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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
I have some questions about the artificer
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<blockquote data-quote="Selganor" data-source="post: 9529558" data-attributes="member: 1135"><p>My phone's browser "ate" my reply twice already, so now an answer from my desktop:</p><p></p><p>1. Completely right.</p><p></p><p>2. I always interpreted the spell inventions as spellcasting foci just for that spell. That should help with the "missing" hand if you also have a shield.</p><p>This isn't stated explicitly but since the spell invention is the equivalent to the material components (that you'd replace with spellcasting foci like wands of staffs) it isn't far fetched.</p><p>Also A5E (unlike O5E) doesn't explicitly mention that you could use the same hand for the S component that you use your M component for. Instead "A spell cast with a seen component can’t be cast by [...] a creature that has its hands full with weapons (or a shield) that are not being used as a spell focus."</p><p>I'd interpret a spell invention as "a weapon that is being used as a spell focus" in this case even if the invention isn't a weapon.</p><p></p><p>3. As written it could lead to some strange situations:</p><ul> <li data-xf-list-type="ul">Some spells probably couldn't be prepared too far in advance as a spell invention (which takes at least 10 minutes) if the material component is specific to the target (like Creation "tiny piece of matter of the same type of the item you plan to create" which would limit the spell to only those materials that you include in the creation of the spell invention)</li> <li data-xf-list-type="ul">If you have to pay/include the cost of material components with a price at the moment you prepare the spell you'd have to pay them every time you change the spell slot to this spell even if you never cast the spell.</li> <li data-xf-list-type="ul">On the other hand... if you pay the cost at the time you create your spell invention you could just spent costly components once (no matter how often you actually cast the spell) and then never change the spell slot. If it fizzled you can repair the invention on the next day for free.</li> </ul><p></p><p>My experience with spell components in almost every edition has been... Don't sweat it but keep in mind costly/rare components since they usually also balance the use of the spell.</p><p></p><p>I'd just see if you got the component when you prepare the spell (invention) and just remove the consumed components every time you cast the spell.</p><p></p><p>I'd also allow the artificer to salvage all components when he changes the spell invention to another (unless you only got one use of the costly component and you cast it)</p><p></p><p>4. Common items depend on the style of your character (or what you group could need, but I am partial to:</p><ul> <li data-xf-list-type="ul">Atlas of Libation</li> <li data-xf-list-type="ul">Inkpot of the thrifty apprentice</li> <li data-xf-list-type="ul">Legerdemain gloves</li> <li data-xf-list-type="ul">Lockpicks of memory</li> <li data-xf-list-type="ul">Wand of the Scribe</li> </ul><p></p><p>As for the standalone Artificer supplement (by the author of the original article from GPG0):</p><p>It has 3 additional archetypes (Alchemyst, Armiger, Thopterist - Machinist is reprinted as Engineer), 10 additional Field Discoveries and has some fine tuning to some of the features (like a way to get new schematics even if you don't find any magic items that you can try to analyse).</p></blockquote><p></p>
[QUOTE="Selganor, post: 9529558, member: 1135"] My phone's browser "ate" my reply twice already, so now an answer from my desktop: 1. Completely right. 2. I always interpreted the spell inventions as spellcasting foci just for that spell. That should help with the "missing" hand if you also have a shield. This isn't stated explicitly but since the spell invention is the equivalent to the material components (that you'd replace with spellcasting foci like wands of staffs) it isn't far fetched. Also A5E (unlike O5E) doesn't explicitly mention that you could use the same hand for the S component that you use your M component for. Instead "A spell cast with a seen component can’t be cast by [...] a creature that has its hands full with weapons (or a shield) that are not being used as a spell focus." I'd interpret a spell invention as "a weapon that is being used as a spell focus" in this case even if the invention isn't a weapon. 3. As written it could lead to some strange situations: [LIST] [*]Some spells probably couldn't be prepared too far in advance as a spell invention (which takes at least 10 minutes) if the material component is specific to the target (like Creation "tiny piece of matter of the same type of the item you plan to create" which would limit the spell to only those materials that you include in the creation of the spell invention) [*]If you have to pay/include the cost of material components with a price at the moment you prepare the spell you'd have to pay them every time you change the spell slot to this spell even if you never cast the spell. [*]On the other hand... if you pay the cost at the time you create your spell invention you could just spent costly components once (no matter how often you actually cast the spell) and then never change the spell slot. If it fizzled you can repair the invention on the next day for free. [/LIST] My experience with spell components in almost every edition has been... Don't sweat it but keep in mind costly/rare components since they usually also balance the use of the spell. I'd just see if you got the component when you prepare the spell (invention) and just remove the consumed components every time you cast the spell. I'd also allow the artificer to salvage all components when he changes the spell invention to another (unless you only got one use of the costly component and you cast it) 4. Common items depend on the style of your character (or what you group could need, but I am partial to: [LIST] [*]Atlas of Libation [*]Inkpot of the thrifty apprentice [*]Legerdemain gloves [*]Lockpicks of memory [*]Wand of the Scribe [/LIST] As for the standalone Artificer supplement (by the author of the original article from GPG0): It has 3 additional archetypes (Alchemyst, Armiger, Thopterist - Machinist is reprinted as Engineer), 10 additional Field Discoveries and has some fine tuning to some of the features (like a way to get new schematics even if you don't find any magic items that you can try to analyse). [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
I have some questions about the artificer
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