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{{otheruses4|the base class|the prestige class from [[Lantan]]|Gnome Artificer}}
 
 
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'''Artificers''' were a rare kind of [[arcane spellcaster]] who treated [[arcane magic|magic]] in the same manner as a mason might see a chisel―as a tool for the creation of marvels. An artificer learned to wield his or her magic through the mastering of sigils and diagrams that they etched into that which they enchanted, as well as magical ingredients. Artificers infused objects of the world, be they inanimate or alive, with the power of the arcane, making them both powerful crafters and healers.<ref name="DR365">{{cite dragon/365/Playtest: Artificer}}</ref>
   
  +
==Culture==
'''Artificers''' are a rare kind of [[arcanist]] who treat [[arcane magic|magic]] in the same manner as a mason might see a chisel - as a tool for the creation of marvels. An artificer learns to wield his or her magic through the mastering of sigils and diagrams that they etch into that which they enchant, as well as magical ingredients.<ref name="DR365-p5">{{Cite dragon|author=[[Logan Bonner]], [[Mike Mearls]], & [[David Noonan]]|title=Playtest: Artificer|issue=365|pages=5|publisher=[http://www.wizards.com Wizards of the Coast]}}</ref> Artificers infuse objects of the world, be they inanimate or alive, with the power of the arcane, making them both powerful crafters and healers.<ref name="DR365-p5-6">{{Cite dragon|author=[[Logan Bonner]], [[Mike Mearls]], & [[David Noonan]]|title=Playtest: Artificer|issue=365|pages=5-6|publisher=[http://www.wizards.com Wizards of the Coast]}}</ref>
 
 
Artificers were not common in [[Faerûn]], but could be found in nations where magic and technology blended in surprising ways. The most relevant example was [[High Imaskar]], where artificers occupied a place of power in the imperial hierarchy.<ref name="FRCG-p138">{{Cite book/Forgotten Realms Player's Guide|138}}</ref> Artificers were also prominent in [[Lantan]].<ref name="ERLW5e-p54">{{Cite book/Eberron: Rising from the Last War|54}}</ref>
   
  +
Most artificers were [[human]]s or [[Deep Imaskari]] from [[High Imaskar]],<ref name="FRCG-p138">{{Cite book/Forgotten Realms Player's Guide|138}}</ref> but [[dwarf|dwarves]] were exceptionally good at the work of an artificer, due to their long and ancient history of magical crafting. This led some to believe that dwarves, in fact, invented the artificer tradition. [[Eladrin]], [[gnome]]s, and [[warforged]] also commonly made good artificers.
Artificers are not common in [[Faerûn]], but can be found in nations where magic and technology blend in surprising ways. The most relevant example is [[High Imaskar]], where artificers occupy a place of power in the imperial hierarchy.<ref name="FRCG-p138">{{Cite book/Forgotten Realms Player's Guide|138}}</ref>
 
  +
===Religion===
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Regardless of their race or origin, artificers were generally known to worship the god [[Gond]]. Though some were known to worship deities related to their pursuits of crafting or knowledge, such as [[Moradin]], [[Oghma]],<ref name="GWAotR-p4">{{cite dragon/403/Gond's Way: Artificers of the Realms|4}}</ref> or [[Torm]]. Others were known to worship gods of magic, such as [[Corellon]] or [[Mystra]].<ref name="DR365" /> But there were also some who saw little use for gods, instead aligning themselves with universities or wizard enclaves.<ref name="GWAotR-p4" />
   
 
==Abilities==
 
==Abilities==
  +
[[Image:ArtificerClass.jpg|thumb|right|A well-equipped artificer]]
 
Artificers, like [[swordmage]]s or [[wizard]]s, gained their ability to wield arcane magic through training and practice. However, unlike either, artificers approached magic in an almost scientific way, and manipulated arcane energy through complex patterns of arcane power known as sigils, which they etched onto their weapons, implements (such as [[rod]]s, [[staff]]s, or [[wand]]s), and other such items for use as components for their spellcasting. If they lacked these components, artificers could simply etch sigils onto a different item for use over a period of extended rest.<ref name="DR365" />
  +
 
Through these sigils, artificers could craft magical items, brew potions, or even infuse themselves or allies with magically enhanced abilities. It was this latter ability that was the most directly applicable to combat, as artificers could use the ''healing infusion'' spell to heal the wounds or boost the morale of their allies.<ref name="DR365" /> Artificers might also call their powers rotes or infusions, though the term "spell" remained the technically correct term for all varieties.<ref name="DR365" /> An artificer's sigils and training also allowed them to cast [[ritual]]s, much like [[wizard]]s or [[cleric]]s.<ref name="DR365" />
  +
 
Another ability gained by artificers from their unique approach to magic was their ability to replenish a magical item's energy without additional materials. Artificers could do this over a short rest by using their body as a channel for arcane energy, with which they then replenished the item. Their ability to do this was directly proportional to their own experience and intelligence.<ref name="DR365" />
  +
  +
The spell-like effects that were closest to the artificer's view of magic were collectively called the school of artifice. As these spells were produced in way very different from conventional casting, it was considered a [[school of thaumaturgy]]. It was opposed to the schools of [[necromancy]] and [[enchantment/charm]].<ref>{{Cite book/Player's Option: Spells & Magic|20-22}}</ref>
   
  +
==History==
Artificers, like [[swordmage]]s or [[wizard]]s, gain their ability to wield arcane magic through training and practice. However, unlike either, artificers approach magic in an almost scientific way, and manipualte arcane energy through complex patterns of arcane power known as sigils which they etch onto their weapons, implements (such as [[rod]]s, [[staff]]s, or [[wand]]s), and other such items for use as components for their spellcasting. If they lack these components, artificers can simply etch sigils onto a different item for use over a period of extended rest.<ref name="DR365-p6">{{Cite dragon|author=[[Logan Bonner]], [[Mike Mearls]], & [[David Noonan]]|title=Playtest: Artificer|issue=365|pages=6|publisher=[http://www.wizards.com Wizards of the Coast]}}</ref>
 
  +
Following the destruction of Lantan during the [[Spellplague]], many of the fallen nation's artificers scattered throughout Faerun.<ref name="GWAotR-p2-3">{{cite dragon/403/Gond's Way: Artificers of the Realms|2-3}}</ref>
   
  +
Many traveled to the [[East Rift]] to explore the ruins that had been unearthed in the wake of the [[Underchasm]]'s creation, becoming engineers for the dwarven city of [[Eartheart]]. Others took to exploring the [[Underdark]] for ancient relics and competing against artificers of factions rival to the Church of Gond.<ref name="GWAotR-p4" />
Through these sigils, artificers can craft magical items, brew potions, or even infuse themselves or allies with magically enhanced abilities. It is this latter ability that is the most directly applicable to combat and artificers can use the ''healing infusion'' spell to heal the wounds or boost the morale of their allies.<ref name="DR365-p6">{{Cite dragon|author=[[Logan Bonner]], [[Mike Mearls]], & [[David Noonan]]|title=Playtest: Artificer|issue=365|pages=6|publisher=[http://www.wizards.com Wizards of the Coast]}}</ref> Articers might also call their powers rotes or infusions, though the term spell remains the technically correct term for all varieties.<ref name="DR365-p6-7">{{Cite dragon|author=[[Logan Bonner]], [[Mike Mearls]], & [[David Noonan]]|title=Playtest: Artificer|issue=365|pages=6-7|publisher=[http://www.wizards.com Wizards of the Coast]}}</ref> An artificer's sigils and training also allow them to cast [[ritual]]s, much like [[wizard]]s or [[cleric]]s.<ref name="DR365-p7">{{Cite dragon|author=[[Logan Bonner]], [[Mike Mearls]], & [[David Noonan]]|title=Playtest: Artificer|issue=365|pages=7|publisher=[http://www.wizards.com Wizards of the Coast]}}</ref>
 
   
  +
Others became obsessed with studying the fallen civilization of Lantan and sought to recreate its lost technological wonders. Some were so bold as to aspire to one day defeat the sea monster that guarded its flooded ruins.<ref name="GWAotR-p4" />
Another ability gained by artificers from their unique approach to magic, including the ability to replenish a magical item's energy without additional materials. Artificers can do this over a short rest by using their body as a channel for arcane energy, which they then replenish the item with. Their ability to do this is directly proportional to their own experience and intelligence.<ref name="DR365-p6">{{Cite dragon|author=[[Logan Bonner]], [[Mike Mearls]], & [[David Noonan]]|title=Playtest: Artificer|issue=365|pages=6|publisher=[http://www.wizards.com Wizards of the Coast]}}</ref>
 
   
==Notes==
+
==Appendix==
  +
===Background===
 
Artificers are neither a core ''[[Wikipedia:Dungeons & Dragons|Dungeons &amp; Dragons]]'' class nor a Forgotten Realms-specific one. Rather, it is an [[Wikipedia:Eberron|Eberron]]-specific class.  Furthermore, anything that is legal for ''[[Living Forgotten Realms]]'' is considered canonical, including both artificers and formerly Eberron-exclusive races like [[warforged]]. Therefore, though likely rare due to their lack of status as a core class or ''Realms''-specific one, artificers do exist on [[Toril]]. This is further evidenced by the brief mention of the [[Body of Artificers]] as a part of High Imaskar's government.
   
  +
===See also===
Artificers are neither a core ''Dungeons & Dragons'' class nor a ''Forgotten Realms''-specific one. Rather, it is an ''[[Wikipedia:Eberron|Eberron]]''-specific class. In spite of this the current policy of [[Wizards of the Coast]] is to allow classes and races of all kinds, even those normally considered setting-specific, to be allowed in any D&D game, regardless of setting. Therefore, though likely rare due to their lack of status as a core class or ''Realms''-specific one, artificers do exist on [[Toril]]. This is further evidenced by the brief mention of the [[Body of Artificers]] as a part of High Imaskar's government.
 
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*[[:Category:Artifice spells|A list of artifice spells]]
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===External Links===
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* {{EW}}
   
==References==
+
===References===
 
{{refs}}
 
{{refs}}
   
  +
===Connections===
  +
{{Arcane spellcasters}}
  +
{{Schools of magic}}
 
[[Category:Artificers]]
 
[[Category:Artificers]]
[[Category:Arcanists]]
 
 
[[Category:Classes]]
 
[[Category:Classes]]
 
[[Category:Arcane spellcasters]]
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[[Category:Specialist wizard classes]]

Revision as of 19:51, 20 May 2020

Artificers were a rare kind of arcane spellcaster who treated magic in the same manner as a mason might see a chisel―as a tool for the creation of marvels. An artificer learned to wield his or her magic through the mastering of sigils and diagrams that they etched into that which they enchanted, as well as magical ingredients. Artificers infused objects of the world, be they inanimate or alive, with the power of the arcane, making them both powerful crafters and healers.[1]

Culture

Artificers were not common in Faerûn, but could be found in nations where magic and technology blended in surprising ways. The most relevant example was High Imaskar, where artificers occupied a place of power in the imperial hierarchy.[2] Artificers were also prominent in Lantan.[3]

Most artificers were humans or Deep Imaskari from High Imaskar,[2] but dwarves were exceptionally good at the work of an artificer, due to their long and ancient history of magical crafting. This led some to believe that dwarves, in fact, invented the artificer tradition. Eladrin, gnomes, and warforged also commonly made good artificers.

Religion

Regardless of their race or origin, artificers were generally known to worship the god Gond. Though some were known to worship deities related to their pursuits of crafting or knowledge, such as Moradin, Oghma,[4] or Torm. Others were known to worship gods of magic, such as Corellon or Mystra.[1] But there were also some who saw little use for gods, instead aligning themselves with universities or wizard enclaves.[4]

Abilities

ArtificerClass

A well-equipped artificer

Artificers, like swordmages or wizards, gained their ability to wield arcane magic through training and practice. However, unlike either, artificers approached magic in an almost scientific way, and manipulated arcane energy through complex patterns of arcane power known as sigils, which they etched onto their weapons, implements (such as rods, staffs, or wands), and other such items for use as components for their spellcasting. If they lacked these components, artificers could simply etch sigils onto a different item for use over a period of extended rest.[1]

Through these sigils, artificers could craft magical items, brew potions, or even infuse themselves or allies with magically enhanced abilities. It was this latter ability that was the most directly applicable to combat, as artificers could use the healing infusion spell to heal the wounds or boost the morale of their allies.[1] Artificers might also call their powers rotes or infusions, though the term "spell" remained the technically correct term for all varieties.[1] An artificer's sigils and training also allowed them to cast rituals, much like wizards or clerics.[1]

Another ability gained by artificers from their unique approach to magic was their ability to replenish a magical item's energy without additional materials. Artificers could do this over a short rest by using their body as a channel for arcane energy, with which they then replenished the item. Their ability to do this was directly proportional to their own experience and intelligence.[1]

The spell-like effects that were closest to the artificer's view of magic were collectively called the school of artifice. As these spells were produced in way very different from conventional casting, it was considered a school of thaumaturgy. It was opposed to the schools of necromancy and enchantment/charm.[5]

History

Following the destruction of Lantan during the Spellplague, many of the fallen nation's artificers scattered throughout Faerun.[6]

Many traveled to the East Rift to explore the ruins that had been unearthed in the wake of the Underchasm's creation, becoming engineers for the dwarven city of Eartheart. Others took to exploring the Underdark for ancient relics and competing against artificers of factions rival to the Church of Gond.[4]

Others became obsessed with studying the fallen civilization of Lantan and sought to recreate its lost technological wonders. Some were so bold as to aspire to one day defeat the sea monster that guarded its flooded ruins.[4]

Appendix

Background

Artificers are neither a core Dungeons & Dragons class nor a Forgotten Realms-specific one. Rather, it is an Eberron-specific class.  Furthermore, anything that is legal for Living Forgotten Realms is considered canonical, including both artificers and formerly Eberron-exclusive races like warforged. Therefore, though likely rare due to their lack of status as a core class or Realms-specific one, artificers do exist on Toril. This is further evidenced by the brief mention of the Body of Artificers as a part of High Imaskar's government.

See also

External Links

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Logan Bonner, Mike Mearls & David Noonan (July 2008). “Playtest: Artificer”. In Chris Youngs ed. Dragon #365 (Wizards of the Coast), pp. 5–15.
  2. 2.0 2.1 Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). Forgotten Realms Player's Guide. (Wizards of the Coast), p. 138. ISBN 978-0-7869-4929-8.
  3. Jeremy Crawford, James Wyatt, Keith Baker (November 2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 54. ISBN 978-0-7869-6692-9.
  4. 4.0 4.1 4.2 4.3 Doug Hyatt (September 2011). “Gond's Way: Artificers of the Realms”. In Steve Winter ed. Dragon #403 (Wizards of the Coast), p. 4.
  5. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 20–22. ISBN 0-7869-0394-5.
  6. Doug Hyatt (September 2011). “Gond's Way: Artificers of the Realms”. In Steve Winter ed. Dragon #403 (Wizards of the Coast), pp. 2–3.

Connections

Template:Arcane spellcasters

Schools of Magic
AbjurationConjurationDivinationEnchantmentEvocationIllusionNecromancyTransmutationUniversal
Schools of effect
AirEarthFireWaterDimensionIncantationShadow
Schools of thaumaturgy
ArtificeSongWild magic
Zakharan provinces of magic
FlameSandSeaWindUniversal
Netherese Fields of Mythal
InventiveMentalismVariation
Others
ChronomancyHishnaPlumaPaths of power