Item: Artifex Telluria
Over the eons, master artisans have used imperfect copies of the Artifex Telluria to craft all manner of earthen wonders. The true Artifex Telluria is a legend even among xiomorns, a tool of peerless quality supposedly used by Sairazul herself to shape the first of her children from living rock. This storied artifact is believed to be one of the few implements capable of employing the equally legendary Tectonic Forge to craft a vessel worthy of housing the spirit of a vault builder.
When the artifex is used to create or repair constructs, structures, or other objects composed mostly or entirely of stone, crystal, or other earthen materials, it reduces overall crafting time by half and grants a +3 item bonus to Crafting checks.
You can use your Arcana or Nature skill in place of Crafting when the artifex is used to create or repair constructs, structures, or other objects composed mostly or entirely of stone, crystal, or other earthen materials.
Activate—Earthwright (concentrate, manipulate)
Effect Over the course of 1 minute, you sculpt up to a 10-foot cube of earth or stone into a new form, with the effects of Shape Stone.
Activate—Stonecalling 3 (concentrate, manipulate)
Frequency once per day
Effect You use the artifex to channel the geomantic energies that course through the ground beneath your feet. You cast either a 7th-rank Summon Elemental (earth elementals only) or 7th-rank Wall Of Stone.
Activate—Terrafusion (concentrate, manipulate)
Effect You spend 12 hours and a quantity of rare materials to prepare a specially constructed stone or crystalline vessel and imbue it with unbound elemental essence, creating any elemental earth creature of your level or lower, with a maximum level of 17. If the elemental is at least 4 levels lower than you, you can make it a minion; otherwise, it's friendly to you. Completing the vessel requires a successful DC 44 Crafting check and raw materials worth 2,000 gp per level of the creature. On a critical success, you reduce the material requirements by half; on a failure or critical failure, you are unsuccessful and can't try again for 1 day.
Alternatively, you can attempt to imbue the vessel with the fading spirit of a willing elemental earth creature that has died within the past month. The Crafting DC and material costs remain the same, but the creature's disposition toward you is not predetermined, and you can't make it a minion unless it was already your minion at its time of death.
Trait Effects
Artifact: Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.
Earth: Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth. These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don’t reach a cavern or some other air pocket within the plane’s solid matter. Creatures who can’t burrow are entombed in the plane’s substance and must attempt to dig their way toward an air pocket. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
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