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Artificer should be a half caster (0-5)
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<blockquote data-quote="Merric Huffstutler" data-source="post: 7234140" data-attributes="member: 6909382"><p>I love the thought of having major and minor discoveries. Could do something akin to a research/technology tree in other games. I do think the artificer shouldn't have direct damage spells. Instead they should rely on their creations. I think with the warlock system it might be ok to make them closer to a full caster. To offset the huge amount of flexibility I think the warlock's limited spell slot pool counters this greatly. But, I would go one step further. I would capitalize on Infuse Magic. I would say to balance the greater range the artificer can ONLY use Infuse Magic to make spells happen. Something like: </p><p></p><p><em>An artificer's skill lies in his breadth of knowledge and dedication to the rigorous application of magic and engineering to permanent creation. As such they are master's of manipulating long and complex spells. Unfortunately, this means few are capable of the split second casting more battle focused casters are able to. No, artificers prefer to prepare beforehand, Infusing magic into the mundane to be ready when needed. This might seem like a limitation to others, but a great artificer is always planning ahead.</em></p><p><em>An artificer can not create magic nearly as quickly as a normal caster. Instead, an artificer can enchant a mundane by focusing the magic of any learned spell into the item. This takes one level longer casting time (table below)with a minimum of one minute. </em></p><p><em></em></p><p><em>B.A. -> 1 min</em></p><p><em>1Action -> 1 min</em></p><p><em>1minute -> 10 minute</em></p><p><em>10 minute -> 4 hours</em></p><p><em>1 hour -> 8 hours</em></p><p><em></em></p><p></p><p>This reduces tactical flexibility dramatically. You will only be able to use the number of spells you have slots which is a much lower number than the spells you know. Also you must prepare the objects before hand knowing what spells you will need to cast. BUT, this gives you much higher strategic flexibility. Once the infused items are prepared anyone who can use a magic item can in fact cast a spell. Not only can they cast a spell they could cast a spell that may take minutes or hours for a normal caster to cast in one action! That's pretty powerful in certain situation, but can be a large liability, but most importantly is a Unique and interesting twist! </p><p></p><p>I reminds of the magical equivalent to the rogue playstyle. If prepared and in place can cause catastrophic damage. Its hard to surprise the rogue because of their preparedness, but if you do surprise the rogue they are at a huge disadvantage.</p></blockquote><p></p>
[QUOTE="Merric Huffstutler, post: 7234140, member: 6909382"] I love the thought of having major and minor discoveries. Could do something akin to a research/technology tree in other games. I do think the artificer shouldn't have direct damage spells. Instead they should rely on their creations. I think with the warlock system it might be ok to make them closer to a full caster. To offset the huge amount of flexibility I think the warlock's limited spell slot pool counters this greatly. But, I would go one step further. I would capitalize on Infuse Magic. I would say to balance the greater range the artificer can ONLY use Infuse Magic to make spells happen. Something like: [I]An artificer's skill lies in his breadth of knowledge and dedication to the rigorous application of magic and engineering to permanent creation. As such they are master's of manipulating long and complex spells. Unfortunately, this means few are capable of the split second casting more battle focused casters are able to. No, artificers prefer to prepare beforehand, Infusing magic into the mundane to be ready when needed. This might seem like a limitation to others, but a great artificer is always planning ahead. An artificer can not create magic nearly as quickly as a normal caster. Instead, an artificer can enchant a mundane by focusing the magic of any learned spell into the item. This takes one level longer casting time (table below)with a minimum of one minute. B.A. -> 1 min 1Action -> 1 min 1minute -> 10 minute 10 minute -> 4 hours 1 hour -> 8 hours [/I] This reduces tactical flexibility dramatically. You will only be able to use the number of spells you have slots which is a much lower number than the spells you know. Also you must prepare the objects before hand knowing what spells you will need to cast. BUT, this gives you much higher strategic flexibility. Once the infused items are prepared anyone who can use a magic item can in fact cast a spell. Not only can they cast a spell they could cast a spell that may take minutes or hours for a normal caster to cast in one action! That's pretty powerful in certain situation, but can be a large liability, but most importantly is a Unique and interesting twist! I reminds of the magical equivalent to the rogue playstyle. If prepared and in place can cause catastrophic damage. Its hard to surprise the rogue because of their preparedness, but if you do surprise the rogue they are at a huge disadvantage. [/QUOTE]
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Artificer should be a half caster (0-5)
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