[PR-MEG] Newest book cover and info released---Artificer's Handbook

I wasn't aware of alternate magic item creation systems out there. If there are, they've mentioned stuff in passing. Certainly, this book is the only one that devotes a full 96 pages to it.
 

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Is this the book that my little idea is going to be in? :D

1) Since the balancing is going to be through spellslots won't this give Socerers an advantage ofver Wizards?

2) And characters with high spell attribute an advantage over one's with lower spell attributes?

3) Is the time it takes to create under these rules about the same as the old rules?

4) Will the old item creation feats be used to learn who to create items using these rules or do you have a different way of learning to craft items?

5) Are their any rules for creating artifacts?

6) Are Cleric Domain Spells used as a slot?

7) Would a Pearl of Power or Ring of Wizardry allow for greater items?

Those are all the questions I have now. Sorry I didn't post sooner, I didn't notice the thread till now.
 

I like the sound of this book. I do have one question to ask...

How does gem magic work? will it be kind of like final fantasy 7 in which you put gems into weapons with slots and then use the gem's power like that? or something else?

plus, for a book of 96 pages costing $16.99, and with rules like this, you already have my 17 bucks.
 

I think I will be open to any concept, that isn't based on the notion that the production of items goes along with the loss of experience. I hope it works, as far as balance is concerned :).
 

thank you!

You guys are my heroes! I don't use the regular xp tables so I have been pondering forever trying to buck the enchanting method in the DMG.

My only problem is that I can't wait until next year! I want it now!
 




Crothian said:
Is this the book that my little idea is going to be in? :D

Yes. :) I still need to polish that up, in fact.

1) Since the balancing is going to be through spellslots won't this give Socerers an advantage ofver Wizards?

Yes, to a degree, but all item creation rules are still based on the spells available, so sorcerers are still limited in what they can make by the spells that they have available. But, we've also scaled the creation for what we call "continuous items" - things like boots of haste, or rings of invisibility. That is, anything that doesn't have a number of charges - these items are a lot more expensive so that even sorcerers with "haste" aren't churning out boots of speed over and over again. They *could*, but they'd still have to acquire all the material components, which is the other major limiting factor.

2) And characters with high spell attribute an advantage over one's with lower spell attributes?

You mean like a wizard with an int of 18 could create more than a wizard with an int of 12 - yes.

3) Is the time it takes to create under these rules about the same as the old rules?

to be honest, I'm not that familiar with the item creation times in the core system. The current system is measured in terms of 8 hour days based on the power of the item - but it can be sped up and penalties apply accordingly.

4) Will the old item creation feats be used to learn who to create items using these rules or do you have a different way of learning to craft items?

We replaced the core item creation feats with 3 + 1. 3 core feats, plus 1 other that allows multiple spell casters to work together to create items an individual couldn't create on his own. We also provide variant rules for brew potion.

5) Are their any rules for creating artifacts?

The position that we took, largely due to MHO, is that you can't *create* artifacts - they happen. So, in a way, yes. The rules are flexible enough so that if you wanted to create an artifact, you probably could, but we made it such that artifacts are byproducts of powerful items, and the wizard mostly has no control over the outcome of an item if it becomes intelligent. And, although we don't explicitly state it, we ditched the ego rules.

6) Are Cleric Domain Spells used as a slot?

Sort of. But, the way the system works, you need to be able to cast the spell a multiple number of times. Actually, there's a thread concerning Mongoose's feat book, and I wrote a feat in that one that I am considering including in this book that allows a cleric to cast domain spells in non-domain slots. So, if that is allowed, the domain slots can be used for item creation.

7) Would a Pearl of Power or Ring of Wizardry allow for greater items?

Yes, but doing so may incur insability in the item such that it takes on quirks or powers that the wizard may or may not want. Same as if the creator uses scrolls.

Those are all the questions I have now. Sorry I didn't post sooner, I didn't notice the thread till now.
 

EarthsShadow said:
I like the sound of this book. I do have one question to ask...

How does gem magic work? will it be kind of like final fantasy 7 in which you put gems into weapons with slots and then use the gem's power like that? or something else?

plus, for a book of 96 pages costing $16.99, and with rules like this, you already have my 17 bucks.

They work a lot like they do in Diablo, which we won't deny is the source of the inspiration.

Basically, a gem, runestone, or precious stone can be enchanted like a magic item, and then can be placed into an item with a slot in it. Once placed, the item takes on the extra power that the gemstone gives it. So, you could have a gem with "flaming" on it, and another gem with "icy" on it, and then you could have a +2 socketed sword, and you could switch it out to be a +2 flaming sword, or a +2 icy sword depending on the gem that you have in it.

We also have rules for placing Ioun stones in items.
 

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