You excel at making and repairing things. You can easily tell what something is made of and easily deal with traps. You aren't a warrior but you aren't completely clumsy in a fight either. You would leave the talking and spell casting to others though. You are also the master inventor of the arcane.
Gen Dice
- Vitality Creation 1d8 Level Up/Rest 1d6
- Soul Creation 1d20 Level Up/Rest 1d8
- Power Creation 1d12 Level Up/Rest 1d4
- Deal 50% more damage with war hammers and mallets
- Can wear light and medium armor.
Artificers are master tinkerers and craftsmen. They can choose to use one of their nodes to empower their created object by double its XP cost as a percent, or they can sacrifice anything they crafted at a rate of 2 shillings of value = 1 XP.
Artificers are all about crafting, whether it be the mundane or the arcane.
Effects on Weapon Usage
Deal 50% more damage with war hammers and mallets
Effects on Armor Usage
Can wear light and medium armor.
Profession Level Progression
Artificers are masterful arcane crafters.
Artificers progress following the Artificer Node Chart.
- In order to progress to the next level you need to meet the required nodes and pay the progression XP cost.
- Each node cost XP to acquire.
- You can only acquire the nodes for your profession.
- You can acquire as many nodes as you want, but you must acquire the minimum required nodes to progress to the next level.
- You get your gen dice rolls for Vitality, Soul, and Power at each new level.
Skills
An artificer is a crafter of arcane artifacts.
Artificer Skill Progression
Artificer Skills
Artificer Skills are categorized into Crafter Skills and Arcanist Skills.
Crafter Skills
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Basic Crafting | 🔮 Support Action | ⚒️ Crafting | N/A | self | 1 hour | Easy Insight |
Allows you to create basic items. |
N/A |
| Carry | 🔮 Support Action | 🛠️ Utility | 1 Power | self | 1 hour | Normal Athletics |
Increase weight limit by 50% for 1 hour. |
N/A |
| Contraptions | 🔮 Support Action | ⚒️ Crafting | N/A | self | instant | Normal Insight |
Build small mechanical tools: grapples, lock picks, clockwork beetles, noisemakers. All that is needed is the material. |
Item Combination |
| Custom Lockwork | 🔮 Support Action | ⚒️ Crafting | N/A | touch | permanent | Challenging Insight |
Rework a gun's lock to lower its misfire range by 1 (not below 1; Overcharge ranges are untouched). |
Gun Tinkering |
| Design Improvement | 🔮 Support Action | ⚒️ Crafting | N/A | 1 item | 1 hour | Normal Insight |
Lets you improve blueprints. Each improvement is a skill check and must get approval. |
Item Combination and Basic Crafting |
| Greater Crafting | 🔮 Support Action | ⚒️ Crafting | N/A | self | 6 hours | Challenging Insight |
Allows you to craft greater items. |
Novice Crafting |
| Gun Design Theory | 🔮 Support Action | ⚒️ Crafting | N/A | self | 1d10 hours | Easy Insight |
Study a gun's lock, barrel and loading before working on it. For 1d10 hours, add 1d4 to checks to build, repair, modify or inspect guns. Inspecting a gun shows its misfire range, wear and fitted enhancements. |
N/A |
| Gun Tinkering | 🔮 Support Action | ⚒️ Crafting | N/A | touch | instant | Normal Insight |
Repair guns, clear clogs and fouling, and fit gun enhancements in the field. |
Gun Design Theory |
| Invention | 🔮 Support Action | ⚒️ Crafting | N/A | self | 1 day or longer | Challenging Insight |
Lets you create new designs from scratch. The more difficult the design, the more penalties to the skill check. All designs must meet GM approval. |
Design Improvement and Novice Crafting |
| Item Combination | 🔮 Support Action | 🛠️ Utility | N/A | self | instant | Easy Insight |
Lets you combine a number of items to make a new item:
|
N/A |
| Jury-Rig | 🔮 Support Action | ⚒️ Crafting | 2 Soul | touch | 1d4 hours | Normal Insight |
Make an item work, or alter it, without the right materials or tools. The fix lasts 1d4 hours, then it needs a real repair. |
Basic Crafting |
| Masterful Crafting | 🔮 Support Action | ⚒️ Crafting | N/A | self | 10 hours | Hard Insight |
Allows you to craft masterful items. |
Greater Crafting |
| Material Identify | 🔮 Support Action | 🔍 Identify/Investigate | N/A | 1 item you can see | instant | Easy Perceive |
You can identify what a material is and its properties. |
N/A |
| Novice Crafting | 🔮 Support Action | ⚒️ Crafting | N/A | self | 3 hours | Normal Insight |
Allows you to craft novice items. |
Basic Crafting |
| Prototype | 🔮 Support Action | ⚒️ Crafting | N/A | self | a tenth of the build time | Normal Insight |
Build a rough, temporary version of an item in a tenth of the time, at half cost, to test a design or combination before committing to it. Only items your crafting skills could already build. It breaks after 1d4 uses or one day. |
Item Combination |
| Trap Crafting | 🔮 Support Action | ⚒️ Crafting | N/A | 1 space | until triggered | Normal Insight |
Build and set mechanical traps. |
Contraptions |
Arcanist Skills
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Arcane Materials | 🔮 Support Action | 🪄 Runic Tech | Spent Soul | touch | instant | Normal Arcana |
You can increase one value of a material at a rate of +1 for every 2 Soul spent, with Intellect being the maximum improvement allowed. |
Material Identify |
| Basic Runic Crafting | 🔮 Support Action | 🪄 Runic Tech | 4 Soul | self | 3 hours | Challenging Arcana |
Allows you to craft basic runic items. |
Arcane Materials and Novice Crafting |
| Basic Runic Traps | 🔮 Support Action | 🪄 Runic Tech | 4 Soul | 1 space | until triggered | Normal Arcana |
Bind a rune stone's spell into a trap that fires on one target when triggered. Works with the Adventurer's Set Magical Trap. |
Arcane Materials |
| Contingency Devices | 🔮 Support Action | 🪄 Runic Tech | 6 Soul | worn gear | until triggered | Challenging Arcana |
Build gear that fires on its wearer's own condition to perform a desired effect. Some example triggers are: "when my Vitality falls below half," "when this armor takes fire damage." |
Novice Runic Crafting |
| Elemental Imbuing | 🔮 Support Action | 🪄 Runic Tech | 4 Soul | touch | instant | Challenging Arcana |
Allows you to give material the element of a spell stored in a rune stone at the cost of that rune stone. |
Arcane Materials |
| Enchantment | 🔮 Support Action | 🪄 Runic Tech | 6 Soul | 1 item | 1 hour | Hard Arcana |
Bind a spell stored in a rune stone into a weapon, armor, or trinket, at the cost of that rune stone. The item must first be given an element through Elemental Imbuing. Once per day, the wielder can cast the bound spell from the item without paying its Soul cost, and may cast it an additional number of times per day equal to their Arcana at half the spell’s Soul cost. The bound spell must match the item’s element, and any wielder can cast it regardless of their own element. An item can hold only one enchantment. |
Elemental Imbuing |
| Greater Runic Crafting | 🔮 Support Action | 🪄 Runic Tech | 8 Soul | self | 12 hours | Hard Arcana -2 |
Allows you to craft greater runic items. |
Novice Runic Crafting and Masterful Crafting |
| Greater Runic Traps | 🔮 Support Action | 🪄 Runic Tech | 8 Soul | up to a 2x2 space area | until triggered | Hard Arcana |
Runic traps hold two charges, or trigger on a chosen condition (an element, a race, anyone carrying a named item). |
Novice Runic Traps |
| Masterful Runic Crafting | 🔮 Support Action | 🪄 Runic Tech | 10 Soul | self | 16 hours | Impossible Arcana |
Allows you to craft masterful runic items. |
Greater Runic Crafting |
| Masterful Runic Traps | 🔮 Support Action | 🪄 Runic Tech | 10 Soul | up to a 2x2 space area | permanent | Hard Arcana -2 |
Create a ward: a permanent runic trap that recharges from a Ylem core. |
Greater Runic Traps |
| Novice Runic Crafting | 🔮 Support Action | 🪄 Runic Tech | 6 Soul | self | 8 hours | Hard Arcana |
Allows you to craft novice runic items. |
Basic Runic Crafting and Greater Crafting |
| Novice Runic Traps | 🔮 Support Action | 🪄 Runic Tech | 6 Soul | up to a 2x2 space area | until triggered | Challenging Arcana |
Runic traps can cover an area of up to 2x2 spaces. |
Basic Runic Traps |
| Runic Tech Combination | 🔮 Support Action | 🛠️ Utility | 1 Soul | self | instant | Easy Arcana |
This skill allows you to combine two or more runic tech items to make a new runic tech item, the check roll difficulty depends on how many items are combined:
|
Item Combination |
| Runic Tech Creation | 🔮 Support Action | 🪄 Runic Tech | N/A | self | 1 day or longer | Hard Arcana |
With this skill you can create new runic tech, including components to upgrade runic tech. |
Runic Tech Upgrade, and either Invention or Basic Runic Crafting |
| Runic Tech Repair | 🔮 Support Action | 🪄 Runic Tech | N/A | 1 item | 1 hour or longer | Normal Arcana |
You can repair runic tech as long as you have what you need to repair it with. |
Runic Tech Combination |
| Runic Tech Upgrade | 🔮 Support Action | 🪄 Runic Tech | N/A | 1 item | 1 hour | Challenging Arcana |
With this skill you can upgrade your runic tech using new and better components. |
Runic Tech Combination |
Artificer Abilities
These are abilities that are unique to the artificer profession. Only artificers can obtain and use these abilities:
| Ability | Ability Type | Effects | Requirements | ||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Arcane Crafting | 🛡️ Passive Ability |
Runic Crafting skills cost half as much Soul. |
N/A |
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| Arcane Trap Sense | 🛡️ Passive Ability |
+2 Perceive to spot magic traps and wards. |
Basic Runic Traps skill |
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| Awaken Elemental Construct | ⚡ Activated Ability |
One of the things you can create using the Runic Crafting skills is an elemental construct. This ability allows you to awaken it, having it as your familiar. All you must do is give it a portion of your Vitality, Soul, and Power. However much you give it is what the construct will have. The rest of the basic stats will come from the construct's blueprints and design. |
Novice Runic Crafting skill |
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| Basic Armor Fitting | 🛠️ Utility Ability |
One suit of armor gains +1 Defense or Spirit (must be chosen) for a day. |
Repair |
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| Basic Material Efficiency | 🛡️ Passive Ability |
Each build needs 1 less unit of its main material (minimum 1). |
Material Identify skill |
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| Basic Quick Build | 🛡️ Passive Ability |
Build times are 1 hour less (minimum 1 hour). |
Basic Crafting skill |
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| Basic Refined Blueprints | 🛡️ Passive Ability |
+50 Design Points when designing a construct. |
Awaken Elemental Construct |
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| Basic Totem Capacity | 🛡️ Passive Ability |
Totems store 5 more of each stat, and can power your inventions. |
Create Magical Totem |
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| Basic Trained Endurance | 🛡️ Passive Ability |
Skills (not spells) cost 1 less Soul or Power, minimum 1. |
N/A |
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| Basic Weapon Tuning | 🛠️ Utility Ability |
One weapon gains +1 Attack for a day. |
Repair |
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| Bore Polishing | 🛠️ Utility Ability |
A gun you tune gains +5 range for a day. |
Gun Tinkering skill |
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| Budget Crafting | 🛠️ Utility Ability |
Materials recovered with Salvage count as new materials of the same kind when you build. |
Salvage |
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| Carving | 🛠️ Utility Ability |
This ability allows you to carve wood and stone. With it you can make sculptures, tokens, spears, arrow and spear heads, and much much more. Basic wood carving requires no skill, but more difficult carving may require a crafting skill or difficulty check. |
N/A |
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| Chain Reaction | 🛠️ Utility Ability |
Link up to three of your traps so one triggers the others. |
Remote Trigger |
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| Compact Space | 🛡️ Passive Ability |
Applied after Space Saving, each item in your bags or packs takes 1 less space, to a minimum of 0.01. |
Space Saving |
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| Construct Bond | ⚡ Activated Ability |
See and hear through your construct for 1 hour (2 Soul). |
Awaken Elemental Construct |
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| Construct Improvement | 🛠️ Utility Ability |
This ability allows you to help improve your construct further. You can give it stat points or trait points from your character. You can use skills like Design Improvement, Runic Tech Combination, or Runic Tech Upgrade to improve your construct, and so much more. |
Runic Profession |
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| Create Magical Totem | 🛠️ Utility Ability |
You are able to create magical totems with your Runic Crafting skill. Magical Totems allow you to store a certain amount of Vitality, Power, or Soul dependent upon the level of skill you are using. When you run out of that stat which you have stored in a magical totem, the amount of stat in the totem is transferred to you and the totem is gone. You can only have one magical totem equipped at a time, equipped as a relic.
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Arcane Crafting ability, Basic Runic Crafting skill |
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| Elemental Creations | 🛡️ Passive Ability |
All items you use or create are increased by your Runic Power. |
Basic Runic Crafting skill |
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| Emergency Repair | ⚡ Activated Ability |
Once per day, when your construct hits 0 Vitality, you instantly restore it by 1d8. |
Construct Improvement |
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| Greater Armor Fitting | 🛠️ Utility Ability |
One suit of armor gains +3 Defense or Spirit (must be chosen) for a day. Replaces Novice Armor Fitting. |
Novice Armor Fitting |
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| Greater Material Efficiency | 🛡️ Passive Ability |
Each build needs 3 less units of its main material (minimum 1). Replaces Novice Material Efficiency. |
Novice Material Efficiency |
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| Greater Quick Build | 🛡️ Passive Ability |
Build times are 3 hours less (minimum 1 hour). Replaces Novice Quick Build. |
Novice Quick Build |
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| Greater Refined Blueprints | 🛡️ Passive Ability |
+150 Design Points. Replaces Novice Refined Blueprints. |
Novice Refined Blueprints |
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| Greater Totem Capacity | 🛡️ Passive Ability |
Totems store 15 more of each stat. Replaces Novice Totem Capacity. |
Novice Totem Capacity |
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| Greater Trained Endurance | 🛡️ Passive Ability |
Skills cost 3 less Soul or Power, minimum 1. Replaces Novice Trained Endurance. |
Novice Trained Endurance |
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| Greater Weapon Tuning | 🛠️ Utility Ability |
One weapon gains +3 Attack for a day. Replaces Novice Weapon Tuning. |
Novice Weapon Tuning |
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| Hidden Glyphs | 🛡️ Passive Ability |
Your runic traps take a Hard Perceive check to spot. |
Arcane Trap Sense |
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| Identify Weak Points | ⚡ Activated Ability |
1d8 Piercing Damage straight to Vitality against a target whose armor you have studied (Normal Perceive Check). |
Material Identify skill |
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| Masterful Armor Fitting | 🛠️ Utility Ability |
One suit of armor gains +4 Defense or Spirit (must be chosen) for a day. Replaces Greater Armor Fitting. |
Greater Armor Fitting |
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| Masterful Quick Build | 🛡️ Passive Ability |
Build times are 4 hours less (minimum 1 hour). Replaces Greater Quick Build. |
Greater Quick Build |
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| Masterful Trained Endurance | 🛡️ Passive Ability |
Skills cost 4 less Soul or Power, minimum 1. Replaces Greater Trained Endurance. |
Greater Trained Endurance |
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| Masterful Weapon Tuning | 🛠️ Utility Ability |
One weapon gains +4 Attack for a day. Replaces Greater Weapon Tuning. |
Greater Weapon Tuning |
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| Masterwork | 🛡️ Passive Ability |
Weapons you craft gain +1 Attack and Parry; armor you craft gains +1 Defense and +1 Spirit. |
Greater Crafting skill |
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| Modular Design | 🛡️ Passive Ability |
Items you build have one extra modification slot. |
Design Improvement skill |
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| Novice Armor Fitting | 🛠️ Utility Ability |
One suit of armor gains +2 Defense or Spirit (must be chosen) for a day. Replaces Basic Armor Fitting. |
Basic Armor Fitting |
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| Novice Material Efficiency | 🛡️ Passive Ability |
Each build needs 2 less units of its main material (minimum 1). Replaces Basic Material Efficiency. |
Basic Material Efficiency |
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| Novice Quick Build | 🛡️ Passive Ability |
Build times are 2 hours less (minimum 1 hour). Replaces Basic Quick Build. |
Basic Quick Build |
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| Novice Refined Blueprints | 🛡️ Passive Ability |
+100 Design Points. Replaces Basic Refined Blueprints. |
Basic Refined Blueprints |
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| Novice Totem Capacity | 🛡️ Passive Ability |
Totems store 10 more of each stat. Replaces Basic Totem Capacity. |
Basic Totem Capacity |
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| Novice Trained Endurance | 🛡️ Passive Ability |
Skills cost 2 less Soul or Power, minimum 1. Replaces Basic Trained Endurance. |
Basic Trained Endurance |
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| Novice Weapon Tuning | 🛠️ Utility Ability |
One weapon gains +2 Attack for a day. Replaces Basic Weapon Tuning. |
Basic Weapon Tuning |
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| Over Capacity | 🛡️ Passive Ability |
One Overdrive per session does not add to the malfunction range. |
Overdrive |
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| Overdrive | ⚡ Activated Ability |
Push an item or your construct past its limits: spend 2 Soul or Power to add range, area or duration, skip a cooldown, or cut an activation time. Each Overdrive rolls 1d20 to malfunction on a 1; the range grows by 1 with every Overdrive that session. |
Jury-Rig skill |
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| Pocket Contraption | 🛠️ Utility Ability |
Keep one contraption ready to use as a free action. |
Contraptions skill |
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| Reconfiguration | 🛠️ Utility Ability |
Swap one modification on your Signature Invention in 10 minutes, without a workshop. |
Signature Invention |
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| Redesign | 🛠️ Utility Ability |
Change one component of a finished construct without starting over (8 hours). |
Basic Refined Blueprints |
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| Remote Trigger | 🛠️ Utility Ability |
Set off one of your runic traps from up to 10 spaces away. |
Novice Runic Traps skill |
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| Repair | 🛡️ Passive Ability |
You are able to repair items, armor, and weapons as long as you have the right tools. |
N/A |
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| Rune Battery Mastery | 🛡️ Passive Ability |
Rune Stone Batteries you make hold more Soul. The amount of extra Soul that they can hold is equal to your Arcana trait. |
Rune Stone Theory |
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| Rune Reclaim | 🛠️ Utility Ability |
Disarm a magic trap and keep its rune stone. |
Arcane Trap Sense |
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| Rune Stone Theory | 🛡️ Passive Ability |
Allows you to create rune stones of a spell family once you have the spells of that family. |
N/A |
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| Runic Carvings | 🛠️ Utility Ability |
Able to carve runic runes onto surfaces. Primarily used by artificers to give magical properties to their runic constructs, these carvings can also be applied to anything made of stone or wood materials. This is basically a form of Witch Runes ability that the Runic Mages have, but limited to only materials and surfaces that are able to receive carvings or etchings. What makes these better is that they can't be washed away and will last forever.
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Carving |
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| Runic Item Empowerment | 🛡️ Passive Ability |
All items you use or create have their effects increased by your Arcana. |
Create Magical Totem |
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| Runic Mage Empowerment | 🛠️ Utility Ability |
You are able to apply any Runic Mage skill effect that you have to the runic items you create affecting their values. For example, you could create a ring of Staggering Spell that gives the magic of the ring's wearer that skill's effect of dazing the target, or you could make a brooch for a cloak that gives the cloak Magical Vampirism effect. |
Elemental Creations |
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| Runic Profession | 🛠️ Utility Ability |
With this ability you may assign a profession to your elemental construct, once it is awakened. This will allow the construct to grow following the path of that profession and learn skills and abilities from that profession. You can only assign one profession - an elemental construct cannot use dual professions. |
Awaken Elemental Construct |
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| Salvage | 🛠️ Utility Ability |
Break down an item to recover half its materials. |
Repair |
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| Siege Engineering | 🛠️ Utility Ability |
Build barricades, ballistae and field fortifications. |
Masterwork |
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| Signature Invention | 🛡️ Passive Ability |
Choose one item as your life's work. It gains two slots beyond the normal limit, and can take one unusual property its type normally cannot (GM approval). |
Modular Design |
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| Space Saving | 🛡️ Passive Ability |
Things stored in your bags or packs take half as much storage space. |
N/A |



