Automaktion Devices Item in Zennith | World Anvil
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Automaktion Devices

Introduction

Creating artifice devices is one of the cornerstones of work within artifice, and especially Automaktion. It is so much a part of Automaktion that they learn to create additional devices alongside the ability to infuse as well, should they be able to do that. This devices are different though from the infusions an artificer learns. While they persist and they can only create a certain number that is where they stop being similar. The devices made under Automaktion are meant to be used consistently, and then recreated. Depending on the level of item dictates what it can do and how many times it can be used before it turns into slag.

Most devices that are minor have only one use before they become unusable slag and the caster must create a new item. Base devices have a few more powerful abilites and general can be used twice. Lastly the advances items have quite powerful effects and can usually be used up to three times before becoming inert and useless. Along with that as a practioneer of Automaktion becomes more powerful they can have more items "attuned" to them. This number does not count against actual attunement slots of magical items. For that there is a separate chart based on level in an Automaktion possible class and subsequent subclass. Levels 1-5: 2 objects, Levels 6-10: 3 objects, Levels 11-15: 4 objects, Levels 16-20: 5 objects.

 

Minor Devices

 

Enduring Charm

A small charm you've fashioned onto a necklace or bracelet. It takes on the form and shape of your choice. You may use this charm at any time when you fail a saving through of any type. Upon using this charm you automatically succeed the saving throw. When this charm has been used it melts into a small heap of metal slag unusable for any Automakton spell again.

 

Cube of Energy

You create a cube that fits in the palm of your hand. It can stay in your pouch or will float around you until used. As a bonus action you can activate this cube and regain the use of one of your previously expended spell slots. You can get up to a level 3 spell slot back upon use. Once this has been activated it will turn into a piece of unusable slag.

 

Deployable Shield

A small device that resembles a shield, or anything you want, sits on your belt. When activated as a reaction it hovers and moves around your body absorbing blows until it's magic has been used up. The device gives you 10 temporary hit points and is rendered useless once those points have been used up and falls to the ground.

 

Feather of the Automaton

A feather of the type of your choice can be affixed to your hat or helm. It glows with green energy and shows you have superior control of automatons. When determining you automaton points pool you can expend this device to gain 4 extra points to add in. These points last until the current encounter is over where the feather falls and melts together.

 

Seeing Spectacles

You create a set of spectacles that have stored arcane energy in them. Describe what sort of glasses you have formed for this device. You may activate them as an action and may swap out one prepared spell for another within your spell list. Once you have used them once they grow hot, melt, and turn into slag.

 

Base Devices

 

Ability Enhancer

 

You create an object that is very basic looking in nature, something very obviously made by Automaktion. It is quite versatile and able to be used as needed when needed. You spend an action to activate it and for the up to 1 hour gain a +2 to the ability score of your choice. When this happens the object changes into something that relates to the ability it is increasing. After it has been used twice it will become a unusable hunk of metal.

 

Liquid Specialty

 

You create a potion of sorts infused with Automaktion magic. You can store it in any container, it has a greenish tint to it and glows just a bit. As an action you can drink the potion and can choose any feat, even one you don't meet the prerequisites for, and you gain the benefit as if you had that feat for the next hour. The entire potion must be drank and in order to use again must make another one.

 

Banner of the Leader

 

You fashion a banner out of Automaktion magic that remains inert until you activate it. The banner can take on any color, appearance, and design you want it to. When combat starts you may choose to activate this banner as a free action to add points to your Automaton point pool. Each time you activate this banner you gain an additional 6 points. When the banner is activated it comes to life and waves behind you until the combat encounter is over. After two uses of this banner it shreds and falls apart in a burning heap.

 

Cognition Enhancement

With your skill in Automaktion you are able to fashion a device that attaches to the side of your head. Whatever appearance you want it to take is up to you. As a free action you may activate the Cognition Enhancement and can take an additional reaction when you normally could not. For example if you've already used your reaction in between your turns you are able to use another reaction. With this device you may use it twice before it falls off and crumples into dust unusable now.

 

Wing Boot Attachments

Similar to the boots of speed that are found throughout the land you are able to replicate this feature a limited number of times. As a bonus action you can activate this wings attached to your boots and gain additional 15ft movement and then double your movement for ten minutes. After two uses the wings fall apart and turn into metal slag unable to be used.

 

Advanced Devices

 

Interceptors

 

You create three small devices as one for this one. They can take on any appearance you want, many create them in the form of animals and insects. Upon completion they will remain on your person waiting to be activated. Upon being hit, but before damage is rolled, you may activate one of the interceptors. It will stop and block any attack against you and negate the damage. They have no effect on attacks, spells, or abilities, that require you to make a saving throw to avoid damage. After all three have been used the device is done and must be recreated in order to be used again.

 

Hovering Cleric

 

You create a small device that functions in look to a very small automaton. However until you activate it the device will simply remain on your purpose. It can take on any appearance you wish it to when you create it. As an action you can activate it and the little device will fly above you and begin to hover around. Arcane Automaktion magic will pump from it to you. You gain regenerate 5 for up to 10 minutes. After the device has been used three times it will fall apart all the inner workings turning to molten metal and lumping together.

 

Dual Minds

 

You create a device that sits on your casting implement. It takes on whatever appearance you wish it to have and will fit itself snuggly on your implement. Unlike the other advanced devices it has only one charge. Although it is a big one. When you cast a second spell that requires concentration the device can activate and take on the concentration for that spell for as long as the spell endures. However, when you roll concentration checks you must roll for each of them, your modifier for both. After it has been used once it will disintegrates into dust.

 

The Protector

 

You build an item that is meant to be able to help you or your allies as needed. Describe what you make and how it looks when you activate it. As a bonus action you can activate this device and choose yourself or an ally within 60ft of you. However you have designed the object it goes to that target and gives them 10 temporary hit points. This device can be activated three times before it will turn into useless molten slag.

 

Impromptu Spellbook

 

Through magic and crafting you make a Faux spellbook for which you can use to cast in a different way. In takes on whatever appearnce you would like and when activated it will fly open and words light up and lift off the page and disappear as you cast. With this device you may cast any spell you know, not just prepared, for free using this item. Once you have done this three times the book falls apart the pages burning to nothing.

Significance

They are a significant combination of magic and technology for those that are able to make them. They are little bits of technology that have been amplified by Automaktion to carry out a specific task a number of times. In that way they are similar to potions but some have more uses than just once.
Rarity
These items are relatively rare in the sense that there are not many who can make them. Artificers skilled in Automaktion are able to create these devices and use them. They are not meant to linger. The devices themselves are pieces of magic to aid mostly in battle scenarios for those that find themselves there.
Raw materials & Components
Most times they are created with a number of valuable gems and different materials such as metal, leather, bone, and other materials. They are brought together and fashioned into the desired device the artificer is needing in that moment. The combination of the precious metals and intent of the caster brings forth the purpose of the device they wish to make.
Tools
The only tools needed to craft a artifice device is that of the casters implements. Usually they are smithing tools or other such crafting type. But any tool that the caster is proficient with will suffice for the creation of a device.
by MidJourney
An example of a Cube of Power created by an Artificer
by MidJourney
Seeing Spectacles waiting to be worn by their creator
by MidJourney
A couple of specialty potions waiting in the work area of an Automaktion caster
by MidJourney
Boots with attached wings ready to fly into combat
by MimdJourney
Hovering Cleric ready to be of assistance
by MidJourney
The Protector activated and in the air awaiting the incoming attack


Cover image: by MidJourney

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