Eberron Artificers and new spells

Dark Psion

First Post
Where do you draw the line between Infusions and the infusion "Spell Storing Item"?

As I am reading the spell section of Sandstorm, I am thinking that some of these would work as Infusions for Artificers.

Especially Fuse Sand, Locate Water, and Vitrify. But since Artificers start off "knowing" all infusions per level, how do they "learn" new ones?

Or more importantly, how does a DM decide if a spell should be an infusion?

For example, if you are a fan of Witch Hunter Robin, you might think the spell Slipsand would work quite well if it was crafted into a magic circle of sand. ;)

The sand would be a material focus for the infusion and drawing the magic circle would meet the long casting time. (How much more time should an infusion require?)

So, would it make a good infusion?

What about Dispel Water? An excellent spell for a craftsman who needs to dry out wood or keep his constructs from rusting.
 

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There's rules in Eberron Campaign setting for learning new, rare infusions... spellcraft check or something, similar to learning spells from scrolls I believe, too lazy to look it up atm tho ;)
 

Dark Psion said:
Where do you draw the line between Infusions and the infusion "Spell Storing Item"?

There isn't any line to draw. Spell Storing Item lets you place a spell (not an infusion) into an item, which can be any spell, as long as its spell level is no higher than 4th lvl and no higher than half your caster level. So an artificer could place any spell from Sandstorm (or any other sources the DM allows) into an item with Spell Storing Item as long as the chosen spell fit the restrictions I mentioned above.
 

How much information does an Artificer need to "mimic" a spell when creating an item?

If a Wizard hears about these strange spells from a far away desert, he would have to seek out another Wizard who knows them, find a spellbook or scrolls with the spells or research the spells himself.

What would an Artificer need to do to use his "Use Magic Device" skill in crafting an item with one of those new spells?

A Knowledge(Arcana/Religion) check to see exactly how much he knows?
Would he need to see the spell being cast?
Or would he need to examine an item with that spell in it?
 

Dark Psion said:
How much information does an Artificer need to "mimic" a spell when creating an item?

If a Wizard hears about these strange spells from a far away desert, he would have to seek out another Wizard who knows them, find a spellbook or scrolls with the spells or research the spells himself.

What would an Artificer need to do to use his "Use Magic Device" skill in crafting an item with one of those new spells?

A Knowledge(Arcana/Religion) check to see exactly how much he knows?
Would he need to see the spell being cast?
Or would he need to examine an item with that spell in it?
There are no official rules where this is concerned, so it's up to the DM to come up with something. What I'd personally do is let an artificer use any spell from the PHB without having to do any special research on it. If it's a non-PHB spell and he's examined an item which uses it, I wouldn't require any research. If he's just seen it cast, I'd probably do a Spellcraft check of DC 20 + spell level. If he's just heard of it or had it described to him, I'd require a Spellcraft (or Knowledge - Arcana) check of DC 25 + spell level. If it's an especially rare spell, I might require some sort of research.

Hope that helps.
 

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