A feature that is entirely dependant on others reactions shouldnt be used for classes features.
Back in 3e artificer could create scrolls. Those scrolls would act as the spell slot. But the problem was it could take numerous sessions for someone to use the spell slots. Thus literally giving spell slots to the artificer or wizard. This cannot be done in 5e without breaking it. The problem is not in the mechanics though. It is player actions that breaks it. Hence why nobody liked it. Hence why they had no choice but to remove it.
Thanks that helps a lot to connect, and you are fully swaying me to not have this be a core feature.
How about its place as a subset of Infuse an Item? That way artificers could still pick it up but if they found their team mates never used it they could just go ahead and relearn it to a replicate magic item.
PS. I guess that is why people also avoid Bard as it has the similar "Use my core feature please" mentality. But I still favor adding it as an option that could shine in Some groups.
A feature that is entirely dependant on others reactions shouldnt be used for classes features.
Back in 3e artificer could create scrolls. Those scrolls would act as the spell slot. But the problem was it could take numerous sessions for someone to use the spell slots. Thus literally giving spell slots to the artificer or wizard. This cannot be done in 5e without breaking it. The problem is not in the mechanics though. It is player actions that breaks it. Hence why nobody liked it. Hence why they had no choice but to remove it.
Thanks that helps a lot to connect, and you are fully swaying me to not have this be a core feature.
How about its place as a subset of Infuse an Item? That way artificers could still pick it up but if they found their team mates never used it they could just go ahead and relearn it to a replicate magic item.
I could see it become an infusion that's prerequisites are always one slot behind what you can do.
SpellInfusion Prerequisite: 5th-level artificer Item: A tiny non-magical object You infuse an object with a 1st level artificer spell that requires 1 action to cast (you don't need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. Once the item has produced the spell's effects, it cannot be used again until the following dawn.
Starting at 9th level you can choose to infuse a 2nd level artificer spell instead or a 3rd level artificer spell starting at 13th level.
So, to have someone back check my math, an alchemist can, with 1 days downtime (using Xanathar's crafting rules), create 4 potions of healing for a cost of 50gp, correct? Each of these is 2d4+2 of healing
So, to have someone back check my math, an alchemist can, with 1 days downtime (using Xanathar's crafting rules), create 4 potions of healing for a cost of 50gp, correct? Each of these is 2d4+2 of healing
so from my above chart you will see its 6 hours to make a potion. there for yes you could BUT i would remind you that it is not practical to spend literally 24 hours making potions. you have to consider things like eating, sleeping, unfortunate mortal interruptions, and the plot may slow down that process on top of suffering exhaustion. also as you can see the rules for healing potions have a lower cost i be-leave this is because the costs are halved for consumables and its already taken care of in xanathar's.
It does seem like, regardless of the exact nature of the change, the Artificer really just wants the subclass to be a much larger part of the overall design. The infusions are pretty cool, and it makes for a nice commonality between different types of artificers, but it seems the real exciting bits should be the specialization . Especially since, to the best of my understanding, a lot of the older ideas that really sold the class just fundamentally don't mesh with 5e.
Maybe I am forgetting something but wasnt the cost halfed for being a potion already the 25 G and 24 hours? So an Alchemist actually halfing that again needs 12 hours and 12,5 G?
EDIT:
the math should be
Common
100 gp
3rd
An item has a creation cost specified in the Crafting Magic Items table (half that cost for a consumable, such as a potion or scroll).
That makes it 50 G -> Alchemist again 50% -> 25 G.
Everyday for 8 hours you do 25G of handwork. So actually you can do a healing potion for 25 G every day (DMG)
EDIT2: Ok forget it... totally forgot taht on Xana there is an extra rule for healing potions.... so its still 12,5 G in 12 hours
So, to have someone back check my math, an alchemist can, with 1 days downtime (using Xanathar's crafting rules), create 4 potions of healing for a cost of 50gp, correct? Each of these is 2d4+2 of healing
so from my above chart you will see its 6 hours to make a potion. there for yes you could BUT i would remind you that it is not practical to spend literally 24 hours making potions. you have to consider things like eating, sleeping, unfortunate mortal interruptions, and the plot may slow down that process on top of suffering exhaustion. also as you can see the rules for healing potions have a lower cost i be-leave this is because the costs are halved for consumables and its already taken care of in xanathar's.
You have to also make the same adjustment for the time a normal person would spend creating the potion, not 24 hours but 8-12 hours so an Alchemist could pop out a potion every 2-3 hours? (This path leads to rules lawyering. Retreat!)
With the exception that you dont need to spend really valuable spellslots or prepared slots for restoration. Two ressources that are really really really really reeeeaaallly sparse on our class. So not actually have to spend 2nd or 5th level slots or prepared slots is a huge boon on a half caster that really has only INT + 0,5 LVL (rounded down) prepared slots.
Furthermore you gain permanent spells with your specialization that you dont have to prepare.
I think it needs a bit of finetuning ( a bit more infusion and maybe subclass fantasy stuff) but I dont think giving us a panacea skill (which as I said was the central focus in alchemy beside the philosopher stone/metal to gold) was lazy or punishing, when it really has a boon
I think that the Alchemist archetype should gain Proficiency with Improvised alchemical weapons like Alchist's Fire and Acid while the Artillerist should get Proficiency with either martial Weapons, Heavy Armor, or possible both (that may too much though).
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Maybe I am forgetting something but wasnt the cost halfed for being a potion already the 25 G and 24 hours? So an Alchemist actually halfing that again needs 12 hours and 12,5 G?
EDIT:
the math should be
Common
100 gp
3rd
An item has a creation cost specified in the Crafting Magic Items table (half that cost for a consumable, such as a potion or scroll).
That makes it 50 G -> Alchemist again 50% -> 25 G.
Everyday for 8 hours you do 25G of handwork. So actually you can do a healing potion for 25 G every day (DMG)
EDIT2: Ok forget it... totally forgot taht on Xana there is an extra rule for healing potions.... so its still 12,5 G in 12 hours
are we looking at different references? because in the xanathars its listed as 50 gp for common items and then state if you are making a consumable it would be half that
A feature that is entirely dependant on others reactions shouldnt be used for classes features.
Back in 3e artificer could create scrolls. Those scrolls would act as the spell slot. But the problem was it could take numerous sessions for someone to use the spell slots. Thus literally giving spell slots to the artificer or wizard. This cannot be done in 5e without breaking it. The problem is not in the mechanics though. It is player actions that breaks it. Hence why nobody liked it. Hence why they had no choice but to remove it.
Thanks that helps a lot to connect, and you are fully swaying me to not have this be a core feature.
How about its place as a subset of Infuse an Item? That way artificers could still pick it up but if they found their team mates never used it they could just go ahead and relearn it to a replicate magic item.
I could see it become an infusion that's prerequisites are always one slot behind what you can do.
SpellInfusion Prerequisite: 5th-level artificer Item: A tiny non-magical object You infuse an object with a 1st level artificer spell that requires 1 action to cast (you don't need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. Once the item has produced the spell's effects, it cannot be used again until the following dawn.
Starting at 9th level you can choose to infuse a 2nd level artificer spell instead or a 3rd level artificer spell starting at 13th level.
Thank you for continuing the discussion, I am happy we do trend towards a refined and informed medium.
I don’t however like the above fully as it gives you extra spell slots which in itself is infusion worthy. And due to that a lot of the power quota is taken up and you are nerfing the spell level, but this delays the Already delayed spell progression again. . . Hence sacrificing spell slots is the fair trade and discourages you from using this infusion on yourself as it doesn’t mechanically give you anything.
I think hasting allies at 9th level is a fair power level to Full casters’ 5th level spells.
If I recall correctly, 1 workday equals 8 hours. So creating a 1st level potion would only take 2 hours for an Alchemist archetype artificer.
you are correct i have found it in the dmg it is 8 hours for a work day so it would be 2 hours for a potion of healing, 14 hours for a greater healing, 1.75 days for superior healing, and 2.3 days for supreme. the costs listed are assuming xanathars rules are in play
The artillerist seems like it is straight out of Ebberon.
If we wanted a projectile specialist, we should think of projectile inventors and how they would improve that. Practical combat inventors is what this class should be called. That being said, the arcane archer feeling of play could be retooled as an artificer
Could you point me to some Ebberon lore or a book with artificers with wands and turrets. (Never read Ebberon or played in earlier editions just tried to google since your message)
I know wands are the blasty guns of Ebberron but does it also have such a tight connection to the turret?
I am still reading Ebberon now and learning more as I prepare for a campaign. I have not read anything about the turrets, but it wouldn't surprise me. In the book I just completed, "The City of Towers," you can think of the turrets a mini warforged that can easily be prepared and have to be controlled.
The main reference I can find that would point to a turrets would be Eldritch machines. Outside of that, House Cannith, Dragonmarked house of making seem to be the only Artificers that are frequently mentioned an known to be great Artificers because of the Warforged. They mention Goblin Artificers, but I haven't ready anything specific. I forgot where, but Keith Baker speaks about non-mainstream artificers making guns.
Wands are everywhere in the Wayfinder's guide. Wandslingers are what they are called and they came about due to the Last War.
It wouldn't surprise me if Keith Baker comes out and says that the Dragonmarked houses have so much influence that no one looks to other artificers. The Wayfinder's guide itself says that crafters can be certified (for better lack of a term) by house cannith stating that their work is approved by house cannith
Cool thank you I don’t have any access to this level of detail in reasonable time.
But this does reinforce my request to make artillerist a crossbow and turret subclass. (Crafting and selling crossbows might have a big effect on a medieval world)
And then leave the design space for a proper epic Wandslinger subclass.
The artillerist seems like it is straight out of Ebberon.
If we wanted a projectile specialist, we should think of projectile inventors and how they would improve that. Practical combat inventors is what this class should be called. That being said, the arcane archer feeling of play could be retooled as an artificer
Could you point me to some Ebberon lore or a book with artificers with wands and turrets. (Never read Ebberon or played in earlier editions just tried to google since your message)
I know wands are the blasty guns of Ebberron but does it also have such a tight connection to the turret?
I am still reading Ebberon now and learning more as I prepare for a campaign. I have not read anything about the turrets, but it wouldn't surprise me. In the book I just completed, "The City of Towers," you can think of the turrets a mini warforged that can easily be prepared and have to be controlled.
The main reference I can find that would point to a turrets would be Eldritch machines. Outside of that, House Cannith, Dragonmarked house of making seem to be the only Artificers that are frequently mentioned an known to be great Artificers because of the Warforged. They mention Goblin Artificers, but I haven't ready anything specific. I forgot where, but Keith Baker speaks about non-mainstream artificers making guns.
Wands are everywhere in the Wayfinder's guide. Wandslingers are what they are called and they came about due to the Last War.
It wouldn't surprise me if Keith Baker comes out and says that the Dragonmarked houses have so much influence that no one looks to other artificers. The Wayfinder's guide itself says that crafters can be certified (for better lack of a term) by house cannith stating that their work is approved by house cannith
You might want to read the 'Draconic Prophesy' trilogy of novels. I just finished them myself. The are based in a 3rd Edition version of D&D I think, but still give a great deal of insight into Eberron.
You can pick up a Kindle version of the trilogy on Amazon.ca
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
A feature that is entirely dependant on others reactions shouldnt be used for classes features.
Back in 3e artificer could create scrolls. Those scrolls would act as the spell slot. But the problem was it could take numerous sessions for someone to use the spell slots. Thus literally giving spell slots to the artificer or wizard. This cannot be done in 5e without breaking it. The problem is not in the mechanics though. It is player actions that breaks it. Hence why nobody liked it. Hence why they had no choice but to remove it.
Thanks that helps a lot to connect, and you are fully swaying me to not have this be a core feature.
How about its place as a subset of Infuse an Item? That way artificers could still pick it up but if they found their team mates never used it they could just go ahead and relearn it to a replicate magic item.
I could see it become an infusion that's prerequisites are always one slot behind what you can do.
SpellInfusion Prerequisite: 5th-level artificer Item: A tiny non-magical object You infuse an object with a 1st level artificer spell that requires 1 action to cast (you don't need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. Once the item has produced the spell's effects, it cannot be used again until the following dawn.
Starting at 9th level you can choose to infuse a 2nd level artificer spell instead or a 3rd level artificer spell starting at 13th level.
Thank you for continuing the discussion, I am happy we do trend towards a refined and informed medium.
I don’t however like the above fully as it gives you extra spell slots which in itself is infusion worthy. And due to that a lot of the power quota is taken up and you are nerfing the spell level, but this delays the Already delayed spell progression again. . . Hence sacrificing spell slots is the fair trade and discourages you from using this infusion on yourself as it doesn’t mechanically give you anything.
I think hasting allies at 9th level is a fair power level to Full casters’ 5th level spells.
I think the only solution to the actual problem of spell slots can be solved by a simple fix. Juat allow the artificer to retake that spell slot as long as the infusion as not been used yet. The same could be used for bardic inspiration.
As for another fix... Instead of going half casters... They could allow infusions and give out spell slots based on warlock pact. As in 2 or 3 spell slots but he regains them every short rest. But i dont think the majority will like that.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
Again, it's not that I'm being *forced* ("push" really was too strong of a word for what I meant) to play as a healer, but with the subclass features and spell list it seems to me that the direction they want the subclass to take is as a healer/poisoner, which is...not the direction I wanted to go.
I am planning to wait and see what else comes up, though I don't recall them confirming more subclasses, just that there's a good chance the next UA will have more to do with the Artificer (which could mean sublasses, or infusions, or spells). I just hope it doesn't come at the very end of the month like this last UA did. I am also waiting for the survey to come out so I can give my 2 cents, though if they're planning on putting out more Artificer content perhaps it would be better for them to push the survey to next month?
You might want to read the 'Draconic Prophesy' trilogy of novels. I just finished them myself. The are based in a 3rd Edition version of D&D I think, but still give a great deal of insight into Eberron.
You can pick up a Kindle version of the trilogy on Amazon.ca
On my list. I plan on reading all of them I noticed that the first book in the Dreaming Dark Series, City of Towers, has a wonderful guide at the end. Does Draconic Prophecy have that? I am buying the books one by one for slow discovery and that I don't read them all at once.
Heres are section from that guide that talks about Ebberon's magic
The Paths of Magic
Magic permeates Eberron. Its energy is all around us. The Seren Tablets say that it is the breath of Siberys, released when that great dragon was slain by Khyber in the battle that formed our world. Skeptics and scholars claim it is a natural force like the lightning and the wind. Regardless of its origin, its presence cannot be questioned. The force is there, and there are many ways it can be shaped and controlled. The oldest road is that of faith, the adept and the cleric. Those who believe claim that the gods and their celestial servants work miracles on behalf of their chosen, allowing the priest to minister to the wounded, protect those in need, and smite the enemies of his faith. Skeptics say that the cleric works his miracles through will alone, the pure strength of his belief reshaping reality to meet his desires. Whatever the truth, it is a path that requires no knowledge of esoteric laws and formulae. All that is required is faith and will, but in such quantities that few men possess. However, those who lack faith can make up for it with cunning and skill. Scholars and sages saw the powers of the pious priests and were determined to unlock the secrets of this force that granted miracles. In time, they succeeded, decrypting the codes of the universe itself. This arcane magic still requires willpower above all things, but where the priest calls upon his god to smite his foes, a wizard visualizes a force of fire, speaks an ancient word embodying the flame, and flings a pinch of sulfur into the air. This combination of gesture, incantation, thought, and substance summons the fire from the air, drawing on the invisible energy to make thought reality. The true wizard can master any spell he can find, but these gifted sages are few. The most common spellworker is the magewright, who may only master a single spell or two over the course of his life—the augur, the mender, the blacksmith who shapes his steel with magic. Between these two extremes lie the bard and the sorcerer, both of whom possess more power than the magewright but lack the wizard’s talent to master every spell.
In recent centuries a new path has arisen—that of the artificer. She cannot pull fire from the air or heal with a touch. Her talent lies in binding magical energy into objects, creating tools that mimic the powers of wizard and cleric. The artificer excels at creating mystical treasures, wondrous elixirs, amulets, enchanted weapons, and many other fantastic items. Given time and access to rare and exotic materials—notably dragonshards—an artificer can make such items permanent. Otherwise, their powers quickly fade.
Regardless of the path a spellcaster follows, the act of performing magic takes a toll on mind and spirit. Only so much energy can be channeled each day, and once a spellcaster reaches this limit he must rely on his mundane skills until he can rest and restore his spirit. Each path has its own rituals. The cleric prays while the wizard studies musty tomes and prepares the formulas he wishes to use the following day. Some say that the kalashtar follow a different path to power, drawing on the power of mind and dream to produce effects never seen.…
Well, I was hoping for more of a crunch class than fluff, but I am glad to see that people are excited about it, so we'll see what the future holds. You should give your thoughts on the survey when it comes, even if they differ from mine.
I think hoping for a "crunchy" class was setting yourself up for disappointment. If 5th Edition has taught us anything it is that Wizards of the Coast wants to minimize unnecessary crunchiness.
Perhaps I am. Again, it's an Unearthed Arcana (essentially a rough draft), so I'm not passing any final judgements just yet.
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Thanks that helps a lot to connect, and you are fully swaying me to not have this be a core feature.
How about its place as a subset of Infuse an Item? That way artificers could still pick it up but if they found their team mates never used it they could just go ahead and relearn it to a replicate magic item.
PS. I guess that is why people also avoid Bard as it has the similar "Use my core feature please" mentality. But I still favor adding it as an option that could shine in Some groups.
I could see it become an infusion that's prerequisites are always one slot behind what you can do.
Spell Infusion
Prerequisite: 5th-level artificer
Item: A tiny non-magical object
You infuse an object with a 1st level artificer spell that requires 1 action to cast (you don't need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. Once the item has produced the spell's effects, it cannot be used again until the following dawn.
Starting at 9th level you can choose to infuse a 2nd level artificer spell instead or a 3rd level artificer spell starting at 13th level.
So, to have someone back check my math, an alchemist can, with 1 days downtime (using Xanathar's crafting rules), create 4 potions of healing for a cost of 50gp, correct? Each of these is 2d4+2 of healing
so from my above chart you will see its 6 hours to make a potion. there for yes you could BUT i would remind you that it is not practical to spend literally 24 hours making potions. you have to consider things like eating, sleeping, unfortunate mortal interruptions, and the plot may slow down that process on top of suffering exhaustion. also as you can see the rules for healing potions have a lower cost i be-leave this is because the costs are halved for consumables and its already taken care of in xanathar's.
It does seem like, regardless of the exact nature of the change, the Artificer really just wants the subclass to be a much larger part of the overall design. The infusions are pretty cool, and it makes for a nice commonality between different types of artificers, but it seems the real exciting bits should be the specialization . Especially since, to the best of my understanding, a lot of the older ideas that really sold the class just fundamentally don't mesh with 5e.
Maybe I am forgetting something but wasnt the cost halfed for being a potion already the 25 G and 24 hours? So an Alchemist actually halfing that again needs 12 hours and 12,5 G?
EDIT:
the math should be
An item has a creation cost specified in the Crafting Magic Items table (half that cost for a consumable, such as a potion or scroll).
That makes it 50 G -> Alchemist again 50% -> 25 G.
Everyday for 8 hours you do 25G of handwork. So actually you can do a healing potion for 25 G every day (DMG)
EDIT2: Ok forget it... totally forgot taht on Xana there is an extra rule for healing potions.... so its still 12,5 G in 12 hours
Homebrew I share:
Demonic Houndmaster
You have to also make the same adjustment for the time a normal person would spend creating the potion, not 24 hours but 8-12 hours so an Alchemist could pop out a potion every 2-3 hours? (This path leads to rules lawyering. Retreat!)
I think that the Alchemist archetype should gain Proficiency with Improvised alchemical weapons like Alchist's Fire and Acid while the Artillerist should get Proficiency with either martial Weapons, Heavy Armor, or possible both (that may too much though).
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
are we looking at different references? because in the xanathars its listed as 50 gp for common items and then state if you are making a consumable it would be half that
If I recall correctly, 1 workday equals 8 hours. So creating a 1st level potion would only take 2 hours for an Alchemist archetype artificer.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Thank you for continuing the discussion, I am happy we do trend towards a refined and informed medium.
I don’t however like the above fully as it gives you extra spell slots which in itself is infusion worthy. And due to that a lot of the power quota is taken up and you are nerfing the spell level, but this delays the Already delayed spell progression again. . . Hence sacrificing spell slots is the fair trade and discourages you from using this infusion on yourself as it doesn’t mechanically give you anything.
I think hasting allies at 9th level is a fair power level to Full casters’ 5th level spells.
you are correct i have found it in the dmg it is 8 hours for a work day so it would be 2 hours for a potion of healing, 14 hours for a greater healing, 1.75 days for superior healing, and 2.3 days for supreme. the costs listed are assuming xanathars rules are in play
I am still reading Ebberon now and learning more as I prepare for a campaign. I have not read anything about the turrets, but it wouldn't surprise me. In the book I just completed, "The City of Towers," you can think of the turrets a mini warforged that can easily be prepared and have to be controlled.
The main reference I can find that would point to a turrets would be Eldritch machines. Outside of that, House Cannith, Dragonmarked house of making seem to be the only Artificers that are frequently mentioned an known to be great Artificers because of the Warforged. They mention Goblin Artificers, but I haven't ready anything specific. I forgot where, but Keith Baker speaks about non-mainstream artificers making guns.
Wands are everywhere in the Wayfinder's guide. Wandslingers are what they are called and they came about due to the Last War.
It wouldn't surprise me if Keith Baker comes out and says that the Dragonmarked houses have so much influence that no one looks to other artificers. The Wayfinder's guide itself says that crafters can be certified (for better lack of a term) by house cannith stating that their work is approved by house cannith
Cool thank you I don’t have any access to this level of detail in reasonable time.
But this does reinforce my request to make artillerist a crossbow and turret subclass. (Crafting and selling crossbows might have a big effect on a medieval world)
And then leave the design space for a proper epic Wandslinger subclass.
You might want to read the 'Draconic Prophesy' trilogy of novels. I just finished them myself. The are based in a 3rd Edition version of D&D I think, but still give a great deal of insight into Eberron.
You can pick up a Kindle version of the trilogy on Amazon.ca
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
I think the only solution to the actual problem of spell slots can be solved by a simple fix. Juat allow the artificer to retake that spell slot as long as the infusion as not been used yet. The same could be used for bardic inspiration.
As for another fix... Instead of going half casters... They could allow infusions and give out spell slots based on warlock pact. As in 2 or 3 spell slots but he regains them every short rest. But i dont think the majority will like that.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
Again, it's not that I'm being *forced* ("push" really was too strong of a word for what I meant) to play as a healer, but with the subclass features and spell list it seems to me that the direction they want the subclass to take is as a healer/poisoner, which is...not the direction I wanted to go.
I am planning to wait and see what else comes up, though I don't recall them confirming more subclasses, just that there's a good chance the next UA will have more to do with the Artificer (which could mean sublasses, or infusions, or spells). I just hope it doesn't come at the very end of the month like this last UA did. I am also waiting for the survey to come out so I can give my 2 cents, though if they're planning on putting out more Artificer content perhaps it would be better for them to push the survey to next month?
On my list. I plan on reading all of them I noticed that the first book in the Dreaming Dark Series, City of Towers, has a wonderful guide at the end. Does Draconic Prophecy have that? I am buying the books one by one for slow discovery and that I don't read them all at once.
Heres are section from that guide that talks about Ebberon's magic
The Paths of Magic
Magic permeates Eberron. Its energy is all around us. The Seren Tablets say that it is the breath of Siberys, released when that great dragon was slain by Khyber in the battle that formed our world. Skeptics and scholars claim it is a natural force like the lightning and the wind. Regardless of its origin, its presence cannot be questioned. The force is there, and there are many ways it can be shaped and controlled. The oldest road is that of faith, the adept and the cleric. Those who believe claim that the gods and their celestial servants work miracles on behalf of their chosen, allowing the priest to minister to the wounded, protect those in need, and smite the enemies of his faith. Skeptics say that the cleric works his miracles through will alone, the pure strength of his belief reshaping reality to meet his desires. Whatever the truth, it is a path that requires no knowledge of esoteric laws and formulae. All that is required is faith and will, but in such quantities that few men possess. However, those who lack faith can make up for it with cunning and skill. Scholars and sages saw the powers of the pious priests and were determined to unlock the secrets of this force that granted miracles. In time, they succeeded, decrypting the codes of the universe itself. This arcane magic still requires willpower above all things, but where the priest calls upon his god to smite his foes, a wizard visualizes a force of fire, speaks an ancient word embodying the flame, and flings a pinch of sulfur into the air. This combination of gesture, incantation, thought, and substance summons the fire from the air, drawing on the invisible energy to make thought reality. The true wizard can master any spell he can find, but these gifted sages are few. The most common spellworker is the magewright, who may only master a single spell or two over the course of his life—the augur, the mender, the blacksmith who shapes his steel with magic. Between these two extremes lie the bard and the sorcerer, both of whom possess more power than the magewright but lack the wizard’s talent to master every spell.
In recent centuries a new path has arisen—that of the artificer. She cannot pull fire from the air or heal with a touch. Her talent lies in binding magical energy into objects, creating tools that mimic the powers of wizard and cleric. The artificer excels at creating mystical treasures, wondrous elixirs, amulets, enchanted weapons, and many other fantastic items. Given time and access to rare and exotic materials—notably dragonshards—an artificer can make such items permanent. Otherwise, their powers quickly fade.
Regardless of the path a spellcaster follows, the act of performing magic takes a toll on mind and spirit. Only so much energy can be channeled each day, and once a spellcaster reaches this limit he must rely on his mundane skills until he can rest and restore his spirit. Each path has its own rituals. The cleric prays while the wizard studies musty tomes and prepares the formulas he wishes to use the following day. Some say that the kalashtar follow a different path to power, drawing on the power of mind and dream to produce effects never seen.…
Page 346 City of Towers by Keith Baker
Perhaps I am. Again, it's an Unearthed Arcana (essentially a rough draft), so I'm not passing any final judgements just yet.