doctorbadwolf
Heretic of The Seventh Circle
FRuends, the limited full casting is basically set in stone.
Right so like, any magic item is a focus for them, and their spell list is very small except the cantrips which is nearly wizardly.it might be interesting to see a fullcaster artificer where like, they have no spell list, but all their infusions have associated spells and they can expend slots to cast them, but they could also do that with the things like wands they find, using their own slots to cast the spells through the item.
I wouldn't use 'spell slots' in that case.ANd even the spells they do know are flavored strongly as items that replicate spells or store them, requiring spellpowerr to activate. You aren't castinf fireball like a wizard, you are loading a conflagration bolt into your crossbow and shooting it after imbueing it with Fireball using a spell slot.
The artificer knows how to take a spell diagram, hack it, and create an empty version of it that they can charge with spell power.
Because i also want to give them unique spells, to have some back and forth with charges and their own well of spell power, and not be a total non-starter for MC with other casters.I wouldn't use 'spell slots' in that case.
How about just give them more Spell Storing Items? Like 1 for every spell level.
I.e.
1: Replicate Magic Spell. You craft a device capable of duplicating a spells effects. The items can be used by anyone, using your Int, but only recharged by you. If you create a second item, the first loses it's magic.
At the end of a long rest choose a level 1 spell from the Wizard's spell list and imbue it into an item. It has 2 charges and anyone can use it.
Durring a short rest, you can recharge 1 charge.
2: replicate magic item.
3: You can craft a 2nd item that holds a 2st level spell from the Wizard's spell list into an item.
It has 2 charges and anyone can use it. Durring a short rest, you can recharge 1 charge.
...
11: You can imbue a 6nd level spell into an item. It has 1 charge. It recharges after a long rest.
...
17: You can imbue a 9nd level spell into an item. It has 1 charge. It recharges after a long rest.
Slightly more limited uses, and a lot more limited on "prepared" spells still leaves room for temporary magic items and crafting.
Don't see why you couldn't still do that with spell items.to have some back and forth with charges and their own well of spell power,
Easy enough to fix.Because i also want to give them unique spells... and not be a total non-starter for MC with other casters.
That feels like it is adding complexity to arrive at the exact same place.Don't see why you couldn't still do that with spell items.
Destroy a created item to recharge a spell item.
I don't know that I see the benefit, when you could just use spellcasting and allow charging items with spell slots and storing spells in items for others to use...which is all game mechanics tech that anyone who plays 5e will be reasonably familiar with, and get the same effective result.Easy enough to fix.
Spells Prepared.
Prepare X spells from the Artificer spells list.
Replicate Magic: ...
At the end of a long rest choose a level 1 spell you have prepared and imbue it into an item. It has 2 charges and anyone can use it.
Durring a short rest, you can recharge 1 charge.
Now a Warlock/Artificer you can cast Artificer spells with "pact slots" or use Warlock spells in "item slots". And hand a robe of Armor of Agathys to the monk.
Tweak wording to allow for the other "can cast with slot" feats and such
Wow, I did not know that! I just looked it up! Player options: Spells & Magic. I'm pretty sure I have that book, but never made the connection.Artificer was originally a wizard subclass in 2E.