From: The Aetherforge Sanctum
Description: Bound spirits encased in suits of enchanted armor, the Forge Wraiths are the remnants of master smiths and artificers who sought eternal life through their work. Their forms shimmer with heat, and their eyes burn with the fires of the forges they once tended.
Function: These spectral beings oversee the Sanctum’s forges and workshops, where magical artifacts and machinery are crafted. They imbue each creation with magical essence, drawing upon their centuries of craftsmanship to produce items of unparalleled power.
Expanding upon the lore of the Forge Wraiths, these entities are not merely spectral craftsmen; they are the very embodiment of the Sanctum’s relentless pursuit of magical innovation and industrial mastery. Bound to the Sanctum by their unyielding desire to transcend mortality and achieve perfection in their craft, the Forge Wraiths are a testament to both the brilliance and the pitfalls of seeking immortality through one’s work. Their existence blurs the line between dedication and obsession, serving as a cautionary tale for those who dare to tamper with the natural order in their quest for greatness.
Tier One Stats and Attributes:
- Age: Ageless, existing as long as the Sanctum or their bound forges remain.
- Height: Varies, typically around 6 feet when manifesting fully.
- Weight: Weightless, being spectral in nature.
- Speed: 30 ft. (can float up to this speed, ignoring most terrain types due to their spectral nature).
- Size: Medium (when fully manifested).
- Requirements for Summoning/Binding: Advanced knowledge in necromancy and enchantment magic, a forge to bind them to, and a piece of armor or a tool that belonged to the smith or artificer in life.
- Tags: Undead, Spectral, Artisan, Guardian.
Skills:
- Craftsmanship: Mastery over all forms of crafting, particularly blacksmithing and enchanting, equivalent to a high-level artisan.
- Arcane Knowledge: Deep understanding of magical theory and application, especially in the creation of enchanted items.
- Perception: Heightened awareness of their surroundings, particularly within their forge.
Attacks:
- Enchanted Tools: Can wield their crafting tools as weapons, each strike infused with magical energy capable of bypassing physical armor.
- Forge’s Breath: A cone of spectral flame that emanates from their being, capable of heating metal to its forging point or causing damage to living creatures.
Emotions:
- Dedication: An unwavering commitment to their craft, driving them to perfection.
- Regret: A deep-seated sorrow for their choice to seek immortality, trapping them in eternal servitude.
- Pride: A sense of fulfillment from creating items of unparalleled quality and power.
The Forge Wraiths, with their tragic pursuit of eternal life through mastery of their craft, serve as both guardians and instructors within the Sanctum. Their presence is a constant reminder of the Sanctum’s dual nature as a place of incredible creation and a prison for those who could not let go of their earthly ambitions.

Forge Wraiths, as spectral entities bound to the Aetherforge Sanctum, possess a unique array of sensory and extra-sensory perceptions that allow them to interact with their environment and fulfill their roles as guardians and master craftsmen of magical artifacts.
- Sight:
- Perceived: Enhanced visual clarity that allows them to see in extreme detail and in a wide spectrum, including the ability to perceive the innate magical aura of objects and beings.
- Description: Their vision is not hindered by physical barriers within the Sanctum, seeing through walls and materials as if they were translucent veils.
- Positives: This enables precise craftsmanship and the detection of the finest flaws in materials or enchantments.
- Negatives: Overstimulation in areas where magical energies are chaotic or overly dense, potentially leading to temporary disorientation.
- Hearing:
- Perceived: Acute hearing attuned not only to the physical realm but also to the vibrations of magical energies and the whispers of the arcane.
- Description: Forge Wraiths can discern the subtlest changes in the tone of the forge’s fire or the hum of enchantments being woven.
- Positives: Essential for monitoring the sanctity of their domain and the integrity of the crafting processes.
- Negatives: Sensitivity to discordant magical frequencies, which can be jarring or momentarily debilitating.
- Smell:
- Perceived: An ability to “smell” the quality and properties of metals and magical ingredients, translating physical attributes into olfactory sensations.
- Description: Different materials and magics emit distinct “scents” that only they can perceive, aiding in the selection of perfect components for their creations.
- Positives: Enhances their ability to craft with unmatched precision and harmony of elements.
- Negatives: Exposure to corrupted or tainted materials can result in an overwhelming and unpleasant sensory experience.
- Touch:
- Perceived: A tactile connection with the materials they work with, feeling the essence and potential of each item beyond its physical surface.
- Description: Despite their spectral nature, they interact with physical objects through a mystical bond, sensing temperature, texture, and magical resonance.
- Positives: Allows for the manipulation and transformation of materials with an artisan’s grace and a mage’s insight.
- Negatives: Direct contact with cursed or malignant artifacts can disrupt their ethereal form and weaken their connection to the forge.
- Taste:
- Perceived: A metaphorical “taste” for the balance and purity of magical energies, akin to a sommelier discerning the nuances of a fine wine.
- Description: They “savor” the essence of magic in their creations, ensuring that each piece is imbued with the desired magical properties.
- Positives: Guarantees that the artifacts produced are of the highest magical quality and harmony.
- Negatives: “Tasting” discordant or malevolent magic can leave a lingering “bitterness,” affecting their mood and efficiency.
- Extra-Sensory Perceptions:
- Perceived: A connection to the Sanctum’s magical matrix and an innate understanding of the flow of energies within it.
- Description: They possess an awareness of the Sanctum’s overall health and the presence of any intrusions or disruptions in the magical ecosystem.
- Positives: Crucial for maintaining the stability of the Sanctum’s magical defenses and the efficacy of its enchantments.
- Negatives: Sensitivity to disturbances or attacks on the Sanctum’s magical matrix can cause distress or weaken their ethereal bonds.
Forge Wraiths are thus not only masters of their craft but also deeply integrated into the magical ecosystem of the Aetherforge Sanctum, their perceptions finely tuned to both the creation of artifacts and the maintenance of the sanctum’s arcane integrity.
Eternal Flame of the Forge Wraiths
In the age when the world was a canvas of endless possibilities, and magic coursed through the veins of the earth like a vibrant river, there existed a sanctuary of creation known as the Aetherforge Sanctum. Within its hallowed halls, where the boundary between the arcane and the material was but a whisper, the Forge Wraiths were born from ambition and the unquenchable fire of creativity.
These spectral artisans, once mortals of unparalleled skill, sought to defy the natural order, to etch their essence into the annals of eternity through the works of their hands and the brilliance of their minds. They bound their spirits to their forges, becoming one with the flame, their souls alight with a passion that transcended death.
As eons passed, the Forge Wraiths toiled in their ethereal domain, their hands shaping the fabric of reality itself. They crafted artifacts of immense power and beauty, each imbued with the essence of their undying will. Yet, with each masterpiece forged, a shadow grew within their hearts—a longing for the life and connection they had forsaken in their quest for immortality.
Tales of the Aetherforge Sanctum and its ghostly guardians spread across lands and ages, drawing seekers of knowledge and power to its gates. Many came to learn the secrets of the Forge Wraiths, to witness the creation of wonders, but few understood the price of such eternal dedication.
It was said that on a night when the stars aligned with the forge’s ancient heart, a traveler of great wisdom approached the Sanctum. They spoke to the Wraiths not of craft or magic, but of life’s fleeting beauty and the chains of obsession that bound them. Moved by the traveler’s words, the Forge Wraiths glimpsed the truth of their existence—not as masters of eternity, but as prisoners of their own making.
Moral of the Story: In the eternal flame of the Forge Wraiths, we find a lesson as old as time itself—that true mastery lies not in the defiance of death or the pursuit of legacy, but in the embrace of life’s impermanence and the connections that bind us to the world and to each other. For in seeking to immortalize our essence, we must take care not to lose ourselves to the shadows of our own desires.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Name: Forge Wraith
- Characteristics:
- STR: N/A
- CON: N/A
- SIZ: Medium
- DEX: 60
- APP: N/A
- INT: 70
- POW: 80
- EDU: N/A
- Skills:
- Craft (Blacksmithing): 85%
- History: 70%
- Spot Hidden: 75%
- Dodge: 50%
- Attacks:
- Ethereal Touch (40%, damage 1d6 Willpower drain)
- Special Abilities:
- Incorporeal: Physical attacks pass through it, immune to non-magical weapons.
- Craft Magic Items: Can enchant items with magical properties at the Keeper’s discretion.
- Sense Magic: Can detect magical auras and items within 30 meters.
Blades in the Dark
- Type: Ghost
- Attributes:
- Scale: 1
- Quality: 3
- Will: 3
- Traits:
- Bound to the Forge: Tied to a specific location or object of power.
- Master Artisan: Exceptional at creating and repairing items, especially those of an arcane nature.
- Abilities:
- Ethereal Form: Can become invisible and pass through walls.
- Arcane Insight: Can assess the magical properties of objects or places with a glance.
Dungeons & Dragons (5th Edition)
Forge Wraith
- Medium undead, neutral
- Armor Class: 13 (natural armor)
- Hit Points: 45 (7d8 + 14)
- Speed: 0 ft., fly 30 ft. (hover)
- Abilities:
- STR 6 (-2), DEX 14 (+2), CON 14 (+2), INT 17 (+3), WIS 12 (+1), CHA 16 (+3)
- Skills:
- Arcana +6, History +6, Perception +4
- Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities: poison, necrotic
- Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
- Senses: darkvision 60 ft., passive Perception 14
- Languages: understands the languages it knew in life but can’t speak
- Actions:
- Touch of the Forge: Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) fire damage.
- Craft Item (Recharge 5-6): The Forge Wraith can imbue a nonmagical item with magical properties, as per DM’s discretion.
Knave
Forge Wraith
- HD: 4
- AC: 13 (ethereal armor)
- Attack Bonus: +4
- Damage: 1d8 (fire touch)
- Morale: 12
- Special Abilities:
- Incorporeal: Can only be harmed by magical weapons, spells, or abilities.
- Item Crafting: Can create or enchant items with the GM’s approval, requiring materials and time.
- Magic Detection: Automatically detects magical items and spells within 30 feet.
Fate
- Aspect: Bound Spirit of Eternal Craftsmanship
- Skills:
- Superb (+5) Craft
- Great (+4) Lore (Magical Artifacts)
- Good (+3) Fight, Will
- Fair (+2) Notice, Physique
- Average (+1) Stealth, Provoke, Athletics
- Stunts:
- Master Artisan: Because I am a master artisan, I gain +2 to Craft when creating magical items.
- Spectral Forge: Once per session, I can create a magical item without needing physical materials, though it fades after the scene.
- Ethereal Form: Because I am ethereal, physical attacks have 2 less effect against me unless they are magically enhanced.
Numenera & Cypher System
- Type: NPC
- Level: 4
- Descriptor: Ethereal
- Focus: Crafts Unique Objects
- Special Abilities:
- Phase Through (4 Intellect points): Can pass through solid objects for up to 1 minute.
- Craft Artifact (6 Intellect points): Can create a temporary artifact that lasts for one scene.
- Detect Magic (2 Intellect points): Instantly identifies magical properties within short range.
- Skills:
- Specialized in crafting and understanding of magical devices.
- Trained in defense against magical attacks.
Pathfinder (2nd Edition)
- Creature Type: Undead
- Level: 5
- Size: Medium
- Alignment: Neutral
- AC: 20
- HP: 80
- Speed: 25 ft., fly 30 ft. (incorporeal)
- Abilities:
- STR: +0
- DEX: +3
- CON: —
- INT: +4
- WIS: +2
- CHA: +3
- Skills: Crafting +15, Arcana +13, Occultism +13
- Attacks:
- Ethereal Touch: +12 to hit (finesse), Damage 1d8+3 negative energy plus 1d4 fire (from forge heat).
- Magical Abilities:
- Craft Magical Item: Once per day, can craft a magical item with a temporary effect.
- Incorporeal Movement: Can move through objects and walls.
Savage Worlds
- Type: Undead (Ethereal)
- Attributes:
- Agility: d6
- Smarts: d10
- Spirit: d8
- Strength: d4
- Vigor: d6
- Skills:
- Fighting: d6
- Notice: d8
- Repair: d12+2 (Specialized in crafting magical items)
- Knowledge (Arcana): d10
- Pace: 6; Parry: 5; Toughness: 7 (Incorporeal)
- Special Abilities:
- Incorporeal: Half damage from non-magical attacks. Can move through objects.
- Heat of the Forge: Melee attacks deal +d6 fire damage.
- Craftsman of the Ethereal Forge: Can create magical items or effects that last for a limited time. This requires a Repair roll at -2 due to the complexity of the magic involved.
Shadowrun (6th Edition)
Name: Forge Wraith
- Type: Magical Entity
- Attributes:
- Body: 3
- Agility: 4 (due to spectral nature)
- Reaction: 5 (enhanced by ethereal reflexes)
- Strength: — (intangible)
- Willpower: 6
- Logic: 5
- Intuition: 4
- Charisma: 3
- Edge: 4
- Magic: 7 (focused on crafting and fire-based spells)
- Skills:
- Arcana: 6
- Artisan (Crafting): 6
- Assensing: 5
- Astral Combat: 4
- Powers:
- Astral Form: Can exist and act on the astral plane.
- Materialization: Can materialize in the physical world for short periods.
- Mana Barrier: Can create barriers to protect their forge.
- Craftsmanship: Can enchant items or repair them with a touch.
Starfinder
Name: Forge Wraith
- Creature Type: Undead
- Size: Medium
- EAC: 14
- KAC: 16
- HP: 35
- RP: 5
- Speed: 30 ft., fly 30 ft. (magical)
- Abilities:
- STR: —
- DEX: +3
- CON: —
- INT: +4
- WIS: +2
- CHA: +1
- Skills: Engineering +12, Mysticism +11, Physical Science +10
- Special Abilities:
- Incorporeal: Half damage from non-magical attacks, can move through objects.
- Crafting Mastery: Can create or repair items with a touch, as if using fabricate or make whole spells.
- Flame of the Forge: Can emit a burst of spectral fire, dealing 2d6 fire damage in a 10-foot radius (Reflex DC 14 for half).
Traveller
Name: Forge Wraith
- Classification: Alien Entity
- Size: Medium
- Traits:
- Strength: — (intangible)
- Dexterity: +2 (due to spectral agility)
- Endurance: — (undead)
- Intelligence: +1 (skilled artisan)
- Education: +1 (knowledge of ancient crafting techniques)
- Social Standing: —
- Skills:
- Engineer (any) 2
- Science (any) 1
- Melee (unarmed) 1
- Special Abilities:
- Incorporeal: Can pass through solid objects, immune to physical damage.
- Master Craftsman: Can repair or enhance technological items as if highly skilled.
- Spectral Flames: Can cause objects to heat up as if in a forge, potentially damaging them or opponents.
Warhammer Fantasy Roleplay (4th Edition)
Name: Forge Wraith
- Type: Spirit
- Characteristics:
- Movement: 6
- Weapon Skill: 35
- Ballistic Skill: —
- Strength: — (intangible)
- Toughness: 30
- Agility: 40
- Intelligence: 40
- Willpower: 50
- Fellowship: —
- Wounds: 20
- Skills:
- Cool: 40
- Dodge: 50
- Intuition: 40
- Trade (Smith): 70
- Talents:
- Ethereal: Not affected by physical attacks, can move through objects.
- Master of the Forge: Can enchant or repair weapons and armor during downtime.
- Fiery Aura: Melee attacks against the Forge Wraith may cause attackers to suffer fire damage.
