Artificers are a rare kind of arcane spellcaster who treat 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. Artificers infuse objects of the world, be they inanimate or alive, with the power of the arcane, making them both powerful crafters and healers.
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. Artificers may also have a prominent place in Lantan or Netheril.
Most artificers are humans or Deep Imaskari from High Imaskar, but dwarves are exceptionally good at the work of an artificer, due to their long and ancient history of magical crafting. This has led some to believe that dwarves, in fact, invented the artificer tradition. Eladrin, gnomes, and warforged also commonly make good artificers. Regardless of race and origin, many artificers worship gods of magic, such as Corellon or, in the past, Mystra. Others are drawn to gods of the civilized world which thrives on the crafting artificers specialize in, such as Moradin or Torm.
Artificers, like swordmages or wizards, gain their ability to wield arcane magic through training and practice. However, unlike either, artificers approach magic in an almost scientific way, and manipulate arcane energy through complex patterns of arcane power known as sigils which they etch onto their weapons, implements (such as rods, staffs, or wands), 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.
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. Artificers might also call their powers rotes or infusions, though the term spell remains the technically correct term for all varieties. An artificer's sigils and training also allow them to cast rituals, much like wizards or clerics.
Another ability gained by artificers from their unique approach to magic is their 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.
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.
Behind the scenesEdit
Artificers are neither a core Dungeons & Dragons class nor a Forgotten Realms-specific one. Rather, it is an 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. 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.
- ↑ 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.
- ↑ 2.0 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.
- ↑ Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 20–22. ISBN 0-7869-0394-5.
Schools of effect
Air • Earth • Fire • Water • Dimension • Incantation • Shadow
Schools of thaumaturgy
Artifice • Song • Wild magic
Zakharan provinces of magic
Flame • Sand • Sea • Wind • Universal
Netherese Fields of Mythal
Inventive • Mentalism • Variation
Chronomancy • Hishna • Pluma • Paths of power