we should be good at!

Blast: Original infusion list has maybe 1 or 2 total blast spells on it, BUT "blastificer" was totally a thing (infusing a wand of Orb of Force with the Maximize Spell feat for example). Should we axe blast entirely, be bad at it, or even try to justify being good at it?

Death: We can give this one up with no problems.

Detection: Originally I thought that things like detect magic were on the artificer list, but they aren't. Identify was the only divination on the 3.5 list. (But I kind of like having a reforged artificer cast "detect danger" and get a terminator-style readout on the inside of its retina).

Enchantments: Artificer shouldn't get this at all. The custom magic type rules say that you need to have this in order to make permanent items though. I think we can work out a swap.

Healing: No need. We can make the "repair X damage" type spells transmogrifications.

Illusions: Technically not needed, but I sort of like the idea of an artificer making a "holodeck" through the use of hallucinatory terrain, and a few other things. Also, if we kill off too many types it just becomes difficult to fill out a spell list.

Movement: Totally fine - making temporary boots of water-walking, belts of flying, etc. are in-theme.

Protection: Excellent - we just do this by targeting gear instead of people.

Summoning: Not something artificers typically do. Perhaps we can allow it, but only for constructs and maybe elementals.

Transmogrifications: We should be good at the "current form gains" (except we change it to "current user gains") and fine at object-to-object transmutations. Terrible at actual polymorph effects. (Here's where the swap comes in: transmogrification enables crossbreeding, which artificers don't need. Swap it for permanent magic items).

Wall: We can be good at this, as long as we don't typically do funky "wall of corpses" type stuff.

 

Additionally, there are some spells that don't really fall into these categories neatly. Some of them are definite fits for Artifice, others less so:

Light, continual light, move earth, spell storing, adaptation, and enchanted container are pretty much locked in.

Knock and hold portal are maybes.

Then there's the matter of recreating a bunch of spells as touch-range, object transferrable spells. And creating new spells to fill in the gaps.

Okay, so I've worked out a bit of how this works.

The 3.5 artificer's infusion list is really wonky. Sometimes they have 6 different spells that are basically just variations on a theme (Bull's Strength, Bear's Endurance, etc). Then they have one spell that does 20 or more different things (boost any one skill check, add any weapon modifier worth a +1 bonus temporarily). As spontaneous casters in 3.5, this is basically a wash - they know all the infusions and don't have to prepare them in slots, so it doesn't matter if there's one infusion that does 50 things or 50 different infusions. It's really gamey, because it leaves your character apparently knowing that there are exactly 6 attributes of general utility, and that swinging a sword for effect is apparently not a form of "skill" (and neither is jumping out of the way of a fireball). But it works.

In ACKS, this has to change. A class that gets one spell which does 10 different things effectively has 9 bonus spells in its repertoire. There's room for some flexibility, but not that much. So in order to account for the fact that artificers should be able to grant a really wide range of abilities, they need to have a potentially immense spell list, but for game balance need to have a limited repertoire. That rules out "inherited" as a potential source, and leans towards studious (though prayerful could still work with some modification).

I've also templated a "current form gains proficiency" spell at levels 1-4 (with a cost increase modifier for the effect being transferrable with the object, and a cost reduction modifier because this is what artifice is supposed to be good at, that basically wash out). So I guess it's time to get started fleshing out some specific spells and seeing what's what.

First off, I've created a magic class-type creator which makes all this rather a lot easier to tweak, and a spell creator which makes spells so much easier. That said:

Wall spells are actually really good at imitating magical equipment. With the right combination (and a little re-interpretation of the rules - careful!) you can create invisible swords, magical arrows for a bow/crossbow, weapons that attack as a monster, or magic-proof armor (good for stopping aimed spells like Finger of Death, not so good for stopping AOE spells like Bane or 'auto-hit' spells like Bestow Curse).

Illusions are actually very powerful - that's where Light and Continual Light come from. Illusions can create HUDs, anti-invisibility spheres, one-way radios, magical traps, and all sorts of other mischief.

As for the Enchantments, you don't have to make any spells for it; just set it to 1.2 and ignore it from there on out. It's one of those weird foibles of magic, I guess.

I think studious magic fits the best; inherited allows no changes, which severely limits the class, especially if they can make all sorts of enchanted objects. Prayerful may allow changes to the spell list, but it has a prime requisite of WIS - without Healing, that means you're just about guaranteed the prime requisite will be INT and WIS.

For number of spells, remember if you keep the category inexpensive, you can allow extra spells; keep it under 1000, and you could have 4 levels of Artificer Magic give you 150% spells, which with Improved spells is a lot.

Thanks! I had seen your magic type creator and it's useful but as it mentions, it's not rules-complete :) I'm going to be making spell types have variable modifiers for subtypes and completely removing some types so I ended up making my own spreadsheet.

Okay, so I've made a fair bit of progress on this. Here's some semi-final type multipliers:

Eliminated completely: Blast, Death, Healing, Enchantment, Summoning

Detection: Artifice is good at detecting magic, ritual magic, known objects, treasure, and secret doors. It's bad at detecting undead and curses, and terrible at detecting everything else. Average modifier comes out to about x1.9.

Illusion: x1.5

Movement: x1

Protection: x0.75

Transmogrification: x0.75 for granting abilities to current form or transforming one object or construct into another. x2.25 for polymorphing one creature type into another. (I counted this as an average of 1 for purposes of calculating XP).

Wall: x1

There's also a general 1.3x modifier for "spell effect is transferable as an object", because artificers boost your gear rather than you and it can be pretty handy to e.g., spider climb up the wall, then drop down your shoes and let another party member climb up on the same spell. The math works out that most Arcane Transmogrifications and Protections can be ported over with this benefit at the same level.

Similarly, Artificers make temporary magic detectors (for example) that glow/ping in the presence of magic and grow in intensity as they are brought closer to the thing detected. Their detections are thus slightly higher level than Arcane/Divine even in the areas where they are good.

When it comes to illusions, the spells are about double the level of similar Arcane spells, but have some cool added utility. For example, an invisibility cloak will function for up to 24 hours, even if transferred between multiple wearers, provided nobody attacks while wearing it. A single user could even discard the item to engage in combat, then (assuming they can find it) retrieve the object and become invisible once more.

Of course, the spells do come with the risk that the augmented object is sundered or stolen.

A preliminary spell list:

Level 1
Light*
Chameleon Cloak
Repair Light Damage
Magic Weapon
Silent Stepping Boots
Spider Socks
Jump Shoes
Slipperiness
Wall of Smoke
Coat of Warmth [Resist Cold]
Magic Rope
Shielding Brooch [Shield]

 

Level 2
Ogre Gauntlets
Wizard Lock
Magic Detector
Heat Shield [Resist Fire]
Warp Wood
Poison Detector
Magic Mouth
[Angelic Choir]
Repair Moderate Damage
[Divine Grace]
Levitating Object
Untraceable Boots [Pass Without Trace]

 

Level 3
Secret Door Detector
Object Locator
Dispel Magic
Cape of Flight
Hasty Socks
Aegis Against Normal Missiles
Swift Weapon [Swift Sword, but modifies a weapon within 10' and lasts 6 turns]
Striking
Water Walking Sandals
Repair Major Damage

 

Level 4
Giant's Belt
Spell Storing
Repair Serious Damage
Invisible Cloak
Inaudible Slippers
Gill Mask [Water Breathing]
Magic Carpet
Minor Talisman of Invulnerability
Wall of Wood
Transmute Rock to Mud (reversible)
[Death Ward]
Passwall

 

Level 5
Adaptative Helmet [Adaptation]
Enchanted Container
Move Earth
Treasure Detector
Aegis Against Normal Weapons
Wall of Stone
Mindvault [Strength of Mind]
Flame Sword [Sword of Fire, but buffs the weapon touched, not the self]
Repair Critical Damage
Scrying Mirror

 

Level 6
Talisman Against Detection
Wall of Force
Wall of Iron
Antimagic Talisman
Talisman of Invulnerability

 

The Artifice Class Category:

Artifice 1 1/2 level 400 Improved Crafting (Potions and Scrolls)
Artifice 2 Full Level 800 Improved Crafting (Permanent Items and Constructs)
Artifice 3 133% 1575 Craft Reserve
Artifice 4 150% 2900 Retain Essence

Artifice uses the Improved spellcasting progression layed out in issue 1 of Axioms.

Potions and Scrolls: A class with Artifice 1 or more can create Potions (typically oils) beginning at caster level 1, and may scribe scrolls beginning at caster level 5.

Spell Research: A class with Artifice 1 or more can research new spells beginning at caster level 5.

Permanent Magic Items: A class with Artifice 2 or more can create permanent magic items beginning at level 7. A class with Artifice 1 can create permanent magic items at caster level 7 if the class spends 1/2 a Custom Power to improve its item creation ability.

Construct Creation and Design: A class with Artifice 2 or more can create and design constructs beginning at level 9.

Ritual Magic: A class with Artifice 2 or more may learn and cast ritual spells of 7th, 8th, and 9th level beginning at level 11.

Craft Reserve: A class with Artifice 3 or more gains the ability to repurpose the refuse generated by failed research. Whenever the character fails a magical research throw to create a magic item or construct, add half of the value of any special components and precious materials spent to the character's craft reserve. Points from this reserve may be substituted for an equivalent value of special components or precious materials in future magical research projects. A class with Artifice 2 or less may take this ability as a custom power.

Retain Essence: A class with Artifice 4 or more gains the ability to pull the essence from existing magic items to fuel his creation. Add points to the character's craft reserve equal to the base cost of the item. Retaining essence takes 1 week per 1,000 gp in the base cost of the item, and the process renders the item nonmagical. A class with the craft reserve custom power may take retain essence as a custom power.

The Artifice category does not grant the ability to create crossbreeds or perform necromancy.

If a class would determine it's saving throw progression from the Artifice category, saves improve by 2 points every 6 levels (saving as a mage), and be able to use magic items available to mages or clerics.

The prime requisite of Artifice based classes is typically INT, but can be WIS at the Judge's discretion A Judge may wish to have a particularly potent class use both.

great stuff! the artificer has always been one of my favorite classes from a setting, and I'm glad to see someone give it an ACKs treatment.

I'm glad you like it :)

I'll probably be slow-ish about filling out the spell list (especially at higher levels) because there aren't any PC artificers in my game at the moment. The advantages of having one as a hench should be pretty great, though!

I had a chance to re-read your thread and I have some thoughts:

1) maybe expand your conception of the artificer. In particular, I really enjoyed the treatment it got in 4th edition. If you look beyond the mechanics and towards the flavor, I think you might find some inspiration, as well as getting you out of spells that are 3e mechanics focused.

2) Without giving too much away, there is an ACKs kickstarter on the way for the Heroic companion, and I got to see an early playtest document a few years ago. In it, there's a variant on magic where a spell is imbued in a talisman to be cracked open for effect at a later time.  You may find these ideas useful for fleshing out the feel of an artificer.

I will look around for the 4E artificer, thanks :)