Look at the latest Kickstarter update.Can someone tell me how to get this new content? I've looked through my message on kickstarter and email and got nada. How do I get the document?
Ah found it, thank you. So for feedback, the reason it was hard to find for me to find, is so far all other content has been through the kickstarter messages. So naturally that's where I went when I heard there was new content.Look at the latest Kickstarter update.
Your first point aligns with my new understanding of it. For the second point, it would likely be you casting it from it like a wand.Ok so digging in the document, I have two key questions right off the bat:
- My understanding of spell inventions. Each prepared spell = one spell invention. The invention is an "at-will" spellcaster, but each time I cast I roll the fizzle die. If it fizzles, the invention breaks, and has to be repaired over a long rest. Is that the proper use of the mechanic?
- Is the Artificier or the Spell Invention casting the spell? This is very important for considerations like concentration and bonus action spell limitations, etc.
Combat Class
Until you get to the d6 with reroll, there is no way I would ever cast spells in combat, and even then its probably only 1st level spells.
So I'm using cantrips, weapons, tactical chemistry, or my archetype abilities like my grenades as my combat options. That's fine, we can work with that....but I feel like the spell list doesn't understand this. I can't ever see this class casting fireball, at the best chance possible its a 1/4 complete flub, and its much much higher than that most of the time. And wall of fire at 4th....forget about it. Eldritch cube at 5th...no way jose
Now...if all the fizzle die did was make it so I lost the action, it would still be an unacceptable risk most of the time, but for those gambler people out there I could maaaybe see it.
Combat Summary: In summary, any combat spell higher than maybe 2nd should be removed from teh list, or the fizzle die mechanic needs to be tweaked. Right now any spell that is expected to be in cast in combat and higher than 1st or 2nd level is a complete trap. So either remove teh spells and just focus on the buff/non-combat aspect of the class....or you need some more ways to control the fizzle die (such as using an infusion to repair a spell invention or something like that).
Magical Buff Class
My biggest issue is the number of prepared spells. It just feels so low compared to other classes.
At the end of the day while the flavor of the class is neat....but what is this class really bringing to the table spellcaster wise? I'm never upcasting spells, too much risk. I don't have true at-will casing like warlock invocations. At some point I can cast lots of low level spells (probably) but never get to cast higher level spells. I still suffer concentration restrictions, which also diminishes the "mass cheap spell" potential of this class.
Altenatively, allow the artificer to let the invention handle concentration, at the cost of guaranteed fizzle, if you still want some limits to concentration.Ideas: These would be my off the cuff thoughts, worthy to try while its in beta.
- Have the invention cast the spell. This opens up a whole new world. Now the artificer could have 2 or more concentration spells going at once (though he still can't spam the same concentration spell multiple times because the invention is concentrating). Now you could do a bonus action and a regular action spell. Suddenly the artificer is capable of combos that normal spellcasters are not, but still restrained by the extra restrictions they have. That is COOL.... now we have something to sink our teeth into.
- Allow the same spell to be prepared multiple times. If my artificer wants to be a "wall guy" today, and just belt out walls of stone at the cost of that being his only spell today, why not let him. Aka let him make an invention and a few "backups", this opens up a lot more potential spell list builds.
More ways to repair fizzled inventions would be good, yeah. Hotfixer comes online very late (level 17), especially for something that recharges on a long rest.
- More ways to control the fizzle die. Even ignoring combat, it really feels like I'm gambling way too much with spellcasting right now. Maybe allow infusions to be spent to repair the invention. Or maybe allow every spell (of X level depending on my artificer level) to be ritually cast (that would be a unique power of the artificier). One way or the other, I do feel there needs to be more control here. Nothing would be more "feels bad man" than an artificer starts their day, roll two flubs on fizzle, and now just lost all of their spellcasting for the entire day. And based on the current flub rates....its going to happen a good amount, and I think that will just be too frustrating for people.
Yes I had just realized this myself as you were typing. This does very much change the analysis, and I will actually be withdrawing my initial assessment until I think about it a little more, as my mistake has a major ramification on the power of the class.You don't lose the action; the spell is always cast, and only after does the device possibly fritz out.
You weren't the first to think it. I wonder if there's a better name for the fizzle die, that won't lead people to that conclusion? So many other games use "fizzle" to mean it fails to work, not that it works but then burns out. Maybe "fuse die"?Yes I had just realized this myself as you were typing. This does very much change the analysis, and I will actually be withdrawing my initial assessment until I think about it a little more, as my mistake has a major ramification on the power of the class.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.