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Play-test Mithimese Artificer

Guild Aims

Guild Equipment

The Mages Guild seeks to teach its members to unlock the mystic
powers within themselves. At the same time however it also seeks to
teach its members the responsibilities that come with those powers.

Mages can buy the following equipment from the Imperial Collage.
Item
Cost
Silver Dagger (May also be purchased by 30/0
non-Guild members)
New Spell Book (SR Magic approval)
30/0
New Staff Enchantment Ritual
50/0

Artifice
If Battlemages are the worlds premier combat spell casters, the Artificers
of Mithim are the premier enchanters. Tied to the Pillar located in the
Mithimese capital of MithAzuRa, these mages sacrifice the direct
casting of spells for the ability to make powerful magic items and cast
spells through them instead.
With the opening of the Ithronian exchange, the arts of the Artificer are
moved to the active casting of their spells. Mages in the exchange
remain bound to the Ithronian Pillar whilst learning the arts of
manipulating items in the traditional Mithimese style.

Membership Restrictions
The Mithimese art of Artifice is open to Humans Only. The Mithimese will
not accept people who hold a Devotee or Priest rank in any religion
(Mana and Soulfire does not mix).

Membership Rules
There can be only 1 transfer per year. At Summerfest the Mages Guild
can convene and choose one of their members to become a student of
Mithim. This person may be rejected by the Mithimese (Senior ref and
CCs decision). Only humans are allowed this privilege. The initial
exchange will be done once per year at Summerfest or at Senior Ref
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 Witchfinder. Others can be present if needed.
The player will be drained to guildsman to begin their training. The
player must be of the faith of Rolbor or willing to undergo a quest which
will guide him to becoming kindred to Rolbor.
Any mage who is not Rolborian will still be allowed to take part in the
exchange however they will not gain any of the Mithimese social
benefits and will be highly distrusted.
Anyone Conveniently finding faith will be rejected. Anyone already
Kindred of another faith will be asked to take on some of the tenants of
the Rolborian faith in addition to their own god. Although breaking
Rolborian sins would not affect kindred of another faith, other Artificers
will look down on that character and the social benefits 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 exchange of Mithim and then only with direct
permission from the Mithim and Ithronian Undercouncil 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 role-players or those players
chosen, but go against the principles of Mithim will be harshly dealt with
in character. Good role-players may be given spells outside of the list
they are allowed to choose from.
Although they are still within the Laws 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 exchange.
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 scrolls)
The player will gain 1 extra 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 Iron


It is impossible for a Mage to cast spells using Soulfire whilst holding
ferrous metals. Should a Mage attempt to cast a spell without discarding
such metal items they will be earthed. They will lose all dedicated
Soulfire and cannot cast or resist any spells until dawn (even those
spells already dedicated up). They also take a lethal head wound (hit
points in the head location are reduced to zero).
Small incidental metal items (buttons, small studs etc) do not cause such
earthing. Mages can resist spells whilst holding these metal objects
without being earthed.

The Limitations of Armour


A Mage cannot cast a spell whilst wearing any armour as it restricts his
movements. This does not stop a Mage from resisting a spell whilst
wearing armour. The Mithimese Artificers frown upon those Mages who
wear armour and a representative of Grand Magus will visit persistent
offenders.

Mithimese Staff of Power


The Artificer does not use a spell book as such, their spells are stored
within a staff crafted or enchanted in Mithim. An Artificer still requires 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 Obsidian. It is still
venerable to Warp but can be used as a weapon. The staff may be
adapted with SR Magic approval.
The Staff MUST be in the possession of the Artificer in order for them to
cast any spells. Without the staff, the Artificer will not have access to
their spells at all.
The Staff counts as a Bind Slot
Any spell cast on the staff can be resisted by the Artificer as per resisting
a spell using their Dedicated power. (This may result in spells that are
already dedicated in the staff not working as the power has been
transferred from one spell in to another function. Any power left in the
staff used in this way can be re-dedicated however it will take 5-10
minutes to do so. Such dedication should require some form of froth or
ritual / magical cleansing to show this new dedication)
The staff can only ever store item based spells.
New spells may be stored in the Staff with SR Magic permission.
The Staff may gain new abilities at SR Magic discression.
If the staff is broken or destroyed, the Artificer may not cast any spells
until the Staff is re-made and is Struck Down.
The Staff should be marked with the Artificers personal Mark and
following runes:

..

Item Creation
These are created as the Ithronian rules. Only difference is Mithimese
Artificers place expire dates of no more than a year but can charge there
items back up reducing the effect to 6 month the first time then 3 months
the second time then 1 month then it's destroyed.

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Mithimese Artificer Rules by Matt Golightly V 1.0
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Guild Ranks
Initiate (Guildsman) (Social rank 6 Whilst in Mithim)
Fees
8 Crowns per month split between the Ithronian and Mithimese Guild
Benefits
The mage gets 15 points of Soulfire
They are given their Staff. It contains 10 spells which the Mage may
choose from the Initiate spell list.
The artificer learns Resist Bind
The mage is also taught the following sigils

This item is a bound item.

Y
This item is not bound.

. .
This item has multiple spell effects.
Progression
After 2 months the Initiate may advance to the next rank.
Weaved (High Guildsman)
(Social rank 7 Whilst in Mithim)
Fees
10 Crowns per month split between the Ithronian and Mithimese Guild
Benefits
The Weaved gets 18 points of Soulfire
The weaved gains the Item Whisperer ability
The character may learn the 5 spells from the Weaved Spell list
Progression
After 3 months the Weaved may advance to the next rank.
Infused
(Guild Senior)
(Social rank 8 Whilst in Mithim)
Fees
12 Crowns per month split between the Ithronian and Mithimese Guild
Benefits
The Infused gets 21 points of Soulfire
The Infused learns Retrieve Artefact
The Infused learns Restore Artefact
The character may learn the 5 spells from the Infused Spell list
Progression
After 3 months the Infused may advance to the next rank. The character
should now have 12 points of active and a possible 10 spells.
Artificer
(Master)(Social rank 9 Whilst in Mithim)
Fees
15Crowns per month split between the Ithronian and Mithimese Guild
Benefits
The Artificer gets 25 points of Soulfire
The Artificer learns Rejuvenate Artefact
The character may learn the 5 spells from any of the Artificer Spell lists.
Progression
There is the option through dedicated role-play for the Artificer to
become Ambassador for Magics
Ambassador for Magics (Master) (Social rank 10 Whilst in Mithim)
Fees
18Crowns per month split between the Ithronian and Mithimese Guild
Benefits
The Artificer gets 28 points of Soulfire
The Ambassador learns Return Home
The character may learn the 5 spells from any of the Artificer Spell lists.

counts as a feasibility study that costs 20 Crowns. A character who


researches a spell that is passed by the Executive committee does not
need to have a free or unused spell slot. If passed the spell is additional
to their normal allowance.

Mages Spell slots by rank


Rank
Initiate
Weaved
Infused
Artificer

Spells
10
5
5
5

Total Power
15
18
21
25

Soulfire Reduction
3
3
3
3

Spell Power Reduction


Artificers are granted a reduction in Soulfire cost to spells. Each spell
may only be reduced down to a minimum of 1 point. Each spell reduced
in this way must be recorded by the SR Magic.
A spell may receive multiple reductions in cost.
Noted on the spell list are 2 numbers. The first is the initial spell cost; the
second is the lowest the spell can be dropped to.

Mithimese Artifice
Initiate
Enchantment of Protection from Magic (5)(3) [if power = 3, target = self]
Enchantment of Shatter (2) (1)
Enchantment of Warp (2) (1)
Enchantment of Heat Metal (3) (2)
Enchantment of Mass Shatter (15) (7)
Enchantment of Mass Warp (15) (7)
Enchantment of Mass Heat Metal (15) (7)
Ritual of Enchant Missiles (3) (2)
Ritual of Stone Head (3) (2)
Ritual of Bladesharp (3) (2)
Ritual of Ignite (1)
Ritual of Light (1)
Ritual of Channel Soulfire (item) (2)
Weaved
Enchantment of Entangle [Object] (2) (1)
Enchantment of Item Invisibility (5) (3)
Enchantment of Cool Metal (3) (2)
Enchantment of Teleport Item (7) (5)
Ritual of Mend Item (2) (1)
Ritual of Mass Mend Item (10) (7)
Ritual of Open locks (4) (2)
Ritual of Severance (5) (2)
Ritual of Binding (5)
Ritual of Re-Forge Metal (2) (1)
Ritual of Reform Wood (2) (1)
Infused
Enchantment of Remove Ward (3) (2)
Enchantment of Instruct Automata (3)
Enchantment of deactivate Automata (3)
Ritual of Remove Magic (8) (5)
Ritual of Devine nature (2) (1)
Ritual of Magic immunity (3) (2)
Ritual of Dispel Magic (3) (2)

Research
It is possible, through in-character research that the spells, abilities and
skills may expand in the future. Any Battle Mage of Junior Battle Mage
rank or higher can research such skills and should fill out a research
request form and send it to the Senior Referees through their LO. This
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Mithimese Artificer Rules by Matt Golightly V 1.0
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Artificer Abilities

Spell Descriptions

Retrieve Artefact
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. Only an Alchemist of requisite rank may do
this. Items permitted include Medusa Eyes, Automaton's Power Source
etc.
Rejuvenate Artefact
The Artificer may restore previously exhausted 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 required
for it to be re-forged. This may only be done once per item.
Restore Artefact
A Mithimese Artificer may re-charge a magic item (not a religious one)
once it has expired. The first time this is done to an item, its life is
extended for up to 6 months. This can be done two more times (restored
to 3 months and then 1 month) after this, the item can no longer be
restored and is useless.
Resist Bind
The Artificer gains the ability to resist the effect of a bind on contact from
an item by expending a point of dedicated / 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 Whisperer
Once per day the Artificer may speak to a sentient item for 15 minutes or
1 encounter. The item can understand but does not have to respond.
Return Home
Once per year, the Ambassador for Magics may teleport themselves and
all Mithim Exchange students within 10 feet to either the Mithimese Pillar
of Magic in MithAzuRa or the Tower of High Sorcery in Barrenly.

Mass Shatter
Shatter effect on all vulnerable items within 5 feet of the target (including
mage's own if applicable). This spell may be used to affect large objects
like boulders or stonemasonry.
e.g. upon finishing the activation phrase, the Artificer has 30 seconds to
continually shatter any items he can on the initial target monster and to
those within 5 feet. (By the powers of Substance Mass Shatter!, do I
shatter that sword, shatter that breastplate, shatter that spearhead,
shatter that etc). If time allows, the referee can be pre-warned and call
a time freeze to shatter all metallic objects in the target area.
Mass Warp
Warp effect on all vulnerable items within 5 feet of the target (including
mage's own if applicable). This spell may be used to affect large objects
such as supporting beams and gates.
e.g. upon finishing the activation phrase, the Artificer has 30 seconds to
continually warp any items he can on the initial target monster and to
those within 5 feet. (By the powers of substance Mass Warp!, do I warp
that bow, warp that crossbow, warp that spear, warp that etc). If time
allows, the referee can be pre-warned and call a time freeze to warp all
wooden objects in the target area.
Mass Heat Metal
This spell will cause a Heat Metal effect on all vulnerable items within 5
feet of the target (including mage's own if applicable).
e.g. upon finishing the activation phrase, the Artificer has 30 seconds to
continually Heat metal any items he can on the initial target monster and
to those within 5 feet. (By the powers of substance Mass Heat Metal!,
do I heat that chain, heat that plate, heat that sword, heat that etc). If
time allows, the referee can be pre-warned and call a time freeze to heat
all metal objects in the target area.
Mass Cool Metal
This spell will cause a Cool Metal effect on all vulnerable items within 10
feet of the target (including mage's own if applicable).
Mass Mend Item
Up to five items may be mended simultaneously. Or 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!
Remove Magic
This spell will suspend 1 ability from a Magic item until dawn. This does
not effect the Cannot be severed ability.

Fools and Heroes LRP Society 2010


Mithimese Artificer Rules by Matt Golightly V 1.0
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