The Theorem of Artifice in The Elemental Chaos | World Anvil
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The Theorem of Artifice

Chale potions and oils, Teleran tattoos, Nalanosan monster-forged equipment - a variety of magical items exist in The Eye, and at a glance, they hold little in common. Even so, each one is a practice that has been honed and passed down over generations, and every new generation must be taught anew. As Zeon is a readily available (if far from endless) source of raw material for spellcasting, it is very often used as a method of teaching simple enchantments without making a costly investment before a student moves on to more permanent, complex artifacts.   Practice is a strange thing, however, and what is meant as a stepping stone often becomes an art in and of itself. Some aspiring artificers become experts in understanding how magical energy flows through matter, fashioning impressive works with little more than their own innate energies. This same practice makes them far more mobile than their brethren, capable of creating items to serve their purposes on the go. As such, many use these gifts to become adventurers, though some simply rake in the benefits of easily creating such items in business and research.  

Artifice

Artifice is a Theorem of Magic (as described in Chapter 2 of Arcana Exxet) based upon the interactions of magical energy and physical matter. It takes an analytical approach to magic, focusing on results, experimentation, and investigation, making it relatively unorthodox among magical disciplines. As described above, it takes numerous forms across The Eye, with some stumbling across it accidentally and others intentionally passing down its principles.  

Material Mysticism

In mastering the connection between magic and matter, an artificer unlocks a wellspring of potential inaccessible to other spellcasters. When using Zeon to infuse pure magic into an artifact (as described in Prometheum Exxet), they obtain Power Points at Level 2 equal to the Zeon invested in the object divided by 5. These Power Points are still subject to the Diminishing rule. As with any other creator of Artifacts, they do not require The Gift to do this, merely contact with the item in question.   Similarly, when investing Power into an artifact, the artificer treats themselves as having 3 extra points of Power for the sake of determining the level of Power Points they acquire, and also treat themselves as having 20 additional Presence. Finally, when casting a spell through an Automatic Spell or Spellcaster artifact, the artificer can apply any applicable Metamagic abilities (or spells that modify other spells, such as Hide Magic, Reinforce Magic, or Stall Spell) they possess to the spell as if they were casting it themselves. These benefits apply regardless of the Secondary Ability used to craft the artifact, as they relate to the artificer's intrinsic understanding.  

Spellcasting Limitations

As a theory based purely on material interactions, Artifice sacrifices the ability to cast spells normally. While they may learn spells to craft them into Automatic Spell or Spellcaster artifacts, they do not cast them directly. In essence, they must prepare their spells in advance in the form of items. When using their Zeon to craft such items, they may make batches of potions with a spell's effects, a wand with a certain number of charges, or similar devices. As a result, they may not take the Wizardry, Require Gestures, or Oral Requirement Disadvantages.  

Risks and Requirements

An aspiring artificer needs to keep certain issues in mind. One is the Presence limitations on actively-used artifacts, as explained in the rules on Supernatural Infection in Arcana Exxet. This can be a serious risk for attempting to accrue equipment with powerful abilities and utility over time, even if the artifacts are temporary. There is also the matter of the artificer's Zeon pool; while they may have many external Zeon containers, they can only make artifacts if their Zeon pool can support the artifacts. Just as a novice wizard cannot cast a spell that costs 400 Zeon if their pool can only hold 350, an artificer cannot craft an item if the sum of the costs of its powers exceeds their pool size. A successful artificer makes use of their downtime and keeps track of these limitations to prepare themselves for the adventures ahead.

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