Artifice
The boundary between mundane craftsmanship and supernatural creation has always been thin, and those who walk that line are known as artificers. These creators breathe extraordinary power into carefully wrought objects. Artifice represents the marriage of skill and power, whether that manifests as an enchanted blade that burns with inner fire, a cybernetic implant that enhances human reflexes beyond natural limits, or a quantum device that bends the laws of physics to its wielder’s will.
In the Multiverse, artifice adapts fluidly to each setting’s unique nature and technological level. A fantasy realm might see wizards inscribing runes onto masterwork swords, imbuing them with elemental fury through arcane rituals. A cyberpunk metropolis could feature street surgeons installing black-market neural enhancements that grant superhuman abilities. A far-future spacefaring civilization might craft gravity manipulators or dimensional phase shifters using principles that blur the line between advanced science and what earlier eras would have called magic. What remains constant across all these manifestations is the fundamental principle: extraordinary results require extraordinary effort, skill, and often considerable risk.
The relationship between personal abilities and created artifacts forms the foundation of the artifice system. A character’s supernatural capabilities can manifest in two primary ways: as temporary enhancements applied to existing equipment, or as permanent effects imbued into carefully prepared items. An elementalist might channel flame through their sword for a single battle, spending ability points to add fire damage for the duration of the encounter. Alternatively, they could invest weeks of work and substantial resources into creating a permanently enchanted blade that carries its own reserve of elemental power, available whenever needed without drawing from the creator’s personal energy reserves.
Ability Manifestations versus True Artifice
Artifice focuses specifically on creating lasting items with their own supernatural properties through extensive crafting and imbuing processes. However, many character abilities can manifest in ways that appear to create temporary items or equipment modifications without requiring the full artifice creation process.
A gunslinger using Elemental Spark might describe their ability as creating special fire bullets, while a matter manipulator could manifest Shape Clothing as pulling tools from thin air. These manifestations require only the normal ability point cost and activation requirements—no additional crafting checks, materials, or imbuing rituals. The “items” created through ability manifestation typically last only as long as the ability specifies and cannot be transferred to other characters.
This distinction allows characters to describe their supernatural capabilities in creative, thematic ways without requiring them to master the complex artifice creation system. A character whose abilities naturally manifest as temporary equipment can roleplay this aspect freely, while true artificers focus on creating permanent items that persist beyond individual ability uses and can potentially benefit other characters.
The Artifice Creation Process
Creating true artifice involves three distinct phases, each requiring different skills and presenting unique challenges. The process begins with careful planning and research, proceeds through the physical construction of a suitable foundation, and culminates in the delicate work of imbuing the finished item with supernatural power. Success at each stage influences the quality and capabilities of the final artifact, while failure can result in wasted resources, damaged equipment, or even dangerous backlash effects.
Design and Planning
Every successful artifice project begins with a clear vision of what the creator hopes to achieve and a realistic assessment of their capabilities and resources. This initial phase determines the project’s scope, identifies necessary materials and techniques, and establishes the framework that will guide all subsequent work. Rushing through the planning stage is one of the most common causes of artifice failure, as even minor oversights in design can lead to catastrophic problems during the imbuing process.
The first step involves defining the intended effects and power level of the finished artifact. Will this be a simple utility item providing modest bonuses to specific tasks, or an ambitious project attempting to replicate high-level abilities? The answer shapes every subsequent decision, from material requirements to the complexity of imbuing rituals. Characters must honestly assess whether their current skills and resources match their ambitions, as attempting projects beyond one’s capabilities often results in wasted time and materials at best, and dangerous accidents at worst.
Research requirements vary dramatically based on the project’s complexity and the creator’s existing knowledge. Simple enhancements to familiar item types might require only basic preparation, while innovative designs or unfamiliar techniques could demand extensive study. This research phase typically involves Brains checks to understand theoretical principles, gather relevant information from libraries or databases, and identify potential problems before they become critical failures. Characters with appropriate backgrounds or abilities may find this research easier, while those venturing into unfamiliar territory might need to seek out mentors, purchase specialized texts, or even undertake adventures to acquire necessary knowledge.
Component acquisition often represents the most time-consuming and expensive aspect of artifice creation. Basic materials such as metals, gems, electronic components, and rare chemicals must be of sufficient quality to serve as foundations for supernatural enhancement. More exotic projects might require components that cannot simply be purchased: the heart of an elemental creature, crystallized time from a temporal anomaly, or quantum-stabilized matter from a collapsing star. These requirements naturally create adventure hooks and establish meaningful resource constraints that prevent artifice from trivializing other aspects of the game.
Workspace and tool requirements scale with project ambition and setting technology level. A simple enchanted dagger might be created in any reasonably equipped smithy, while a quantum phase shifter would require a laboratory filled with advanced scientific instruments. The quality of available tools and workspace can significantly influence success chances, with superior facilities providing bonuses to both crafting and imbuing rolls. Characters serious about artifice often invest considerable time and money into establishing proper workshops, though portable kits allow for field work when circumstances demand it.
Physical Construction
The foundation of any artifact must be solid before supernatural enhancement becomes possible. This phase utilizes the existing crafting kit system established in the Equipment chapter, ensuring that artificers must first master mundane craftsmanship before attempting to imbue their creations with otherworldly power. The quality achieved during this construction phase directly influences the success of all subsequent enhancement attempts.
Crafting checks use the appropriate kit for the item being created. Blacksmithing for metal weapons and armor, Alchemist’s tools for potions and chemical devices, specialized engineering kits for technological items, and so forth. The base difficulty is determined by the item’s complexity and the desired quality level, with more ambitious projects requiring higher skill levels and greater precision. Standard success produces a functional item that can be enhanced through imbuing, but truly exceptional craftsmanship creates opportunities for far more powerful final results.
The masterwork rule becomes crucial for serious artificers. When a crafting check exceeds its target difficulty by 10 or more points, the resulting item is considered masterwork quality. This represents the pinnacle of mundane craftsmanship in that field. Masterwork items provide significant advantages during the imbuing process, either granting a +3 bonus to imbuing rolls or reducing the difficulty of enhancement rituals by 3 points. This creates meaningful choices for artificers: they can attempt ambitious enhancement projects on standard-quality items, or invest extra time and effort into creating superior foundations that make powerful enchantments more achievable.
Exceptional quality, achieved by exceeding the crafting difficulty by 20 or more points, represents truly legendary craftsmanship that occurs only rarely even among master artisans. Exceptional items not only provide the same imbuing advantages as masterwork creations, but they also prove more resilient to imbuing failures and may support multiple different enhancement effects simultaneously. The rarity of such success makes exceptional items significant campaign events when they do occur.
The base item must be completed successfully before any imbuing attempts can begin. Failed crafting checks don’t necessarily destroy materials, but they do prevent the creation of items suitable for enhancement. Characters can attempt to salvage materials from failed projects, though this typically recovers only a portion of the original investment. This requirement ensures that artificers cannot shortcut the fundamental craftsmanship that underlies all successful artifice.
Imbuing Power
The final phase transforms an expertly crafted mundane item into something truly extraordinary through the careful application of supernatural forces. This process adapts the ritual magic system to the specific challenges of permanent item enhancement, creating structured procedures that balance the potential for remarkable success against meaningful risks of failure and resource loss.
Imbuing utilizes extended skill challenges where success builds toward a total that represents the complexity of the desired enhancement. Each individual roll must meet a minimum difficulty threshold to contribute progress, while failed attempts count against a failure limit that, if exceeded, ruins the entire project. The specific numbers depend on the enhancement’s power level and complexity, with simple effects requiring modest investment and legendary artifacts demanding extensive effort over long periods.
Unlike most rituals that must be completed in continuous sessions, artifice imbuing can be conducted over extended periods with natural rest breaks at key transition points. The artificer can pause the ritual when moving between different enhancement phases, allowing for recovery of ability points and preventing exhaustion during complex projects. However, these breaks must occur at logical stopping points in the process rather than arbitrary interruptions, and the base item becomes increasingly fragile to outside interference as the imbuing progresses.
The charge system provides the mechanical framework that determines how enhanced items store and expend their supernatural power. Rather than requiring users to spend their own ability points, properly imbued artifacts contain internal reservoirs of energy that fuel their special abilities. This energy takes two primary forms: renewable charges that restore themselves after rest periods or specific conditions, and expendable charges that are consumed permanently when used but can be created in much larger quantities.
Renewable charge systems work best for abilities intended for regular use but requiring some limitation to maintain game balance. A flaming sword might contain 3 renewable charges per day, each one allowing the weapon to deal fire damage for a single combat encounter. These charges restore themselves after the wielder completes a long rest, making the ability reliable but not unlimited. The relatively small number of renewable charges reflects the energy required to maintain this type of ongoing magical effect.
Expendable charges suit emergency abilities, consumable effects, or items intended to have limited lifespans. A wand of sparks might be imbued with 50 expendable charges, each one creating a burst of electrical energy for attack or utility purposes. Once all charges are expended, the item becomes mundane until recharged through additional imbuing work or special procedures. The larger number of expendable charges balances against their permanent consumption, allowing for significant use over time while maintaining resource management considerations.
Hybrid systems combine both charge types within a single item, creating sophisticated artifacts with multiple different abilities drawing from appropriate energy pools. A ring of protection might contain 2 renewable charges per day for defensive barriers that restore naturally, plus 10 expendable charges for emergency healing that must be carefully preserved for truly desperate situations. Such complex items typically require exceptional base quality and master-level imbuing skill to create successfully.
The imbuing process requires significant investment of ability points and access to the supernatural effects being bound into the item. The artificer doesn’t necessarily need to possess these abilities themselves—they can collaborate with others who have the required capabilities, bargain with supernatural entities for power, or discover other sources of the needed effects. For abilities the artificer lacks, they must either find someone willing to contribute their power to the project, or seek alternative sources such as divine blessing, elemental spirits, or ancient knowledge that can substitute for personal supernatural capability.
The AP investment scales with the type and quantity of charges being imbued. For expendable charges, each charge requires AP equal to the normal cost of the ability being stored. A wand storing 20 charges of Elemental Dart (2 AP per use) would require 40 AP during creation. For renewable charges, the initial creation cost is the ability’s normal AP cost multiplied by 10 for each daily use. A sword that can use Flaming Strike three times per day (2 AP base cost) would require 60 AP to create (2 × 10 × 3).
Imbuing Ritual Framework
Imbuing uses the ritual magic system detailed in the Building the Story chapter. The specific parameters depend on the desired enhancement’s complexity and power level:
Simple Enhancements (passive +1 bonuses, basic charge effects):
- Cumulative Roll: 25 points
- Minimum Roll: 8
- Failure Threshold: 3 failed rolls
Moderate Enhancements (passive +2 bonuses, multiple abilities):
- Cumulative Roll: 40 points
- Minimum Roll: 10
- Failure Threshold: 4 failed rolls
Major Enhancements (passive +3 bonuses, powerful abilities):
- Cumulative Roll: 80 points
- Minimum Roll: 12
- Failure Threshold: 3 failed rolls
Legendary Artifacts (multiple major effects, unique properties):
- Cumulative Roll: 150 points
- Minimum Roll: 15
- Failure Threshold: 2 failed rolls
Each individual skill check result that meets or exceeds the Minimum Roll contributes its total toward the cumulative roll requirement. Rolls that fail to meet this threshold count against the Failure Threshold instead. The ritual succeeds when successful rolls accumulate enough points to reach the Cumulative Roll target, but fails if too many rolls miss the minimum threshold. Masterwork base items reduce the Minimum Roll by 3, while Exceptional items provide the same reduction plus increase the Failure Threshold by 1. See the ritual magic rules for complete details on conducting extended supernatural workings.
Multiple artificers can collaborate on major imbuing projects, pooling their ability points and expertise to achieve results beyond what any individual could accomplish alone. These collaborative efforts require careful coordination and shared understanding of the project goals, but they enable the creation of artifacts that would otherwise remain beyond reach. Each participant contributes their specialized knowledge and energy, creating natural opportunities for characters with different abilities and backgrounds to work together toward common objectives.
Optional Ability: Artifice Specialization
This ability represents deep mastery of the imbuing process, allowing artificers to bind supernatural effects into items with greater efficiency and reduced energy expenditure. Through understanding of resonance patterns, energy conservation techniques, and optimized ritual procedures, specialized artificers can achieve the same results with significantly less personal investment.
Each time this ability is taken, it reduces the AP cost of all imbuing projects by half (minimum cost of 1 AP). This ability can be selected up to three times, with each selection further halving the cost:
- First selection: Half AP cost
- Second selection: Quarter AP cost
- Third selection: Eighth AP cost
A master artificer with three selections of this ability could create a wand with 40 charges of Elemental Dart (normally 80 AP) for only 10 AP, representing their unparalleled efficiency in binding magical effects into physical objects.
Risk management becomes crucial during imbuing work, as failure can damage or destroy expensive base items while wasting the invested ability points and materials. The consequences of imbuing failure scale with project ambition: simple enhancements might merely fail without additional penalty, while attempts to create legendary artifacts could result in dangerous magical backlash, unwanted attention from supernatural entities, or the creation of cursed items that actively harm their users.
Bonded versus Universal Artifacts
When creating true artifice through the complete crafting and imbuing process, artificers must decide whether to create items that bond specifically to themselves or universal artifacts that anyone can use. This choice significantly impacts both the creation requirements and the final item’s capabilities and value.
Bonded Artifacts represent true artifice creation but with a crucial limitation: they function fully only for their creators. These items require the complete artifice process of masterwork crafting, ritual imbuing, and substantial AP investment, but they bond with their creators during the enhancement process. This bonding makes them attuned to their creator’s specific supernatural signature while proving difficult or impossible for others to use effectively.
Bonded artifacts require half the normal AP investment during creation, as they can draw upon their owner’s personal supernatural signature rather than needing to function completely independently. This allows for more accessible creation of powerful personal items, though the limitation to a single user prevents these items from serving as group resources or valuable trade goods.
Universal Artifacts represent the pinnacle of artifice creation, producing items that function at full capacity regardless of who wields them. These items contain completely self-sufficient supernatural effects that don’t rely on their users’ personal abilities or energy reserves, making them valuable to anyone who acquires them. The creation of universal artifacts requires exceptional skill, superior materials, and the largest investment of time and resources.
The independence that makes universal artifacts so valuable also makes them considerably more difficult to create. Without the ability to draw upon a specific user’s supernatural signature, these items must contain all the energy and guidance necessary for their effects within their own structure. This typically requires exceptional base item quality, more complex imbuing procedures, and larger investments of ability points during creation.
Transfer of ownership for universal artifacts can create interesting campaign dynamics, as these items become valuable resources that might be inherited, stolen, traded, or discovered during adventures. Unlike bonded items that lose their potency when separated from their creators, universal artifacts maintain their full capabilities regardless of who possesses them, though some may require attunement periods for new users to access their complete potential.
Creating an Artificer Character
Artificers represent the intersection of craftsmanship and supernatural power, characters who excel at both creating and imbuing magical items. Building an effective artificer requires careful selection of abilities that support both the mundane crafting and supernatural enhancement aspects of the profession.
Skilled At [Crafting Kit] forms the essential foundation of any artificer character, providing the reliable craftsmanship needed to create masterwork base items. Without this ability, artificers struggle to produce the high-quality foundations that make powerful enhancement possible. Choose your crafting specialization based on the types of items you plan to create: Blacksmithing for weapons and armor, Alchemist’s tools for potions and consumables, or more exotic specializations for unusual projects.
Blessing of the Source Magic enhances all aspects of magical theory and imbuing work, making it invaluable for characters focused on traditional enchantment. This blessing provides the theoretical foundation that allows artificers to understand and manipulate the supernatural forces they’re trying to bind into physical objects.
Elements abilities manifest as specialized crafting tools in the hands of an artificer: precision flame torches for metalwork, ice effects for rapid cooling and tempering, electrical currents for delicate electronic work, or electromagnetic fields for manipulating metal components without physical contact. Higher tiers of Elements mastery allow for more sophisticated applications, such as directly imbuing elemental effects into items or creating environmental conditions that enhance the crafting process.
Matter abilities provide unparalleled advantages for physical construction, allowing direct material manipulation that can bypass normal tool requirements or achieve precision impossible through conventional means. Artificers with Matter mastery can shape components to exact specifications, merge different substances at the molecular level, or even transmute base materials into more suitable forms for their projects.
When designing your artificer’s trait distribution, Brains serves as the primary attribute for research, design work, and conducting complex imbuing rituals. Agility proves crucial for precision crafting and delicate manipulation of components during both construction and imbuing phases. Spirit becomes essential for major imbuing projects, providing the mental fortitude necessary to maintain focus during lengthy enhancement procedures and the spiritual strength needed to channel supernatural forces safely.
Bloodline choices can significantly enhance an artificer’s capabilities. Draconic heritage provides natural understanding of treasure and craftsmanship quality, along with the confident personality that helps when negotiating for rare materials. Fae Touched artificers possess an intuitive grasp of making items “just right,” achieving otherworldly perfection through instinct as much as skill. Nephilim bloodlines offer elemental heritage that enhances material manipulation abilities and provides natural affinities for working with specific types of components.
Sample Artifacts Across Technology Levels
The versatility of the artifice system shines through examples that demonstrate how the same fundamental principles apply across vastly different technological and magical paradigms. Whether created through arcane rituals, advanced engineering, or hybrid techniques that blur traditional boundaries, all artifacts share the common foundation of expert craftsmanship enhanced by supernatural power.
Ancient and Medieval Artifice
| Artifact | Crafting Kit | Enhancement | Charges |
|---|---|---|---|
| Blessed Hammer of Saint Corwin | Blacksmithing | Divine blessing that consecrates ground and harms undead | 3 renewable |
| Shadowcloak of the Night’s Edge | Leatherworking | Fae magic that grants stealth and shadow travel | 2 renewable, 5 expendable |
| Healing Chalice | Alchemist’s | Divine restoration that creates healing elixirs | 10 expendable |
Blessed Hammer of Saint Corwin
This consecrated weapon was created by Brother Marcus, a priest-smith who combined exceptional metalworking skill with divine blessing rituals passed down through generations of temple craftsmen. The hammer’s head bears intricate religious engravings that glow with soft golden light when wielded against undead creatures, while its oak handle has been sanctified through exposure to holy relics over several years.
The creation process required Brother Marcus to first craft a masterwork warhammer using traditional blacksmithing techniques, achieving exceptional balance and durability through careful attention to metallurgy and design. The imbuing phase involved weeks of daily prayer and ritual, gradually building divine energy within the weapon’s structure while consuming significant quantities of holy water, blessed oils, and rare incenses. The total AP investment was 60 points (3 renewable charges × 10 × 2 AP base cost), though Brother Marcus’s divine connections allowed him to draw upon blessed power rather than his personal reserves.
Mechanical Effects: +3 damage against undead creatures (passive), 3 renewable charges per day to create 10-foot radius of consecrated ground that deals damage to evil entities entering the area.
Shadowcloak of the Night’s Edge
Woven from silk produced by shadow-touched spiders and enhanced through bargains with creatures of the twilight realm, this cloak represents the pinnacle of fae artifice. Its creator, the half-elven seamstress Lyralei, spent months in the Shadowfell learning techniques that blur the line between craftsmanship and otherworldly magic.
The cloak’s creation required not only exceptional skill in textile work but also the ability to negotiate with fae entities who provided the supernatural enhancement in exchange for unspecified future favors. The imbuing process involved weaving moonlight and shadow into the fabric itself, creating a garment that exists partially outside normal reality. The total creation cost was 65 AP: 40 AP for 2 renewable charges of invisibility (2 charges × 10 × 2 AP) plus 25 AP for 5 expendable charges of shadow teleportation (5 charges × 5 AP each). Most of this power came from the fae bargains rather than Lyralei’s personal energy.
Mechanical Effects: +2 to Agility checks for stealth (passive), 2 renewable charges per day for complete invisibility lasting one scene, 5 expendable charges for brief teleportation through shadows.
Healing Chalice
This sacred vessel was crafted by the monks of Saint Aelred’s Monastery, who combined their centuries-old knowledge of herbal medicine with divine blessing rituals. The chalice is carved from a single piece of sacred heartwood and inlaid with silver runes that shimmer when the vessel is filled with any liquid. When activated, the chalice transforms ordinary water into potent healing elixirs that can mend wounds and restore vitality.
The creation process required both masterwork woodcarving skills and extensive knowledge of alchemical principles. The monks spent months gathering rare herbs from their mountain gardens and blessing the materials through daily prayer. The imbuing phase involved consecrating the chalice during the full moon while burning sacred incense and chanting healing prayers. The total AP investment was 30 points for 10 expendable healing charges (10 charges × 3 AP each), though much of this power was channeled through the monastery’s collective spiritual strength rather than individual effort.
Mechanical Effects: 10 expendable charges that create healing potions when the chalice is filled with water, each potion restoring 1d4+2 resilience when consumed.
Renaissance and Early Modern Artifice
| Artifact | Crafting Kit | Enhancement | Charges |
|---|---|---|---|
| Alchemical Dueling Pistol | Blacksmithing | Chemical ammunition system with multiple specialized round types | 15 expendable |
| Clockwork Familiar | Blacksmithing | Artificial intelligence with autonomous operation capabilities | 5 renewable |
| Navigator’s Compass | Cartography | Magical navigation that always points toward desired destinations | 1 renewable |
Alchemical Dueling Pistol of Master Paracelsus
This sophisticated weapon combines precision mechanical engineering with advanced alchemical theory, created by the renowned artificer-alchemist Heinrich von Zimmern. The pistol’s internal mechanisms have been modified to accept specially prepared alchemical cartridges that produce different effects depending on the creator’s needs and tactical situation.
The creation process required mastery of both firearms construction and alchemical theory. The mechanical components demanded exceptional precision to accommodate the specialized ammunition feeding system, while the alchemical aspects required extensive research into stable compounds that could be stored safely within the weapon’s frame without degrading over time. Heinrich invested 45 AP total: 15 AP for incendiary rounds (5 charges × 3 AP), 20 AP for armor-piercing rounds (10 charges × 2 AP), and 10 AP for smoke rounds (5 charges × 2 AP), allowing him to allocate the 15 expendable charges among the three ammunition types as needed.
Mechanical Effects: Functions as standard pistol with +1 damage, 15 expendable charges that can be allocated among three ammunition types: incendiary rounds (wounding property), armor-piercing rounds (ignore 2 points of armor), and smoke rounds (create concealing cloud).
Clockwork Familiar of the Venetian Academy
Created by the master clockmaker and natural philosopher Giorgio Benedetti, this mechanical companion represents the cutting edge of Renaissance artificial intelligence. The familiar combines intricate clockwork mechanisms with what Benedetti termed “mechanical cognition”—gear-based calculation systems that approximate genuine thought processes. The brass construction is covered in intricate engravings that seem to shift and change as the device processes information.
Construction required not only supreme mechanical skill but also theoretical breakthroughs in mechanical logic and artificial reasoning. The imbuing process involved binding a minor air elemental to the clockwork mechanisms, creating a hybrid of technological sophistication and supernatural intelligence. Giorgio invested 100 AP total for the 5 renewable charges (5 charges × 10 × 2 AP base cost), though he supplemented this with bargains struck with elemental spirits who found the mechanical form fascinating.
Mechanical Effects: Acts as intelligent companion with Brains equivalent to d6, 5 renewable charges per day for specialized functions (reconnaissance, calculation, message delivery), can operate independently for up to 24 hours before requiring maintenance.
Navigator’s Compass of the New World Expeditions
This masterwork compass was created by the renowned cartographer and explorer Captain Isabella Santos for her expeditions to uncharted territories. Unlike ordinary compasses that point to magnetic north, this device can be attuned to point toward any location the user has visited or can clearly visualize. The compass rose is inlaid with precious metals and rare gems that glow softly when the device is activated.
The creation process combined exceptional craftsmanship in precision instruments with careful imbuing of directional magic. Captain Santos spent months studying celestial navigation and consulting with native shamans who understood the spiritual geography of the New World. The imbuing required only 20 AP (1 renewable charge × 10 × 2 AP base cost), making it accessible to create but invaluable for exploration and navigation in unknown territories.
Mechanical Effects: Functions as masterwork compass with +3 to navigation checks, 1 renewable charge per day to attune to a specific destination and guide the user toward it regardless of distance or obstacles.
Modern Artifice
| Artifact | Crafting Kit | Enhancement | Charges |
|---|---|---|---|
| Combat Stim Injector Mark VII | Alchemist’s | Biochemical enhancement that boosts physical performance | 3 renewable, 10 expendable |
| Encrypted Quantum Communicator | Electronics | Quantum entanglement for instantaneous secure communication | 2 renewable, 8 expendable |
| Tactical Scanner Goggles | Electronics | Information overlay system that analyzes threats and environments | 4 renewable |
Combat Stim Injector Mark VII
Developed by Dr. Sarah Chen for elite special forces operations, this device combines cutting-edge biochemistry with micro-engineering to deliver precisely measured performance enhancement drugs directly into the user’s bloodstream. The injector’s smart systems monitor the user’s vital signs and adjust dosages automatically to maximize effectiveness while minimizing dangerous side effects.
The creation process required extensive research into human physiology, advanced chemistry, and micro-mechanical engineering. The imbuing phase involved programming the device’s artificial intelligence systems and calibrating the biochemical reservoirs to work with specific genetic markers, making each device custom-tailored to its intended user. Dr. Chen invested a total of 80 AP: 60 AP for the 3 renewable daily enhancement charges (3 charges × 10 × 2 AP base cost) and 20 AP for the 10 expendable emergency enhancement charges (10 charges × 2 AP each). The substantial investment reflects the complex biochemical programming required for safe human enhancement.
Mechanical Effects: +3 to Athleticism checks for one scene (3 renewable charges per day), 10 expendable charges for emergency enhancement that grants +2 to all physical traits for one combat encounter but inflicts 1 resilience damage from strain.
Encrypted Quantum Communicator
This experimental device utilizes quantum entanglement principles to enable instantaneous communication across any distance, created by the research team at the Advanced Physics Laboratory under Dr. Michael Reeves. The communicator exists as a matched pair of devices that share quantum-entangled particles, allowing for truly secure and immediate communication regardless of physical separation.
Construction required access to advanced particle physics equipment and expertise in quantum mechanics that pushes the boundaries of current scientific understanding. The imbuing process involved creating and maintaining stable quantum entanglements while integrating them into a device robust enough for field use. Dr. Reeves and his team invested 76 AP total: 40 AP for 2 renewable standard communication charges (2 charges × 10 × 2 AP) and 36 AP for 8 expendable emergency broadcast charges (8 charges × 4.5 AP each, rounded up).
Mechanical Effects: Instant communication with paired device across unlimited distance, 2 renewable charges per day for standard communication, 8 expendable charges for emergency broadcasts that can penetrate any interference or shielding.
Tactical Scanner Goggles
Created by the military contractor Aegis Defense Systems, these advanced heads-up display goggles combine multiple sensor systems with artificial intelligence to provide real-time battlefield analysis. The goggles can identify threats, analyze structural weaknesses, track multiple targets, and provide tactical recommendations directly to the wearer’s field of vision.
The creation process involved integrating cutting-edge sensor technology with advanced AI programming and lightweight display systems. The imbuing phase required extensive calibration of the threat assessment algorithms and neural interface programming. The development team invested 80 AP total for the 4 renewable analysis charges (4 charges × 10 × 2 AP base cost), creating a device that significantly enhances situational awareness without overwhelming the user with information.
Mechanical Effects: +2 to Brains checks for tactical analysis and threat assessment (passive), 4 renewable charges per day for enhanced scanning that provides detailed information about enemies, environments, or structural weaknesses within line of sight.
Far Future Artifice
| Artifact | Crafting Kit | Enhancement | Charges |
|---|---|---|---|
| Energy Weapon of the Astral Knights | Electronics | Plasma containment creating an energy blade weapon | 5 renewable, 15 expendable |
| Quantum Phase Shifter | Electronics | Reality manipulation allowing temporary intangibility | 3 renewable, 12 expendable |
| Nano-Fabricator Gauntlet | Electronics | Matter creation system that assembles objects from raw materials | 8 renewable |
Energy Weapon of the Astral Knights
This elegant weapon represents the pinnacle of energy blade technology, combining advanced plasma generation systems with exotic crystal focusing matrices that channel and contain the destructive energy field. Created by Master Artificer Zara Vel-Tahn each energy weapon is individually crafted to match its intended wielder’s fighting style and spiritual presence.
The construction process requires rare crystals found only in specific stellar phenomena, along with master-level skill in plasma physics and energy containment field theory. The imbuing phase involves attuning the crystal matrix to the wielder’s biometric signature, creating a weapon that responds to the user’s intentions with precision impossible through purely mechanical interfaces. Master Vel-Tahn invested 225 AP total: 100 AP for 5 renewable enhanced cutting charges (5 charges × 10 × 2 AP) and 125 AP for 15 expendable deflection charges (15 charges × 8 AP plus 5 AP for the complex targeting algorithms). The massive investment reflects both the sophisticated plasma containment technology and the quantum-level crystal attunement required.
Mechanical Effects: Functions as masterwork sword with +3 damage and armor piercing 2 (passive), 5 renewable charges per day for enhanced cutting that can slice through most materials, 15 expendable charges for deflecting energy attacks back at attackers.
Quantum Phase Shifter
Developed by the theoretical physicist-artificer Dr. Kai Okonkwo, this device allows its user to briefly shift out of phase with normal reality, becoming intangible and able to pass through solid matter. The phase shifter utilizes controlled quantum field fluctuations to alter the user’s quantum state while maintaining consciousness and voluntary control over the effect.
The creation process required breakthrough research in dimensional physics and quantum field manipulation, along with exotic materials capable of maintaining stability across multiple dimensional phases. The imbuing process involved calibrating the device’s reality anchor systems to prevent users from becoming permanently lost between dimensions. Dr. Okonkwo invested 156 AP total: 60 AP for 3 renewable brief intangibility charges (3 charges × 10 × 2 AP) and 96 AP for 12 expendable extended phase charges (12 charges × 8 AP each). The substantial investment reflects the dangerous nature of dimensional manipulation technology.
Mechanical Effects: 3 renewable charges per day for brief intangibility (pass through walls, avoid attacks for one turn), 12 expendable charges for extended phase shifting lasting entire scenes, built-in safety systems prevent dimensional displacement accidents.
Nano-Fabricator Gauntlet
This advanced manufacturing device represents the pinnacle of molecular assembly technology, created by the engineering collective known as the Synthesis Guild. The gauntlet contains billions of programmable nanobots that can rapidly assemble complex objects from available raw materials, limited only by the user’s knowledge and imagination.
The creation process required mastery of nanotechnology, molecular engineering, and quantum programming. The imbuing phase involved programming the nanobots with fundamental assembly patterns and safety protocols while establishing quantum-level control interfaces. The Synthesis Guild invested 160 AP total for the 8 renewable fabrication charges (8 charges × 10 × 2 AP base cost), creating a device that can produce everything from simple tools to complex electronic devices given sufficient raw materials.
Mechanical Effects: 8 renewable charges per day for matter fabrication, each charge can create objects up to the size of a sword or small electronic device, requires appropriate raw materials and user knowledge of the desired item’s construction.
Hybrid Magitech Examples
| Artifact | Crafting Kit | Enhancement | Charges |
|---|---|---|---|
| Enchanted Smartphone | Electronics | Digital divination that provides supernatural information access | 4 renewable |
| Steam-Powered Wand | Blacksmithing | Pressure enhancement that amplifies magical effects through steam | 6 renewable |
| Cybernetic Grimoire | Electronics | AI-assisted magic that provides supernatural knowledge and spellcasting aid | 10 renewable |
Enchanted Smartphone of Digital Divination
Created by the technomancer collective known as the Silicon Circle, this device combines standard smartphone functionality with magical applications that blur the line between technology and sorcery. Specialized apps allow users to cast divination spells, communicate with supernatural entities, and access mystical information networks that exist parallel to conventional internet infrastructure.
The creation process involved both conventional electronics manufacturing and careful imbuing of the device’s processor cores with supernatural enhancement. The magical applications required extensive programming in both conventional code and mystical languages, creating software that operates on multiple planes of reality simultaneously. The Silicon Circle invested 120 AP total: 80 AP for the 4 renewable digital divination charges (4 charges × 10 × 2 AP) plus 40 AP for the complex interdimensional networking protocols. The hybrid nature of the device required both technological expertise and magical theory, making it accessible only to the most advanced technomancers.
Mechanical Effects: Functions as normal smartphone plus +2 to Brains checks for research and information gathering, 4 renewable charges per day for digital divination effects (locate people/objects, predict immediate future, detect supernatural presences), network access to mystical information sources unavailable through conventional means.
Steam-Powered Wand of the Industrial Mages
This unique artifact represents the fusion of Victorian engineering with arcane theory, created by the inventor-mage Cornelius Blackwood during the height of the steam age. The wand incorporates a miniaturized steam engine that uses pressure and heat to amplify and focus magical energies, creating effects far beyond what traditional wands can achieve.
The creation process required expertise in both mechanical engineering and magical theory. The steam system had to be precisely calibrated to work in harmony with arcane energies rather than disrupting them. The imbuing process involved binding fire elementals to the steam generation system while inscribing the copper and brass components with power-focusing runes. Blackwood invested 120 AP total for the 6 renewable pressure-enhanced charges (6 charges × 10 × 2 AP base cost), creating a device that could amplify any spell effect through controlled steam pressure.
Mechanical Effects: Functions as masterwork arcane focus with +2 to all magical skill checks (passive), 6 renewable charges per day to amplify any ability effect by one die step (d6 becomes d8, etc.), steam engine requires periodic maintenance and fuel.
Cybernetic Grimoire
Developed by the neural-interface specialist Dr. Elena Vasquez, this advanced magical aid combines artificial intelligence with arcane knowledge storage in a device that interfaces directly with the user’s nervous system. The grimoire appears as an elegant metallic book with glowing circuit patterns, but it functions as both a comprehensive magical database and an active spellcasting assistant.
The creation process required cutting-edge neurotechnology and extensive magical research to create an AI system capable of understanding and manipulating arcane forces. The imbuing phase involved training the AI on thousands of spells and magical theories while establishing safe neural interface protocols. Dr. Vasquez invested 200 AP total for the 10 renewable AI assistance charges (10 charges × 10 × 2 AP base cost), creating a device that could serve as both teacher and collaborator for magical practitioners.
Mechanical Effects: +3 to all magical research and theory checks (passive), 10 renewable charges per day for AI-assisted spellcasting that can provide tactical advice, recall perfect spell components and gestures, or assist with complex magical calculations during casting.
This sampling demonstrates how the same fundamental artifice principles apply across dramatically different technological paradigms, from medieval blessing rituals to quantum engineering. The key insight is that “magic” and “technology” represent different approaches to manipulating fundamental forces rather than entirely separate categories of possibility.
Game Master Guidelines
The integration of artifice into ongoing campaigns requires careful balance between rewarding player creativity and investment while maintaining appropriate challenge levels and narrative focus. Artifice should enhance the gaming experience by providing new tactical options and character advancement paths rather than overwhelming other aspects of play or creating power imbalances.
Setting appropriate creation costs and timeframes helps ensure that artifice feels meaningful without dominating campaign resources. Simple enhancements might require a few days of work and modest material costs, while major artifacts could demand weeks of dedicated effort plus expensive rare materials. The rarity and availability of enhanced items in the campaign world shapes player expectations and economic balance.
Failed artifice attempts should create interesting complications rather than simply wasting resources and time. Partial successes might produce flawed items with beneficial effects accompanied by problematic side effects. Spectacular failures could release uncontrolled energy, attract unwanted attention from supernatural entities, or create cursed items that actively harm their users.
The most engaging artifice-related adventures emerge naturally from the creation process itself. Quests to acquire rare materials create opportunities for exploration and negotiation. Research requirements might lead characters to ancient libraries, forgotten ruins, or meetings with reclusive experts. Competition and collaboration with other artificers provide ongoing sources of conflict and alliance.
Remember that the most memorable artifacts often have stories and personalities that extend beyond their mechanical capabilities. Encourage players to develop meaningful connections with their created and discovered artifacts, as these emotional investments often provide the most satisfying gaming moments. The artifice system succeeds when it enhances the collaborative storytelling that lies at the heart of Multiverse campaigns rather than becoming an end unto itself.
Last but not least, remember the “Rule of Fun”. For some campaigns, it is simply fun to find artifice. For others, it may add unneeded complications. Often, the use of the Heirloom Item optional rule (see Weapons), along with a few key useful items is all that is needed. This allows for fun, character specific growth, along with fun useful items that can add to the campaign.