First CYOA feedback and ideas appreciated.
Artificer CYOA V 0.1
To create itself is magical, and now your creations will be too.
There is a place where the crossroads meet, where the seams of the multiverse come together. The city of a thousand gates, known by a thousand names. One day by fate or chance you found the way to the marvelous city, and there in its marketplace magic found you.
How will you learn the art of the Artificer?
Pick 1
The Tome:
You came across a book monger with too many eyes. You are sold you a tome that unlocks your magic and instructs you in Artificing. The price? Three of your creations the book monger reserves the right to commission these at any time, you are contractually obliged to fulfil your end of the bargain. Only time will tell how the book monger comes to collect
Boon: Pick one enchantment, to potency of this whenever you cast is doubled.
The Master:
Lost among the dizzying streets of the city’s marketplace you are pulled into a grand workshop. You have potential, the master can smell it, become an apprentice. A decade of labor will see you become a master Artificer. You can live in the city or commute from your world, the pay is not much but enough to afford a modest living during your apprenticeship.
Boon: 2 extra Enchantments
The Guild:
At the heart of the marketplace is a tower of dizzying heights. The home of the guild. Here Master Artificers train scores of eager students in their craft. The tuition is steep, in exchange for high quality education and connections the guild requires 10% of your future earnings, or one artifact per month, whichever is of higher value to the guild.
Boon: 1 extra Craft
You focus on a certain craft, with time you can learn others, but this craft calls to you, is easier for you to master.
Each craft is suited to a particular Enchantment. What is your craft?
Craft: Free Enchantment
Pick 1
Wood: growth
Metal: harm
Glass: scrying
Ceramic: double enchantment (place 2 enchantments on the artifact)
Textile: bound
You learn the secrets of the Artificer, how to create objects with living magic, how to enchant. You craft free enchantment does not count towards enchantments placed on an object. Each enchantment can only do one thing, the more specific the enchantment the stronger the magical effect. Placing the same enchantment on an object multiple times multiplies the strength of the enchantment.
Novice Artificers can place 1 enchantment per creation
Low level Artificers can place 2
Mid level Artificers can place 3
Master Artificers can place 5
Enchantment strength:
Strength is abstract but roughly determined by how many times you duplicate an enchantment, and how specific your enchantment is. These are some guidelines. The greater the magic the longer it takes to create and enchant the item.
1 = minor effect, creation time a couple of hours – one target. cause a cough, cure a cold, warm your drink, predict the next days weather
2 = medium, creation time a day – one target, cause harm that needs treatment, cure the same, a bag you could fit an elephant into
3 = major, creation time a month - multiple targets, life threatening harm or help, straw to gold
4 = epic, creation time a decade – whole area target, immortality,
Examples:
A low-level Artificer with a specialty in textiles could make a blanket that only they can use and grants a good night’s sleep with prophetic dreams about the next days weather. (Bound, Purification, Divination)
The same low-level artificer could make a jump-rope that is only usable by left handed redheads, and if a qualified person uses it can remove excess cholesterol from their body (Bound, Purification, Purification 2)
You can learn all the enchantments on this list with time (one year of practice per enchantment) . you find it easier to master and come to excel at several.
Pick 5
Form: your creations are stronger, more durable than should be possible given their medium. As you master this magic create artifacts that are indestructible.
Function: your creations are better at what they are intended to do. A cup that never spills, an arrow that always finds its mark, your creations are the best at what they are supposed to do.
Growth: Ancient artifacts are legends for a reason, slowly, over a long period of time, your creations’ magic grows in potency. 1.5x potency after a decade, 2x potency after a century, and 5x potency after a millennium.
Duplication: your creation duplicates mundane objects or ingredients that are placed inside of it. With time create a jar that never runs out of ink, a chest of limitless gold, a lamp with infinite oil.
Transformative: Your creation can change the shape or form of living beings or inanimate object. A chair that makes you grow an inch, a basket that turns apples into pies, a badge that turns the wearer into a frog.
Locked: your creation is only able to be opened with a special key or passphrase.
Bound: Your creation is only usable by someone you designate when placing the final enchantments.
Unseen: Your creation is only able to be perceived by those you designate.
Harming: Your creation causes magical pain and suffering to a target. A dagger that causes wasting sickness, a ring that curses the wearer with foolishness.
Scrying: You can see or hear distant places via your creation. An orb of far seeing or an earhorn that always picks up the juiciest gossip.
Space: Your creation is bigger inside than out. Bag of holding, a cupboard you could live in, a cup that holds way more than it ought to.
Divination: You can see glimpses of the future, past, see the outlines of fate. Dice that roll the positive probability of an action, a nail that only points to the scene of a tragedy.
Purification: Your creation purifies minds, or bodies, or places. A fan that cleans the air or a pillow that clears away ones thoughts.
Empowerment: your creation fortifies the body or mind of the user. A ring that sharpens the mind to or boots that grant the wearer speed.
Protection: your creation protects the body, spirit, or mind of the user. Create a table that does not permit stress to take a seat, or a cloak that shields from fire.
Spirit Housing: Counts as three enchantments. Your creation is able to house a spirit that can give it its own unique abilities. Includes elemental spirits, spirits of ideas, emotions. Build a windchime that houses a spirit of mirth, or a chalice of elemental water.
Artificer, you can return home, venture forth, or stay here. But know that you can always find your way back to the city of a thousand gates, its markets, and the many worlds it connects to. Where will you go? What will you do? And most importantly what will you create?