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Artificing


Artificing is the art of creating magical items, or artifacts. Artifacts can look like anything, but are always heavily influenced by your style of magic and magic tradition. Many artificers are some sort of weird scientists or technomages, and built impossible gizmos with strange powers, but an alchemist that brews potions or a shaman that creates fetishes are other possibilities.

Artificing is focused through devices and machines; a technomage is a master of building such devices. He can often be a lot more versatile than a regular magic user in the effects he can employ, but locked to the devices he has currently built.

With artificing, you can produce almost any magic effect, as long as you have built a device for this specific function. Artifacts use the Item rules. They are powered by the Sorcery skill; as usual, you can spend Magic points to improve the Sorcery roll.

Building such devices takes time and preparation. How much time and preparation depends on the needs of the scenario, but it usually requires a short break and a cool montage of how you sweat in your laboratory. GMs should usually allow sufficient time during scenarios, as there is also a Magic point cost of one for every item schtick that would normally be required for the effect.

Sometimes, you might want to start the session with a cool set of artifacts, in which case you simply pay the cost in advance, and don't need to arrange the montage or take any time during play.

Note that you do not need this schtick in order to create magic item and purchase them as item schticks that relate to your other sorcery schticks; any sorcerer can do that with the approval of the GM.


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