Play-test – Mithimese Artificer Guild Aims
Guild Equipment
The Mages’ Guild seeks to teach its members to unlock the mystic powers within within themselves themselves.. At the same time however it also seeks to teach its members the responsibilities that come with those p owers.
Mages can buy the following e1uipment from the Imperial 0ollage. Item 0 os t ,ilver *agger +May also be purchased by 6787 non4Guild members9ew ,pell Book +,% Magic approval6787 9ew ,taff :nchantment %itual ;787
Artifice If Battlemages are the worlds premier combat spell casters the Artificers of Mithim are the premier !enchanters". Tied to the #illar located in the Mithimese Mith imese capital of Mith’ Mith’A$u’ A$u’%a %a these mages sacri sacrifice fice the direc directt casting casti ng of spell spellss for the abil ability ity to make powerful powerful magic items and cast spells through them instead. &ith the opening of the Ithronian e'change the arts of the Artificer are moved to the active casting of their spells. Mages in the e'change rema re main in bou bound nd to th thee It Ithr hron onia iann #i #illllar ar wh whililst st le lear arni ning ng th thee ar arts ts of manipulating items in the traditional Mithimese style.
Membership Restrictions The Mithimese art of Artifice is open to (umans )nly. )nly. The Mithimese will not accept people who hold a *evotee or #riest rank in any religion +Mana and ,oulfire does not mi'-.
Membership Rules There can be only transfer per year. At ,ummerfest the Mages Guild can convene and choose one of their members to become a student of Mithim. This person may be re/ected by the Mithimese +,enior ref and 00’s decision-. )nly humans are allowed this privilege. The initial e'change will be done once per year at ,ummerfest or at ,enior %ef approval. Those interested must be a Master and will undergo an interview by a current master of the Mithimese arts player if possible the Archmage and the &itchfinder. )thers can be present if need ed. The player will be drained to guildsman to begin their training. The player must be of the faith of %olbor or willing to undergo a 1uest which will guide him to becoming becoming kindred to %olbor. %olbor. Any mage who is not %olborian will still be allowed to take part in the e'change however they will not gain any of the Mithimese social benefits and will be highly distrusted. Anyone !0onveniently" finding faith will be re/ected. Anyone already 2indred of another faith will be asked to take on some of the tenants of the %olborian faith in addition to their own god. Although breaking %olborian sins would not affect kindred of another faith other Artificers Artificers will look down on that character and the social benefits of of being in Mithim will not apply. They must take an oath to never teach the arts they learn to anyone who is not under the e'change of Mithim Mithim and then only with direct direct permission from the Mithim and Ithronian 3ndercouncil of mages.
Apprenticeship The Guildsman will travel to Mithim. They can still read the mages runes and see demon auras. Throughout their apprenticeship the student will learn about Mithim and must act for the good of Mithim. Bad role4players or those players chosen but go against the principles of Mithim will be harshly dealt with in character. Good role4players may be given spells outside of the list they are allowed to choose from. Although they are still within the 5aws of Ithron and can be tried by Ithronian law the character does not have to take orders from any other character apart from those connected to the Mages Guild. The player will be asked to supply a staff with a Mithim style about it as this will play a large part in the future of the e'change. The player will become bound to their staff. This counts as a bind slot. They will not be able to create magical items for themselves +this does not include charge scrollsThe player will gain e'tra social whilst in Mithim due to more respect been given to those of wisdom in magic. The player must keep a spell book but this is for reference only and is not a phys rep more a way of keeping track and refs checks. The Ithronian spell book is returned to the guild and all spells forgotten.
The Dangers of ron It is impossible for a Mage to cast spells using ,oulfire whilst holding ferrous metals. ,hould a Mage attempt to cast a spell without discarding such metal metal items they will will be !earthed". !earthed". They will will lose all dedicated ,oulfire and cannot cast or resist any spells until dawn +even those spells spells already dedicated dedicated up-. They also take a lethal head wound +hit points in the head location are reduced to $ero-. ,mall incidental metal items +buttons small studs etc- do not cause such earthing. Mages can resist spells whilst holding these metal ob/ects without being earthed.
The !imitations of Armour Armour A Mage cannot cast a spell whilst wearing any armour as it restricts his movements. movements. This does not stop a Mage from resisting resisting a spell whilst whilst wearing armour. The Mithimese Artificers frown Artificers frown upon those Mages who wear armour and a representative o f Grand Magus will Magus will visit persistent offenders.
Mithimese "taff of Po#er The Artificer Artificer does not use a spell book as such their spells are stored within a staff crafted or enchanted in Mithim. An Artificer still re1uires a spell book however this is for keeping record of the spells stored within their staff and does not need to be taken out on adventures. If is purely for referees monitoring purposes. All of the Artificers spells for the day are dedicated in to the staff prior to the adventure. +A list of spells should be written down and shown to the adventure ref.- any power not dedicated prior to the adventure is lost and cannot be used that day. The staff is made from wood and at its core is a rod of )bsidian. It is still venerable to &arp but can be used as a weapon. The staff may be adapted with ,% Magic approval. The ,taff M3,T be in the possession of the Artificer in order for them to cast any spells. spells. &ithout the staff the Artificer will not have access to their spells at all. The ,taff counts as a Bind ,lot Any spell cast on the staff can be resisted by the Artificer as per resisting a spell using their Dedicated power. Dedicated power. +This may result in spells that are already alr eady dedicat dedicated ed in the staff staff not working working as the power power has been transferred from one spell in to another function. Any power left in the staff used in this way can be re4dedicated however it will take ;47 minutes to do so. ,uch dedication should re1uire some form of froth or ritual 8 magical cleansing to show this new dedicationThe staff can only ever store item based spells. 9ew spells may be stored in the ,taff with ,% Magic permission. The ,taff may gain new abilities at ,% Magic discression. If the staff is broken or destroyed the Artificer may not cast any spells until the ,taff is re4made and is ,truck *own. The ,taff ,taff should be marked marked with with the Artific Artificers ers person personal al Mark Mark and following runes<
O
V
R
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tem $reation These are created as the Ithronian rules. )nly difference is Mithimese Artificers place e'pire dates of no more than a year but can charge there items back up reducing the effect to = month the first time then 6 months the second time then month then it>s destroyed.
Fools and Heroes LRP Society 2010 Mithim Mithimese ese Artif Artifice icerr Rules Rules by Matt Matt Goli Golight ghtly ly 1!0
Guild Ran%s Initiate (Guildsman) (Social rank 6 Whilst in Mithim) Fees ? 0rowns per month split between the Ithronian and Mithimese Guild Benefits The mage gets ; points of ,oulfire They are given their ,taff. It contains 7 spells which the Mage may choose from the Initiate spell list. The artificer learns !%esist Bind" The mage is also taught the following sigils
X
counts as a feasibility study that costs @7 0rowns. A character who researches a spell that is passed by the :'ecutive committee does not need to have a free or unused spell slot. If passed the spell is additional to their normal allowance.
Mages "pell slots by ran% *ank
S+ells
,otal Po-er
Soulfire *eduction
Initiate &eaved Infused Artificer
7 ; ; ;
; ? @ @;
6 6 6 6
"pell Po#er Reduction
This item is a bound item.
Y This item is not bound.
.· . This item has multiple spell effects. Proression After @ months the Initiate may advance to the ne't rank. Wea!ed ("ih Guildsman) (Social rank # Whilst in Mithim) Fees 7 0rowns per month split between the Ithronian and Mithimese Guild Benefits The &eaved gets ? p oints of ,oulfire The weaved gains the !Item &hisperer" ability The character may learn the ; spells from the &eaved ,pell list Proression After 6 months the &eaved may advance to the ne't rank. Infused (Guild Senior) (Social rank $ Whilst in Mithim) Fees @ 0rowns per month split between the Ithronian and Mithimese Guild Benefits The Infused gets @ points of ,oulfire The Infused learns !%etrieve Artefact" The Infused learns !%estore Artefact" The character may learn the ; spells from the Infused ,pell list Proression After 6 months the Infused may advance to the ne't rank. The character should now have @ points of active and a possible 7 spells. %rtificer (Master)(Social rank & Whilst in Mithim) Fees ;0rowns per month split between the Ithronian and Mithimese Guild Benefits The Artificer gets @; points of ,oulfire The Artificer learns !%e/uvenate Artefact" The character may learn the ; spells from any of the Artificer ,pell lists. Proression There is the option through dedicated role4play for the Artificer to become !Ambassador for Magics" %m'assador for Maics (Master) (Social rank Whilst in Mithim) Fees ?0rowns per month split between the Ithronian and Mithimese Guild Benefits The Artificer gets @? points of ,oulfire The Ambassador learns !%eturn (ome" The character may learn the ; spells from any of the Artificer ,pell lists.
Artificers are granted a reduction in ,oulfire cost to spells. :ach spell may only be reduced down to a minimum of point. :ach spell reduced in this way must be recorded by the ,% Magic. A spell may receive multiple reductions in cost. 9oted on the spell list are @ numbers. The first is the initial spell cost the second is the lowest the spell can be dropped to.
Mithimese Artifice Initiate :nchantment of #rotection from Magic +;-+6- Cif power D 6 target D selfE :nchantment of ,hatter +@- +:nchantment of &arp +@- +:nchantment of (eat Metal +6- +@:nchantment of Mass ,hatter +;- +F:nchantment of Mass &arp +;- +F:nchantment of Mass (eat Metal +;- +F%itual of :nchant Missiles +6- +@%itual of ,tone (ead +6- +@%itual of Bladesharp +6- +@%itual of Ignite +%itual of 5ight +%itual of 0hannel ,oulfire +item- +@Wea!ed :nchantment of :ntangle C)b/ectE +@- +:nchantment of Item Invisibility +;- +6:nchantment of 0ool Metal +6- +@:nchantment of Teleport Item +F- +;%itual of Mend Item +@- +%itual of Mass Mend Item +7- +F%itual of )pen locks +- +@%itual of ,everance +;- +@%itual of Binding +;%itual of %e4Horge Metal +@- +%itual of %eform &ood +@- +Infused :nchantment of %emove &ard +6- +@:nchantment of Instruct Automata +6:nchantment of deactivate Automata +6%itual of %emove Magic +?- +;%itual of *evine nature +@- +%itual of Magic immunity +6- +@%itual of *ispel Magic +6- +@-
Research It is possible through in4character research that the spells abilities and skills may e'pand in the future. Any Battle Mage of unior Battle Mage rank or higher can research such skills and should fill out a research re1uest form and send it to the ,enior %eferees through their 5). This
Fools and Heroes LRP Society 2010 Mithimese Artificer Rules by Matt Golightly 1!0 @
Artificer Abilities
"pell Descriptions
*etrie!e %rtefact The Artificer may harvest from corpses known materials useful for the construction of magic items. This does not allow the character to harvest specifically alchemical items. )nly an Alchemist of re1uisite rank may do this. Items permitted include Medusa :yes Automaton>s #ower ,ource etc. *eu!enate %rtefact The Artificer may restore previously e'hausted magic items to a point where they may be used in the manufacture of other magic items. This will not restore the functionality of the item only the resonance re1uired for it to be re4forged. This may only be done once per item. *estore %rtefact A Mithimese Artificer may re4charge a magic item +not a religious oneonce it has e'pired. The first time this is done to an item its life is e'tended for up to = months. This can be done two more times +restored to 6 months and then month- after this the item can no longer be restored and is useless. *esist Bind The Artificer gains the ability to resist the effect of a bind on contact from an item by e'pending a point of dedicated 8 resist from proc magic but if resisted the artificer may not pick it up again for rest of the day and must place it back where it come from. Item Whis+erer )nce per day the Artificer may speak to a sentient item for ; minutes or encounter. The item can understand but does not have to respond. *eturn "ome )nce per year the Ambassador for Magics may teleport themselves and all Mithim :'change students within 7 feet to either the Mithimese #illar of Magic in Mith’A$u’%a or the Tower of (igh ,orcery in Barrenly.
Mass Shatter ,hatter effect on all vulnerable items within ; feet of the target +including mage>s own if applicable-. This spell may be used to affect large ob/ects like boulders or stonemasonry. e.g. upon finishing the activation phrase the Artificer has 67 seconds to continually shatter any items he can on the initial target monster and to those within ; feet. +!By the powers of ,ubstance Mass ,hatter do I shatter that sword shatter that breastplate shatter that spearhead shatter thatJ etc-. If time allows the referee can be pre4warned and call a time free$e to shatter all metallic ob/ects in the target area. Mass War+ &arp effect on all vulnerable items within ; feet of the target +including mage>s own if applicable-. This spell may be used to affect large ob/ects such as supporting beams and gates. e.g. upon finishing the activation phrase the Artificer has 67 seconds to continually warp any items he can on the initial target monster and to those within ; feet. +!By the powers of substance Mass &arp do I warp that bow warp that crossbow warp that spe ar warp thatJ etc-. If time allows the referee can be pre4warned and call a time free$e to warp all wooden ob/ects in the target area. Mass "eat Metal This spell will cause a (eat Metal effect on all vulnerable items within ; feet of the target +including mage>s own if applicable-. e.g. upon finishing the activation phrase the Artificer has 67 seconds to continually (eat metal any items he can on the initial target monster and to those within ; feet. +!By the powers of substance Mass (eat Metal do I heat that chain heat that plate heat that sword heat thatJ etc-. If time allows the referee can be pre4warned and call a time free$e to heat all metal ob/ects in the target area. Mass /ool Metal This spell will cause a 0ool Metal effect on all vulnerable items within 7 feet of the target +including mage>s own if applicable-. Mass Mend Item 3p to five items may be mended simultaneously. )r one automaton fully healed. !By the powers of substance do I mend all these items" !By the powers of substance do I restore this automaton" *emo!e Maic This spell will suspend ability from a Magic item until dawn. This does not effect the !0annot be severed" ability.
Fools and Heroes LRP Society 2010 Mithimese Artificer Rules by Matt Golightly 1!0 6