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<blockquote data-quote="doctorbadwolf" data-source="post: 7614512" data-attributes="member: 6704184"><p>The homunculus is a pretty big part of the mythology of alchemy. </p><p></p><p>Except you can't do that in a balanced way unless you force the crafting of a wand of fireballs to cost a number of infusions commensurate with casting fireball the same number of times the wand of fireball can cast it. In which case...you are literally only adding complexity, for no benefit. see, the monk. </p><p></p><p></p><p>Nope. Traditional alchemy is chemistry, toxicology, physics, optics, and pretty much all of natural philosophy/early science. Pop culture knowledge of "traditional" alchemy is all about transmutation, but actual history disagrees. </p><p></p><p></p><p>Nothing about this artificer is out of place in dragonlance, greyhawk, the realms, mystara, or any other published setting I can think of that has magical inventors. </p><p></p><p>Making a wand or scroll that casts fireball isn't actually distinct from casting the spell. It can even be counterspelled. </p><p></p><p></p><p> Not really. They cast using a limited resource, the costing of which is based on spells slot costs for a given spell. The 4Elements monk has a cost of spell slot +1 because someone thought that was balanced due to ki resetting at a short rest, while shadow monks and sun soul monks have a cost of 1ki/spell level. The elemental monk even has upcasting that goes up at the same rate of 1ki/spell level, and has the same class level/maximum ki limitations that a direct spell casting class would. </p><p></p><p></p><p> Wizards can't make repeating crossbows, boots that let a person teleport every round to get back out of melee safely, add persistent +1 to weapons, wands, or armor without constantly spending spell slots on it, create a turret that shoots force damage or creates a field of THP for allies, change at-wills on a long rest, change at-wills EVER, create semi-permanent audio or visual playback on an object on an at will basis, etc, etc. No class but the Artificer can do any of those things. </p><p></p><p>Oh! and no one else can make a weapon's damage magical at such a low level, with the only resource expenditure being the opportunity cost of not learning something else instead. </p><p></p><p></p><p>A wand of fireball that you have to use a long rest reset limited resource to create isn't mechanically distinct from using your wand spell focus to cast fireball using a spell slot that you'll get back with a long rest. </p><p></p><p></p><p> It very clearly is.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7614512, member: 6704184"] The homunculus is a pretty big part of the mythology of alchemy. Except you can't do that in a balanced way unless you force the crafting of a wand of fireballs to cost a number of infusions commensurate with casting fireball the same number of times the wand of fireball can cast it. In which case...you are literally only adding complexity, for no benefit. see, the monk. Nope. Traditional alchemy is chemistry, toxicology, physics, optics, and pretty much all of natural philosophy/early science. Pop culture knowledge of "traditional" alchemy is all about transmutation, but actual history disagrees. Nothing about this artificer is out of place in dragonlance, greyhawk, the realms, mystara, or any other published setting I can think of that has magical inventors. Making a wand or scroll that casts fireball isn't actually distinct from casting the spell. It can even be counterspelled. Not really. They cast using a limited resource, the costing of which is based on spells slot costs for a given spell. The 4Elements monk has a cost of spell slot +1 because someone thought that was balanced due to ki resetting at a short rest, while shadow monks and sun soul monks have a cost of 1ki/spell level. The elemental monk even has upcasting that goes up at the same rate of 1ki/spell level, and has the same class level/maximum ki limitations that a direct spell casting class would. Wizards can't make repeating crossbows, boots that let a person teleport every round to get back out of melee safely, add persistent +1 to weapons, wands, or armor without constantly spending spell slots on it, create a turret that shoots force damage or creates a field of THP for allies, change at-wills on a long rest, change at-wills EVER, create semi-permanent audio or visual playback on an object on an at will basis, etc, etc. No class but the Artificer can do any of those things. Oh! and no one else can make a weapon's damage magical at such a low level, with the only resource expenditure being the opportunity cost of not learning something else instead. A wand of fireball that you have to use a long rest reset limited resource to create isn't mechanically distinct from using your wand spell focus to cast fireball using a spell slot that you'll get back with a long rest. It very clearly is. [/QUOTE]
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