Alex
Arcane
The artificer class was a mistake.
Edit: But then again, so was 5e.
Edit: But then again, so was 5e.
You have spent significant time in Sigil or elsewhere in the Outlands, the crossroads of the multiverse
artificer is the iconic 3.5e class from when they made eberron the main campaign settingThe artificer class was a mistake.
Edit: But then again, so was 5e.
prior to that it was a mage specialist iirc
prior to that it was a mage specialist iirc
I don't see it listed for AD&D 2E. I don't believe it was in AD&D 1E either, but Zed Duke of Banville might know since his knowledge is greater than mine.
prior to that it was a mage specialist iirc
I don't see it listed for AD&D 2E. I don't believe it was in AD&D 1E either, but Zed Duke of Banville might know since his knowledge is greater than mine.
In AD&D 2nd edition, charm and enchant spells were grouped together as a charm/enchantment school, though this didn't particularly make sense, since the former affect the minds of living beings, whereas the latter affect the properties of objects and have a lot of overlap with alteration. For that matter, the spells in this school that are enchantments seem heavily outnumbered by the ones that are charms. PHBR4 The Complete Wizard's Handbook termed a specialist of this school an enchanter but required them to have a minimum charisma of 16, which of course makes sense for charm spells and not at all for enchantments. The Dungeon Master's Guide contained rules for the creation of magical items by wizards; I don't think there was any suggestion either in the DMG or in PHBR4 that enchanters should receive a bonus to this or that some other type of specialist should receive a penalty.The mage specialist that made magic items was the enchanter, wasn't it?
player's option: spells & magicArtificer: The school of artifice is composed of spells that store or channel
magical energy through items carried by the wizard. In effect, the artificer is a wizard
who creates temporary magical items for his own use. The advantages of this
thaumaturgical method lie in the wizard’s ability to increase his spell power by carrying
extra spells in various magical items and to unleash powerful enchantments with a single
command word. A wizard must have an Intelligence (Intelligence/Knowledge) of 12 and
a Constitution of 15 (Constitution/ Health) in order to choose this specialty. The school of
artifice is opposed by the school of necromancy and those spells in the school of
enchantment/charm which affect living beings.
Like the alchemist, the artificer must maintain a well-equipped laboratory and
workshop. A 1st-level artificer begins play with a suitable facility in his base of
operations. Building a new laboratory costs at least 1,000 gp per character level, and
existing laboratories cost 50 gp per level to maintain each month. An artificer without a
laboratory loses access to the bonus spell provided by specialization, and can’t conduct
research, make magical items, or add new spells to his spell book.
Artificers have the normal benefits and restrictions of specialist wizards, but have
no saving throw modifiers and impose no saving throw penalties on the targets of their
spells. At 4th level, the artificer gains the ability to store spells in prepared items, saving
his memorization slots for other spells. Once placed in an item, a stored spell may be
indefinitely retained for ready casting. The spell to be stored must be one which the
wizard knows and can cast; at any given time, a wizard may have no more total spell
levels stored than his own character level, so a 5th-level artificer could store up to five
levels of spells.
Preparing an item to receive one stored spell requires one uninterrupted week of
work, and the actual process of casting the spell into the item requires one day and 500 gp
per level of the spell. The item must be of the finest workmanship, worth at least 100 gp;
after the spell it holds has been discharged, the artificer can re-enchant it. Only the
artificer may release the stored spell, with a casting time of 1; in all other respects the
spell is treated as if the artificer had cast it normally. Also, an item can only contain one
spell at a time. Any attempt to cast another spell into the item will simply replace the
current spell. In effect, this ability allows the artificer to create one-shot magical items
such as a ring enchanted with feather fall or a cloak prepared with protection from
normal missiles.
At 7th level, the artificer may create a temporary magical item. Any magical item
in the DMG not specifically restricted to nonwizards is allowed, but the item will
function only for the artificer. This is a special ability unrelated to the enchant an item
spell. First, the artificer must successfully research the item creation process, taking one
week per 500 XP value of the item and spending at least 100 gp per week. This time is
halved if the artificer has a sample of the item to copy or if he succeeds in a contact other
plane, legend lore, or other research spell. The artificer must pass a learn spells check to
succeed and may never know the processes for more magical items than his maximum
number of spells per level. Actually building and enchanting the item requires half the
research time and 2d6 x 100 gp, plus the cost of the item itself. Fine materials must be
used, but rare and exotic materials and processes aren’t necessary for temporary items
(see Chapter 7). After completing the work, the artificer must pass another learn spells
check to successfully enchant the temporary item.
A temporary item lasts 1d6 days, plus one day per level of the artificer. Once the
enchantment fades, the item can be re-enchanted with one uninterrupted week of work,
the expenditure of 2d6 x 100 gp, and another learn spells check. If the temporary item
normally possesses charges, the artificer automatically places one charge per level into
the item when creating it.
Artificers may create permanent magical items using the normal magical item
creation rules and the enchant an item spell when they reach the appropriate levels. (If an
artificer creates a true magical item he once made a temporary version of, his research
time and expense is reduced to its minimum value—see Chapter 7.) Artificers gain a
+10% bonus to their chance to successfully enchant items.
In addition, artificers have a 20% chance at 1st level to identify the general
purpose and function of any magical item simply by examining it for one full turn. This is
similar to the bard’s ability, but is based on the artificer’s ability to analyze the
construction and enchantments on the item, not the item’s historical significance. This
chance increases by 5% per level, so a 5th-level artificer can identify items with a 40%
chance of success.
While artificers are fairly weak at first, once they reach middle levels they can
quickly become some of the most useful and powerful wizards in the game. The DM
should always consider the artificer’s proposed item research and construction very
carefully; any item that the DM feels is too powerful or out-of-character can be
disallowed. In particular, items with absorption or negation powers should be considered
very carefully—these can be very unbalancing in a game
We talkin' Pythagorean theorems or Aristotelian geology?geometer
Well judging by the new UA looks like Planescapes next up to be 5e'd
Weird they don't just call the glitching a rogue modron.Apparently wotc is specifically saying their no modron's in some interview somewhere.
But I'm basing this belief planescape is next from this line of text
You have spent significant time in Sigil or elsewhere in the Outlands, the crossroads of the multiverse
And the fact Spelljamemr is already on its way.
No optimism at all for this after what they did with the Ravenloft book but if we're lucky when Spelljammer is released and this Planescape book comes out there will be enough third party content to salvage what ever mess they make.
player's option: spells & magic
(...snip)
In AD&D 2nd edition, charm and enchant spells were grouped together as a charm/enchantment school, though this didn't particularly make sense, since the former affect the minds of living beings, whereas the latter affect the properties of objects and have a lot of overlap with alteration.The mage specialist that made magic items was the enchanter, wasn't it?
For that matter, the spells in this school that are enchantments seem heavily outnumbered by the ones that are charms.
PHBR4 The Complete Wizard's Handbook termed a specialist of this school an enchanter but required them to have a minimum charisma of 16, which of course makes sense for charm spells and not at all for enchantments.
The Dungeon Master's Guide contained rules for the creation of magical items by wizards; I don't think there was any suggestion either in the DMG or in PHBR4 that enchanters should receive a bonus to this or that some other type of specialist should receive a penalty.
In AD&D 1st edition, there is also an enchantment/charm school of magic, but enchantment in this respect seems to be just another name for charm. The Enchanted Weapon spell is alteration rather than enchantment/charm as in 2nd edition, and similarly the Enchant an Item spell is conjuration/summoning but was also moved to enchantment/charm in 2nd edition. There are a few enchantment/charm spells that affect non-living or mindless objects, which might have been the inspiration for 2nd edition to expand this school by defining enchantment separately from charm.
Zed Duke of Banville forcing me to dig out the splatbooks
(snip...)
Player's Option: Spells & Magic said:At 7th level, the artificer may create a temporary magical item. Any magical item
in the DMG not specifically restricted to nonwizards is allowed, but the item will
function only for the artificer. This is a special ability unrelated to the enchant an item
spell. First, the artificer must successfully research the item creation process, taking one
week per 500 XP value of the item and spending at least 100 gp per week. This time is
halved if the artificer has a sample of the item to copy or if he succeeds in a contact other
plane, legend lore, or other research spell. The artificer must pass a learn spells check to
succeed and may never know the processes for more magical items than his maximum
number of spells per level. Actually building and enchanting the item requires half the
research time and 2d6 x 100 gp, plus the cost of the item itself. Fine materials must be
used, but rare and exotic materials and processes aren’t necessary for temporary items
(see Chapter 7). After completing the work, the artificer must pass another learn spells
check to successfully enchant the temporary item.
A temporary item lasts 1d6 days, plus one day per level of the artificer. Once the
enchantment fades, the item can be re-enchanted with one uninterrupted week of work,
the expenditure of 2d6 x 100 gp, and another learn spells check. If the temporary item
normally possesses charges, the artificer automatically places one charge per level into
the item when creating it.
Eberron artificer(that is, 3.5e artificer) was unique so it's weird to see them having so much trouble adapting it to 5e & trying to shoehorn it as a wizard specialization after it was already well fleshed out prior.
I guess because it doesn't fit into FR? But that just seems silly.
Stop being racist!Aren't orcs evil because their god made them that way?
Ways the Grand Wizards of the Coast are going to fuck up Planescape:
- The Lady of Pain is now some kind of mastermind Machiavellian ruler of the city who speaks with the city's hoi polloi behind closed doors. Nobody talks about this in public or private.
- Just about every named character from the setting is either gone, dead, or not mentioned. A'kin the Friendly Fiend was found murdered some time ago, Shemeshka the Marauder is now the city's true King of the Crosstrade (and is now also trans), and her daughter Kylie is her estranged daughter who's being groomed by her mother to become her heir, but she doesn't want to give up her independent lifestyle with her having many girlfriends all over the city.
- The problematic Factions have been destroyed or turned into villains. Only the ones like the Indeps, Revolutionaries, Sensates and the like are open for players.
- The Outlands no longer mess with magic: only at the base of the Spire all magic and combat is blocked for some reason making it a place of true neutrality. All of its other quirks have been neutered or written out.
- The parts of the Outer Planes that are icky have been cut. The Harmonium has been booted from Arcadia and now it's ruled by ant people, Pandemonium no longer turns you insane, Hades no longer turns you into an NPC, Acheron won't shred you with volleys of slivers of rock or kill you by being BLOCKED.com, Ysgardians won't kill you for being dishonorable and so on.
- Tieflings. SO MANY TIEFLINGS.
- Very few Aasimar though.
- The Elemental Planes as locations have turned from inhospitable at best and save or die at worst to theme park locations. Fire Land! Water Land! Ice Land! Lightning Land! Vacuum Land! That one magic item from the DMG that protects you from all these effects are ubiquitous.
- The Astral and Ethereal... uh, people barely gave a shit in the earlier editions so why should they start now?
- The Ordial Plane is now canon.
(...snip)
- The Lady of Pain is now some kind of mastermind Machiavellian ruler of the city who speaks with the city's hoi polloi behind closed doors. Nobody talks about this in public or private.
(snip...)
(...snip)
- The Astral and Ethereal... uh, people barely gave a shit in the earlier editions so why should they start now?
- The Ordial Plane is now canon.
(snip...)