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The rules of artifice. See Magic and Spells for magic in general and the Infusion List for the infusions themselves.
Artifice is a unique magic type with its own strengths and weaknesses. Rather than casting spells or performing ceremonies to work magical effects on the world at large, practitioners of artifice concoct infusions charged with specific magical effects. When a concoction is applied to an appropriate object by touch (consuming it after a single application), it generates a magical effect centered on that object. Each infusion’s description will detail what kind of objects it may be applied to and what effects it will have when applied.
Artifice is a Studious magic type. Concoctors store formulas for their infusions in an experimentation notebook or similar written collection. They may copy formulas from other concoctors and add or change which infusions are in their repertoires just as mages may learn and copy spell formulas and alter their repertoires.
While concoctions are often confused with potions or alchemical substances, they are actually powered by the concoctor’s own personal energy, bound into physical form. As such, only the concoctor himself may apply his concoctions (the Judge may make exceptions if he deems it appropriate), and these concoctions lose all potency whenever the concoctor sanitizes himself of vexation.
For purposes of magical transparency, concoctor level is mechanically identical to caster level, and an infusion can be interacted with as if it were a spell.
Thrown Infusions
Some infusions, typically offensive infusions intended to be thrown, are designed to operate when applied to a specific metal. In this case, a small lump of this metal is adhered to the capsule to avoid relying on one’s opponents to stand near specific objects to be affected. Infusions are thrown as oil, with ranges of 15’/45’/75’.
Concocting Infusions
Implements of Artifice and Infusion Costs
Infusion Level Implements Cost Capsule Cost Component Cost 1st 25 gp 5 gp 5 gp 2nd 100 gp 10 gp 10 gp 3rd 225 gp 15 gp 15 gp 4th 625 gp 25 gp 25 gp 5th 1,225 gp 35 gp 35 gp 6th 2,500 gp 50 gp 50 gp
Concocting an infusion requires implements of artifice, a specialized set of tools, glassware, and other equipment that might be found in a magical laboratory. When concocting higher level infusions, more expensive and specialized equipment is required. As this equipment is bulky, it is impractical for adventuring concoctors to bring on adventure. Infusions also require specialized capsules to store their volatile energies, and special alchemical components to concoct.
Concocting an infusion can be a lengthy process, a major activity for 1 day, and requires an appropriate concoction throw based on the character’s level versus the level of the infusion. The character adds his WIS modifier to the throw, plus a bonus based on his proficiencies (see Proficiencies and Concoction Throws). He also receives +1 or more if he is using a conduit of artifice appropriate to the infusion being concocted (see Conduits of Artifice).
Concoction Throws by Concoctor Level
Infusion Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1st 10+ 9+ 8+ 7+ 6+ 5+ 4+ 3+ 2+ 1+ 0+ -1+ -2+ -3+ 2nd 12+ 11+ 10+ 9+ 8+ 7+ 6+ 5+ 4+ 3+ 2+ 1+ 0+ -1+ 3rd 14+ 13+ 12+ 11+ 10+ 9+ 8+ 7+ 6+ 5+ 4+ 3+ 2+ 1+ 4th 16+ 15+ 14+ 13+ 12+ 11+ 10+ 9+ 8+ 7+ 6+ 5+ 4+ 3+ 5th 18+ 17+ 16+ 15+ 14+ 13+ 12+ 11+ 10+ 9+ 8+ 7+ 6+ 5+ 6th 20+ 19+ 18+ 17+ 16+ 15+ 14+ 13+ 12+ 11+ 10+ 9+ 8+ 7+
If the concoction throw fails, the character suffers one point of vexation as well as the loss of the special components supplied for the concoction (the capsule is not lost, however). On a natural 1, the concoction is botched, resulting in damage to the character’s implements (reducing their effective level by 1) and risk of a mishap depending on the level of the botched infusion. A concoction is also botched if the character loses focus for more than one round per turn spent concocting, or if the character is damaged or fails a saving throw while concocting.
A concoctor can tolerate an amount of vexation up to their maximum infusion level, at which point they become unable to concoct additional infusions until they sanitize themselves, their implements (see below).
Botched Concoctions
Infusion Mishaps
Infusion Level Degree of Mishap 1-3 None 4-5 Minor 6 Major Ritual Catastrophic
Whenever a concoction is botched the capsule and components are wasted and the concoctor’s implements are damaged, reducing their effective level by 1. The character may spend the difference in price to repair and replace the implements at an appropriate market class. Like any failed concoction attempt, a botched concoction also results in one point of vexation. Finally, a botched concoction risks a mishap – the character must immediately make a mishap throw with the same modifiers and target value as the concoction throw just botched. If the mishap throw fails, then a mishap occurs depending on the level of the infusion.
Proficiencies and Concoction Throws
Useful Proficiencies
Category Useful Proficiencies Crafting Alchemy, Craft (Any), Engineering Knowledge Collegiate Wizardry, Knowledge (Astrology, History, Mathematics, Metaphysics, Natural Philosophy, Occult), Naturalism
Two categories of proficiencies can improve a character’s concoction throw: crafting proficiencies and knowledge proficiencies. When making a concoction throw the character may add his number of ranks in one crafting proficiency AND his number of ranks in one knowledge proficiency.
Rushed Infusions
A concoctor may attempt to concoct a rushed infusion if under time pressure. A rushed infusion requires only 10 minutes but suffers a -4 penalty on the concoction throw. If the rushed concoction is botched, increase the severity of the mishap by one degree (e.g., botching a rushed 1st – 3rd level infusion will result in a minor mishap instead of no mishap).
Collaborative Infusions
Concoctors may work together with assistants in order to improve their chances of a successful concoction. One character must be the lead concoctor, and the maximum number of assistants that can help on any particular concoction is equal to the level of the infusion being concocted. The lead concoctor may use a conduit (see below) if he has one, but assistants cannot benefit from one when collaborating.
After the time and components have been spent, but before the lead concoctor makes his concoction throw, each assistant makes a concoction throw as if concocting the infusion themselves. For each assistant that succeeds, the lead concoctor’s effective concoctor level is increased by 1 for the purposes of their concoction throw as well as calculating the infusion’s effects. Each assistant who rolls a natural 1 on their throw reduces the lead concoctor’s effective caster level by 1 for the same purposes (it does not count as botching a concoction). Assistants who fail their throws on anything but a 1 have no effect.
Once all assistants have made their throws, the lead concoctor makes their throw using the modified caster level. If they succeed, the effects are also calculated using the modified caster level; if they fail, each participant gains one point of vexation, and if the concoction is botched the lead concoctor’s implements are destroyed and all participants suffer any mishap that occurs.
If the lead concoctor wishes, a collaborative infusion can also be rushed as above – all the participants must make their throws at the -4 penalty, and the risk of mishap is increased.
Unknown Infusions
A concoctor may also attempt to concoct an infusion from a written formula, without first adding that formula to his repertoire. This imposes a -4 penalty on the concoction throw, however, and any failure will be considered botched.
An unknown infusion can be concocted collaboratively, and it may be rushed by those foolhardy enough to attempt it.
The Vexation of Failure
Whenever a concoctor fails a concoction throw, their vexation increases by one point. The amount of vexation the character can withstand is known as his vexation threshold and is equal to the highest level of infusion in his repertoire. When a concoctor’s vexation equals or exceeds this threshold, he loses the ability to concoct infusions until he sanitizes himself, his implements, and any of his unused concoctions. The character can still apply their existing infusions before sanitizing, and most will do so given any useful opportunity.
Sanitizing in this fashion requires a full 8-hour rest followed by a thorough cleansing of the character’s own body (especially the hands), his work surfaces, implements, and any of his prior concoctions. This ritualized cleansing reclaims the character’s energies, gives them time to reflect on their methods and processes, and otherwise resets their capacity. Doing so necessarily resets all existing concoctions, rendering them inert. This fresh start allows the character to prepare additional and/or alternative concoctions for their next adventure.
Applying Infusions
A concoctor carrying an infusion he created can apply it to an appropriate object as if he were casting a spell. Applying an infusion typically takes one round. The capsule containing the infusion is broken in the process.
In combat, the character must announce the intention to apply an infusion prior to rolling initiative at the start of the round. Should the character be dealt damage or fail a saving throw prior to applying the infusion, the capsule is broken prematurely, and its magic dissipates harmlessly (at the Judge’s discretion, a thrown infusion that is disrupted may instead trigger centered on the concoctor).
A concoctor cannot use an infusion created by another. However, other characters’ infusions may be harvested for their value as special components.
Destroying Infusions
In combat, a character may automatically destroy an infusion he is holding with an action in lieu of attacking and may attempt to destroy an infusion in another’s hands with a sunder. Concoctions save at -4 versus sundering.
Conduits of Artifice
Crafting Conduits
Conduit costs
Bonus Material Cost Component Cost Research Cost +1 5,000 gp per type 5,000 gp per type 5,000 gp per type +2 10,000 gp per type 10,000 gp per type 10,000 gp per type +3 15,000 gp per type 15,000 gp per type 15,000 gp per type +4 20,000 gp per type 20,000 gp per type 20,000 gp per type
A conduit of artifice is a magic item that provides a bonus to concoction throws of a particular type of infusion. A conduit may be described by its object, its bonus, and its type. Bonuses can range from +1 to +4. Conduit types include: death, detection, elemental air, elemental earth, elemental fire, elemental water, enchantment & illusion, movement, protection, summoning, and transmogrification. A conduit may specialize in aiding just one type or many. Conduits may be relatively small objects or complicated pieces of laboratory equipment. Conduits add their bonus to concoction throws whenever they are used to aid in a concoction of one of their types. Only one conduit may be used on a given concoction throw.
A concoctor may create a conduit if he knows at least one infusion of each type the conduit could aid. The base cost and time are listed above. The material cost is the cost of the object itself. The component cost is paid in special components (often monster parts or dragonshards). The research cost is paid in the concoctor’s time, based on his research rate. At the end of this time, the character must succeed at a magic research throw with a penalty equal to the bonus of the conduit times the number of infusion types it can benefit. All of the usual bonuses to magic item creation (such as the Magical Engineering proficiency) apply to this throw. A roll of 1-3 always fails. If the throw fails, all time and components are wasted, but the materials may be re-used.
Destroying a conduit you are holding is a standard action; a character may attempt to destroy a conduit held by another as a sunder attack.