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Artifice

 

Current contacts for this school are Adept Avim and Archmage Lorana.

Sigil: Runic Conjurors Square.

 

Artifice does not have the reputation for glamorous effects that Elemental or Illusion holds, or the suggestion of raw power that the Primalist possesses. However, it would be a serious mistake to underestimate a master of Artifice. Artificing takes time, preparation, and appropriate materials, and thus is not often practical in a sorcerous duel; however, once the sorcerer has brought the magic into play, the results can be quite formidable. The artificer combines magic with substance to create a physical object of usually exceptional ability, and through sorcery, grants it powers and capabilities far beyond those you would expect. Artificers can create armies of magical troops, enchant items with magical properties, fashion golems of metal or stone, brew potions that offer near-mythical abilities to those who drink them, and even design magical devices that are indistinguishable from technology. Many, both within and without the Society, prize their knowledge and skills, and are often employed by those building defenses for their Ways.

Alchemy is the art of brewing potions, unguents, salves, powders and tinctures, combining mundane ingredients with magical ones to create a substance which, when eaten, imbibed, or perhaps applied to the skin, will confer some magical effect to the user. Poisons, potions of flight or imperviousness, invisibility powders, salves that raise boils or otherwise alter appearance detrimentally, and many things more are all possible. Rumor has it that a Philosopher's Stone exists, which grants immortality, turns other substances into gold, but for now, these are merely legends.

         Animation is the magical science of granting the seeming of life to inanimate objects. A statue of a griffin can spring into motion, the faces in portraits can be seen to react, and knives and forks can be made to dance. For practical, security or merely entertainment purposes, these sorcerers can give a semblance of living to those things that would normally remain lifeless. They are often employed to aid in the design of security systems for the noble Houses.

Construction involves the creation of living, thinking creatures, fashioned of wood, marble, stone, or even flesh - in other words, golems or homunculi. Done properly, the awakening of a golem can take years, in order that it should master all of the facets of living, interacting with others. Other homunculi, designed for a single, specific purpose, may come into being much more quickly. These artificial creatures are known for their loyalty to their casters, as well as their dedication to their purpose. Construction is also what one would use to combine greater powers into Constructs. Spikards, for instance, are believed to be the ultimate achievement of a construction specialist.

         Enchantment is the process of imbuing ordinary items with magical properties. Although most enchanters can Conjure their source materials, others take pride in their craft, and prefer to fashion their items from scratch. Here we will find the master swordsmiths with their runic blades, the clothiers that sew a bit of charm into their garments, and the architects who bind wards into the very walls of their buildings. Many, both within and without the Society, prize this talent, for an imaginative sorcerer can imbed potent spells into the most innocuous of items.

         Not a combat art in one sense, the craft of Summoning can call forth tireless soldiers, obedient minions to enter onto the Field of battle for their owners. It is said that Houses have withstood the assault of thousands of infantry with only a few hundred summoned troops to offer in opposition. Dragons, demons, griffins, trolls, giants and other fantastical creatures have all been summoned for defense; this Art has countless other applications as well. It is rumored that there is a branch within the Chaosian military devoted to creating entirely new creatures for martial purposes.