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Magecrafters


Specialized mages, often not considered mages at all, that work magic as a part of their daily lives, but who are not capable of the spectacular spells of the main magic traditions.

Artificers

Artificers concentrate their abilities in creating wondrous magical artifacts, though their magic can be just as powerful as that of a spellslinging wizard, it is slower, more deliberate. They are therefore suitable as NPCs, and their magic as a plot element.

Playing an artificer involves a lot of unassigned Magic Item schticks, a respectable Magic attribute, and probably a good Fix-It skill rating. Sorcery is not required.

Weaponsmith

A Weaponsmith trains to gain an iron will and a very critical eye. Weaponsmiths identify and create legendary weapons.

Weaponsmiths are a very secretive bunch. They rarely reveal their identities, and never reveal who has worked on a particular blade. This has added to the sense of mystery and intrigue surrounding them and the city of Hiyal.

Weaponsmiths who adventure are usually practical, down-to-earth types with no fear of hard work and a clever solution to every problem. They do not mind spending time and ingenuity to solve a problem. "It is better to spend a day building a ladder, than an hour climbing just high enough to die from the fall".

Weaponsmiths rarely sell their wares just for money. While they do charge their customers, they may also have secret agendas or nefarious plans, requiring their customers to go to strange places, find obscure lore or perform unknowable tasks. It seems many Weaponsmiths deliberately cultivate an aura of mystery to add to their reputation of strange powers. This has made weaponsmiths respected, but people tend to keep their distance.

Mageweaver

Mageweavers peel cocoons for the silk within them. This silk is then woven into complex patterns which form the basis for a variety of spells.

Mageweavers are single schtick magicians with no actual schtick. Instead they can weave any magical effect into silk. Each such effect counts as a Magic Item schtick, but the exact effects can be varied from adventure to adventure. If anything happens to the silks containing the mageweaver's spell, preparation must begin anew.

Clockwork Mage

Clockwork mages have no ability to cast spells themselves, though they do know how to manipulate the energies that form spells. This has allowed them to work spells into devices that they create. These magical constructs are often quite complex and involve the use of clockwork devices.

The ability to create clockwork devices is a unique schtick. The skill used is Fix-It, and a good Magic attribute is essential.

Such creations are supernatural creatures. A construct created this way starts with all attributes equal to the creator's Magic. It has one free skill (usually Creature Powers) equal to the creator's Fix-It skill, as well as the creature schticks Armor and Damage Immunity to Influence, Life and Summoning. They are vulnerable to water, can only be repaired using Fix-It, and need rewinding.

Construct require rewinding, that is Magic points, to function. The basic cost is one Magic point per session. The following table summarizes the Magic point costs.

    1 Basic Cost
    1 Every two additional Creature Schticks
    1 Each additional skill (to Fix-It value)
    1 Increasing primary attribute by one
    1 Increasing secondary attributes by two 1

Naturally, you can make tradeoffs and tweak abilities a little beyond this point. A mechanical monkey would have better Reflexes and less Body than a mechanical elephant. Such tradeoffs are usually two-for one.

Each construct has a key item, usually a key used to wind it, and anyone using the item can pay the Magic point cost and then command the construct. The construct must be willing or helpless in order to accept Magic points. Constructs that are not active do not require new Magic points, and can thus be good guardians.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Wed, Sep 6, 2000.