D&D General Artificer Spells +

doctorbadwolf

Heretic of The Seventh Circle
So i am making a fullcaster Artificer and i am compiling the spell list. I am curious what y'all would choose for 6-9 level spells, and what spells should be on the 1-5 list that aren't.

My thoughts are, mostly abjuration, conjuration (but not summoning critters or fey or anything like that), and tramsmutation. object focused where possible, or themed on absorbing and manipulating energy. Nothing crazy like Meteor Swarm or Wish.
 

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6th
Contingency
Create Homunculus
Drawmij's Instant Summons
Globe of Invulnerability
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Magic Jar
Primordial Ward
Scatter
Tenser's Transformation
Word of Recall


7th
Create Magen
Crown of Stars
Etherealness
Fire Storm
Forcecage
Mordenkainen's Magnificient Mansion
Mordenkainen's Sword
Plane Shift
Power Word Fortify
Power Word Pain
Prismatic Spray
Project Image
Regenerate
Reverse Gravity
Sequester
Simulacrum
Symbol
Teleport


8th
Antimagic Field
Befuddlement
Clone
Control Weather
Demiplane
Feeblemind
Incendiary Cloud
Mighty Fortress
Mind Blank
Power Word Stun
Telepathy


9th
Astral Projection
Blade of Disaster
Foresight
Invulnerability
Power Word Kill
Psychic Scream
Time Stop

<
Edit> Also, for the Alchemist, I could see the various polymorph/shapechange spells being good additions
 

6th
Contingency
Create Homunculus
Drawmij's Instant Summons
Globe of Invulnerability
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Magic Jar
Primordial Ward
Scatter
Tenser's Transformation
Word of Recall


7th
Create Magen
Crown of Stars
Etherealness
Fire Storm
Forcecage
Mordenkainen's Magnificient Mansion
Mordenkainen's Sword
Plane Shift
Power Word Fortify
Power Word Pain
Prismatic Spray
Project Image
Regenerate
Reverse Gravity
Sequester
Simulacrum
Symbol
Teleport


8th
Antimagic Field
Befuddlement
Clone
Control Weather
Demiplane
Feeblemind
Incendiary Cloud
Mighty Fortress
Mind Blank
Power Word Stun
Telepathy


9th
Astral Projection
Blade of Disaster
Foresight
Invulnerability
Power Word Kill
Psychic Scream
Time Stop

<
Edit> Also, for the Alchemist, I could see the various polymorph/shapechange spells being good additions
Im curious about some of your picks and why you chose them. power word pain,

Level 6: Magic Jar, Contingency

Level 7: crown of stars, regen,

Level 8: Befuddlement, feeblemind, mind blank

Level 9: power word kill, psyvhic scream, foresight

Not saying youre wrong, just curious why you picked those ones?
 

Power Words for the Artillerist as attack spells

Crown of Stars seems to be on all Arcane spell-users list, also seems to fit in with attacks modes for the Artillerist and Armorer (think the floating drones of Mister Fantastic from the recent Superman movie)

Regenerate for the Armorer & Alchemist, for the former as a suit ability to heal and for the alchemist to create fit in with a sort of Jekyll/Hyde unstoppable monstrosity.

Magic Jar for the Battlesmith, Artillerist & Armorer to transfer their consciousness to their steel defender, arcane cannon or armor (like the soul stone of 40K's Eldar) and for the Alchemist to simply take over someone's else body

Psychic Scream for an psychic attack form that may be considered to come from the Artificer's construct or their "sonic screwdriver" ;)

Foresight along with Time Stop for Dr. Who antics (I mean, who doesn't want to build a T.A.R.D.I.S. and be a timelord?)

Befuddlement and Feeblemind for those mad scientists who want to lobotomize their enemies before experimenting on them (or taking them over with Magic Jar) - or mess with enemy spellcasters/foes (imagine dazzling/confounding them with technobabble or confounding truths)

Mind Blank - Juggernaut's helmet

Contingency to strap extra (utlity) effects on constructed items or attached constructs (through share spell sort of ability).
 

Power Words for the Artillerist as attack spells

Crown of Stars seems to be on all Arcane spell-users list, also seems to fit in with attacks modes for the Artillerist and Armorer (think the floating drones of Mister Fantastic from the recent Superman movie)

Regenerate for the Armorer & Alchemist, for the former as a suit ability to heal and for the alchemist to create fit in with a sort of Jekyll/Hyde unstoppable monstrosity.

Magic Jar for the Battlesmith, Artillerist & Armorer to transfer their consciousness to their steel defender, arcane cannon or armor (like the soul stone of 40K's Eldar) and for the Alchemist to simply take over someone's else body

Psychic Scream for an psychic attack form that may be considered to come from the Artificer's construct or their "sonic screwdriver" ;)

Foresight along with Time Stop for Dr. Who antics (I mean, who doesn't want to build a T.A.R.D.I.S. and be a timelord?)

Befuddlement and Feeblemind for those mad scientists who want to lobotomize their enemies before experimenting on them (or taking them over with Magic Jar) - or mess with enemy spellcasters/foes (imagine dazzling/confounding them with technobabble or confounding truths)

Mind Blank - Juggernaut's helmet

Contingency to strap extra (utlity) effects on constructed items or attached constructs (through share spell sort of ability).
Damn those are fun ideas. Nice.
 

Actually makes me think that it would be fun to do writeups of the classes with notes on how to use elements to lean into or subvert class tropes and vibes.
 

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