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<blockquote data-quote="Fralex" data-source="post: 6464488" data-attributes="member: 6785902"><p>Yay, my DMG arrived! The magic items section has given me some great ideas. All those tables you can roll on to give minor properties to magic items? I feel like this is what the <em>personal weapon augmentation</em> infusion was always meant to be. I'm thinking you start off with a cantrip that lets you either give an object one minor property plus a random quirk, or just give it a quirk of your choice. At much higher levels you learn a new infusion, call it <em>lesser artifactory</em>, that does the same thing but uses the two Minor Properties tables (Beneficial replacing Minor Properties and Detrimental replacing Quirks) from the Artifact Properties section. Finally as one of the highest-level infusions you get <em>greater artifactory</em>, which uses the two Major Properties tables from that section. An epic-level artificer still can't craft artifacts, because that's stupid-overpowered even at the top tier, but they <em>can</em> reproduce the legendary enchantments commonly found on artifacts! Which is more open to creativity anyway. Honestly, these tables were basically MADE to be used by artificers. Oh, and lastly there should be some kind of mid-level infusion or class feature you get that lets you make the infusion you cast on an object permanent with enough gp worth of materials based on the infusion's level and maybe some other factors like how long it would last otherwise. Give artificers those four powers, along with <em>spell-storing item</em> and improved crafting ability and you've already gotten the main essence of the class's core theme down.</p></blockquote><p></p>
[QUOTE="Fralex, post: 6464488, member: 6785902"] Yay, my DMG arrived! The magic items section has given me some great ideas. All those tables you can roll on to give minor properties to magic items? I feel like this is what the [I]personal weapon augmentation[/I] infusion was always meant to be. I'm thinking you start off with a cantrip that lets you either give an object one minor property plus a random quirk, or just give it a quirk of your choice. At much higher levels you learn a new infusion, call it [I]lesser artifactory[/I], that does the same thing but uses the two Minor Properties tables (Beneficial replacing Minor Properties and Detrimental replacing Quirks) from the Artifact Properties section. Finally as one of the highest-level infusions you get [I]greater artifactory[/I], which uses the two Major Properties tables from that section. An epic-level artificer still can't craft artifacts, because that's stupid-overpowered even at the top tier, but they [I]can[/I] reproduce the legendary enchantments commonly found on artifacts! Which is more open to creativity anyway. Honestly, these tables were basically MADE to be used by artificers. Oh, and lastly there should be some kind of mid-level infusion or class feature you get that lets you make the infusion you cast on an object permanent with enough gp worth of materials based on the infusion's level and maybe some other factors like how long it would last otherwise. Give artificers those four powers, along with [I]spell-storing item[/I] and improved crafting ability and you've already gotten the main essence of the class's core theme down. [/QUOTE]
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