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Author Topic: New Schools III: The Artificer [HomeBrew]  (Read 909 times)

Offline mrhytl

  • Assistant
  • Posts: 28
New Schools III: The Artificer [HomeBrew]
« on: April 03, 2018, 10:28:46 AM »
and here it is! the final installment of my home brew magic schools. this time, i have taken a different approach with artificers being specialised enchanters - they share a central spell for both schools (animate construct) which has different casting difficulties for the artificer. but since they are opposed to all other schools, the only ones gaining any advantage would be chronomancers with a reduced difficulty on medium and large constructs. to add a bit to their potential portfolio without spoiling that balance, i put my other two homebrew schools into the "neutral" slot.

as always, c&c is much appreciated, especially on power levels and casting difficulties!


The Artificer
Aligned Schools:
Neutral Schools: (Ferromancer, Voidalist)
Opposed School: Elementalist, Illusionist, Chronomancer, Thaumaturge, Summoner, Witch, Necromancer, Soothsayer, Sigilist, Enchanter

Artificers are a strange school of wizards – they don’t trust or like any other magic users and usually find their traditions too old fashioned and too limited in their application. Their own creations are, however, well-respected among other wizards and skilled Artificers can summon almost anything out of some wood, some cogs, a few screws and some metal.
Also known as: Mechanomage
Symbols: cogs, pliers

Spells

Animate Construct (Artificer)
Artificer / 8 / Out of Game
It is assumed that the spellcaster has built a construct prior to using this spell to animate it. If the spell is successfully cast, the construct immediately becomes a member of the warband, taking the place of a soldier. A spellcaster may declare that he is attempting to animate a construct of any size (Small, Medium or Large – see Chapter 6: Bestiary), but the larger the construct, the harder it is to animate, so the following modifiers are applied to his roll to cast the spell: Small -0, Medium -2, Large -4.

Create Mechanical Image
Artificer / 12 / Line of Sight
With a successful cast of this spell, the caster creates a construct copy of a neutral or enemy figure or creature that becomes an additional member of the caster’s warband for the duration of the game. The mechanical Image has the same stat line as the figure it is based on, however with a -1 on move, fight, shoot, -2 on willpower and +1 armour. The Mechanical Image also has the Construct special rule.

Boost Construct
Artificer / 12 / Touch
This spell only affects Constructs and Mechanical Images. After a successful cast, two of the following stats get a bonus of +1: Movement, Fight, Armour. If the target has a ranged weapon (either by being a mechanical image with a ranged weapon or by gaining a ranged weapon via the Reconfigure spell), its Shooting can also be boosted.

Reconfigure
Artificer / 8 / Out of Game OR Touch
With a successful cast of this spell, a construct of choice gains a ranged weapon that has to be taken from another member of the warband. In game, the caster has to be in TOUCH distance to both a soldier with ranged weapon and a friendly construct. On a successful cast, the soldier loses his ranged weapon and the construct gains it. This is applicable to bows, crossbows and black powder weapons.

Repair Construct
Artificer / 8 / Touch
This spell restores 2d6 points of Health to the target construct. This spell cannot take a model above its starting health.

Cog Work Wall
Artificer / 10 / Line of Sight
This spell creates an impenetrable 6”-long, 3”-high wall within 6” of the spellcaster. The wall can move 2” in any direction per turn. At the end of each following turn, roll a d20 – on a14 or 15 the wall reduces its height to 1.5”, on a 16 or 17 the wall reduces its length to 4”, on a 18+ the wall vanishes.

Stilts
Artificer / 10 / Line of Sight
This spell allows its target to move over obstructions up to a height of 2” and over rough ground without penalties.

Turret
Artificer / 6 / Line of Sight
If this spell is successfully cast, place a Turret model somewhere within 6” and Line of sight of the caster. Only one turret can be active at a time.

Turret
MFSAWHNotes
0-+110+010Immobile, can shoot twice each turn at targets within 12”


« Last Edit: April 03, 2018, 10:30:42 AM by mrhytl »

Offline LiamFrostfang

  • Mad Scientist
  • Posts: 670
Re: New Schools III: The Artificer [HomeBrew]
« Reply #1 on: April 03, 2018, 01:50:57 PM »
 8) well dun.

Offline mrhytl

  • Assistant
  • Posts: 28
Re: New Schools III: The Artificer [HomeBrew]
« Reply #2 on: April 03, 2018, 03:24:23 PM »