Selganor
Adventurer
As I continue playing a GPG Artificer there are a few things that I think could be relevant in the future, so why not ask them now:
1. Transfer Enchantment
Granted, that's not a question specific to Artificers but if the Artificer doesn't have access to that, who has?
The equipment section (AG p. 249) lists that you can pay an npc enchanter 1/3 of the price of a magic item to transfer the enchantment to another item.
Since this price probably included some service fees in addition to the required material, how much would the material be for an Artificer (or other magic user?) to transfer? Are there any limitations?
My first idea would be: 1/4 the price (maybe even with an additional price reduction if you got a schematic of the item). Limits on magic item creation (minimum level per rarity) would apply.
2. "Generic" Infusions
While not every +1 armor has the same price, requiring a seperate schematic for each armor (like +1 padded leather, +2 padded cloth, +1 scale mail, ...) seems a bit excessive. Granted, there isn't a real limit of the number of schematics an Artificer can have, but it still adds up. And if you also require a schematic per magic weapon (like +1 dagger, +1 sword, ...) a weill prepared Battle Smith probably needs a small library of schematics.
My suggestion for that would be to just pool all weapons together for 3 schematics of +1 weapon, +2 weapon and +3 weapon and group all armors according to rarity (uncommon armor, common armor, rare armor, very rare armor and legendary armor) and go from there.
For even more generic schematics like "cantrip wand" or "spell scroll" I'd require a scroll as some sort of material component (that you don't consume) if you want to infuse an item with this specific effect.
For example, if you want to infuse a "flame bolt" cantrip wand you need to have a "flame bolt" spell scroll at hand to infuse a flame bolt wand but you still keep the scroll and can use it any way you want.
This way you don't have to have loads of different schematics but still can't just create a "generic" item out of thin air if you never knew the base effect.
3. Material cost for spell inventions
The way I'm reading it, the 1 gold of material per spell invention doesn't seem to be used up. But including the pricy material components of the spell into the spell invention could be interpreted as a "put it in once and then never pay for it again".
Since some of the material components are specific to the desired effect I'm guessing they are added while casting (just like other casters do it) otherwise a Stitcher would never require any money for revivify, raise dead or greater restoration since they are automatically prepared.
1. Transfer Enchantment
Granted, that's not a question specific to Artificers but if the Artificer doesn't have access to that, who has?
The equipment section (AG p. 249) lists that you can pay an npc enchanter 1/3 of the price of a magic item to transfer the enchantment to another item.
Since this price probably included some service fees in addition to the required material, how much would the material be for an Artificer (or other magic user?) to transfer? Are there any limitations?
My first idea would be: 1/4 the price (maybe even with an additional price reduction if you got a schematic of the item). Limits on magic item creation (minimum level per rarity) would apply.
2. "Generic" Infusions
While not every +1 armor has the same price, requiring a seperate schematic for each armor (like +1 padded leather, +2 padded cloth, +1 scale mail, ...) seems a bit excessive. Granted, there isn't a real limit of the number of schematics an Artificer can have, but it still adds up. And if you also require a schematic per magic weapon (like +1 dagger, +1 sword, ...) a weill prepared Battle Smith probably needs a small library of schematics.
My suggestion for that would be to just pool all weapons together for 3 schematics of +1 weapon, +2 weapon and +3 weapon and group all armors according to rarity (uncommon armor, common armor, rare armor, very rare armor and legendary armor) and go from there.
For even more generic schematics like "cantrip wand" or "spell scroll" I'd require a scroll as some sort of material component (that you don't consume) if you want to infuse an item with this specific effect.
For example, if you want to infuse a "flame bolt" cantrip wand you need to have a "flame bolt" spell scroll at hand to infuse a flame bolt wand but you still keep the scroll and can use it any way you want.
This way you don't have to have loads of different schematics but still can't just create a "generic" item out of thin air if you never knew the base effect.
3. Material cost for spell inventions
The way I'm reading it, the 1 gold of material per spell invention doesn't seem to be used up. But including the pricy material components of the spell into the spell invention could be interpreted as a "put it in once and then never pay for it again".
Since some of the material components are specific to the desired effect I'm guessing they are added while casting (just like other casters do it) otherwise a Stitcher would never require any money for revivify, raise dead or greater restoration since they are automatically prepared.