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Chapter 5 by shirasaya shirasaya

The Base Classes

Artificer

Artificers are the practical technicians of the magical world. Unlike wizards or sorcerers who pursue more theoretical research, or clerics and druids who are tied to the mandates of their deities or churches, artificers take the practice of magic and tailor it to the needs of the situation. From maintaining complex enchantments along lightning rail lines or on board an elemental airship, to customizing the combat enchantments for a strike team deep behind enemy lines, artificers take the magic that is already at hand and applies in a more efficient manner, essentially getting more spell for the silver.

Artificers may or may not have an innate talent for arcane or divine magic, but that does not stop them from using devices that contain said magics. They manipulate wands, staves, scrolls, and many other items without regard for who the item was originally intended to be used by. This makes them unbelievably versatile, and highly valued by those who would wish to discover, recover, or use certain artifacts. Their non-traditional approach to magic is certainly unconventional, but sometimes it might be just what is needed.

The ability to duplicate magical spells with enchanted items is equally coveted and scorned by many. The fact that a spell that a mage worked hard to perfect can be duplicated with some strange contraption is something that all too often wounds the pride of the many established magical classes and guilds. Some regions are even openly hostile to those who practice the art of the artifice, banning such magics that are not sanctioned by the local authorities. Nevertheless, any art deemed to be banned and disapproved of is bound to have a small and resilient group of adherents that defy such bans and taboos.

Artificers and their sister class, magewrights are amongst the forefront of technological advancements within the civilizations of Gristhaia. Their engineering of the material and the arcane is what drives many of the progressions in magical theory, machinery, automation, elemental binding, transportation, industry, and architecture, have made life in certain parts of Gristhaia a rapidly changing experience.

Artificers are fairly uncommon, and like gunslingers and magewrights, are only found in numbers in larger cities of technologically developed states. It is improbable that an artificer would be found in say, a band of tribal orcs. But then again, stranger things have happened in Gristhaia. The production and prototyping that an artificer does is best performed where both raw and refined materials are easily accessed. Both wild and untamed wilderness, as well as regions under strict authoritarian regimes lend themselves poorly to most artificers.

A large number of artificers never see live combat in person. In fact, many would rather remain safe and comfortable in their labs and among their own research and projects. They eschew physical combat and are happy to leave such field testing of their theories to hardier individuals. This doesn’t make them any lesser, as the ability to focus all efforts on their research is not a small advantage. However, the lack of field experience can lead to oversights on certain minutiae that can become a much larger issue in the field. It is not always the case, but sometimes details such as casting time, invocation activation time, convenience of use, transportation and portability, and cost can sometimes be neglected by such artificers in the pursuit of a desired effect.

Other artificers invest their time in field research and testing, and scoff at the idea of spending their hours in some stuffy lab. They want results, and they want them now. Though these artificers may not reach the heights of magical theory, the effectiveness of their application of magic cannot be denied. Their pursuit of practical uses of magic are often highly prized. However, such pursuits can lead one to become hyper-focused on a particular outcome, causing the methods they used to become skewed and cause an artificer to neglect certain factors, which can be disastrous depending on the factors neglected.

Artificers that are known for their combat abilities have several options. Their magical versatility translates extremely well into combat versatility. Both specialists and generalists can be found, and are each sought for a plethora of reasons. Melee and ranged combat specialists, those who command hordes of constructs, those who use magic to wreak havoc, destruction, and confusion in different or equal measures, all can be found amongst those artificers who are partial to using their skills in combat.

Artificers who specialize in melee combat are not as common as some of the other variants, and thus their foes are often caught unprepared for such an individual to either wade into combat, or charge into the fray. These artificers are often surrounded and imbued with spells that increase their prowess, boosting their abilities beyond what would be normally possible. They dive into combat, covered in enchanted armor and wielding magically enhanced weapons, combating their foes face-to-face. These artificers, though uncommon, are no less effective when it is time to face down their foes.

Certain artificers choose to use their magical talents to enhance their ability to wage ranged warfare. Using their abilities to enhance their weapons, ammunition, and even themselves, an artificer can become a highly effective sniper or a living fusillade. From lighting roofs ablaze with flaming arrows, to blasting apart fortifications with invocations of magical ****, an artificer may become an invaluable source of projectiles.

Nearly all artificers who even dabble a bit in combat will have a source of directly damaging magic at their disposal, using wands, rods and staves in lieu of true spells and hexes. But some take it to the next level, slaying foes and even leveling castles with destructive magical items. These artificers have become living siege engines, against which no fortress can stand. When artificers devote their research and development towards evocation magic, truly awe-inspiring results can be had, so long as their items don’t run out of their magical charge...

When researching magic, one often comes to a single conclusion, which is that there simply isn’t enough time to accomplish the things that need doing , especially all by yourself. But using living creatures as lackeys? Gross, simply unacceptable amount of wasted time, wasted hassle, and waste materials that come with organic creatures. Much better to assemble your own assistants, as they can be custom built to your own specifications, and with the option of avoiding many of the moral and logistical implications of having sentient workers.

In conclusion, an Artificer’s options are numerous, but can be limited by the resources that they have at hand. They usually are quite dependent on society to provide the raw materials with which they work their “magic” and clients to provide patronage. Though none can deny that a properly prepared artificer is a **** that anyone should be wary of, an artificer can often be bound to society for their livelihood. The art of the artifice is a subtle one, and relatively new in the societies of Gristhaia, and therefore an artificer might have difficulty gaining proper recognition amongst their more naturally magical peers. But such snobbery is simply another issue that may be solved by the ingenuity and determination of the artificers of Gristhaia.

What's next?

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