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General Tabletop Discussion
*Dungeons & Dragons
Artificer Class, Revised: Rip Me A New One
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<blockquote data-quote="RealAlHazred" data-source="post: 6749801" data-attributes="member: 25818"><p><strong>Originally posted by rampant:</strong></p><p></p><p>Here's my proposed SSI/item/slot/Infusions/schema known system:</p><p>The infusions are fine as is, you learn a limited number of an appropriate, etc, etc, etc. Fine perfect (and yes I like the weapon/armor augments as infusions, much more fitting to what I think yiou were trying to do).</p><p>Starting at whatever level you unlock SSI/scrolls, you begin learning spell schema that determine what spells you can store or scribe. You do not have a theoretically unlimited number of schema known, I'm thinking 2 per level starting at the level you get scrolls/SSi. I'm not sure whether to limit it further by restricting where you can draw the spells from. Storing a spell expends a spell slot, and ties up an amount of craft reserve equal to 1/2 the spell slot level (rounded up), until the stored spell is used or dissipates. There is no check to use the stored spell, but if you don't use it before the time runs out you loose it. Once a stored spell is used or disperses you regain the craft reserve after a short rest. Other characters can carry Stored Spell Items, and can even activate them, although this might be a higher level ability, 7-8 maybe.</p><p>Scrolls are similar but don't dissipate, probably should cost an extra point of craft reserve, and can only be used by you, although one benefit of a guild might be the ability to write scrolls in guild schema rather than personal schema so that a fellow member can use the scroll. As long as you have a scroll the spell slot is bound up in it, and cannot be refreshed, although if you are removed form a scroll you wrote for too long it will decay and allow you to access that spell slot and craft reserve once again.</p><p>Infusions can be cast from unused spell slots on the fly (although they may have casting time issues in some cases).</p><p>Potions can be maintained indefinitely, and they bind up a spell slot, however the craft reserve should be lower than for a scroll, and can be used by anyone. (since they're a much more limited sub-set of effects).</p><p> </p><p>That's how I think it needs to work.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6749801, member: 25818"] [b]Originally posted by rampant:[/b] Here's my proposed SSI/item/slot/Infusions/schema known system: The infusions are fine as is, you learn a limited number of an appropriate, etc, etc, etc. Fine perfect (and yes I like the weapon/armor augments as infusions, much more fitting to what I think yiou were trying to do). Starting at whatever level you unlock SSI/scrolls, you begin learning spell schema that determine what spells you can store or scribe. You do not have a theoretically unlimited number of schema known, I'm thinking 2 per level starting at the level you get scrolls/SSi. I'm not sure whether to limit it further by restricting where you can draw the spells from. Storing a spell expends a spell slot, and ties up an amount of craft reserve equal to 1/2 the spell slot level (rounded up), until the stored spell is used or dissipates. There is no check to use the stored spell, but if you don't use it before the time runs out you loose it. Once a stored spell is used or disperses you regain the craft reserve after a short rest. Other characters can carry Stored Spell Items, and can even activate them, although this might be a higher level ability, 7-8 maybe. Scrolls are similar but don't dissipate, probably should cost an extra point of craft reserve, and can only be used by you, although one benefit of a guild might be the ability to write scrolls in guild schema rather than personal schema so that a fellow member can use the scroll. As long as you have a scroll the spell slot is bound up in it, and cannot be refreshed, although if you are removed form a scroll you wrote for too long it will decay and allow you to access that spell slot and craft reserve once again. Infusions can be cast from unused spell slots on the fly (although they may have casting time issues in some cases). Potions can be maintained indefinitely, and they bind up a spell slot, however the craft reserve should be lower than for a scroll, and can be used by anyone. (since they're a much more limited sub-set of effects). That's how I think it needs to work. [/QUOTE]
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