How would you balance and still make use of an infusion that converts different kinds of energies into one another? I feel like this idea would be something that takes possible lore details of how artificing could work, and then expanding them into a game mechanic of its own.
Conversions can be between kinetic, thermal, electromagnetic energy, and/or raw magic energy. Generated raw magic can empower other infusions to interact with Mystra's weave to create more specific effects, like an automaton that has some preset spells it will use given specific conditions.
Or maybe it can be an extreme, 100% energy conversion into raw magic, causing wild magic surges and making an object go completely still and unmovable, absolutely freezing, and/or completely devoid of color, like a blackhole except it would only absorbs energy instead of matter. This is like a raw magic generator that can do certain things, but limited to basic spell schools like evocation and maybe others depending on the DM. The only way you can get it to do anything more complicated would be through other infusions.
Any weapon or armor infused to convert some kinetic energy into magic to cause extra damage or additional AC can reduce the mundane damage, and/or cause exhaustion twice as fast.
Perhaps you can have a set of cheating dice that redirect kinetic energy to make them land on desired sides.
A flashlight that works after giving it a good shake.
A heater in the shape of a ball that warms up when shook or rolled around.
Pistons and motors that are empowered by magic, allowing spellcasters to operate machines (given they know how to).
A small remote controlled car. The remote transfers all pushes and pulls on a remote to make them directly push and pull the car forward and backward and turn the axles.
A coat that converts a sorcerer's raw magic into warmth.
A pair of manacles that turn magic manipulation into vibrations, sapping magic and hindering their captor's ability to enact their somatic components.
I think this would work well as a special rule for when Armorers infuse Resistant Armor into their suit, letting them change their weapon's damage type to the resisted type.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
How would you balance and still make use of an infusion that converts different kinds of energies into one another? I feel like this idea would be something that takes possible lore details of how artificing could work, and then expanding them into a game mechanic of its own.
Conversions can be between kinetic, thermal, electromagnetic energy, and/or raw magic energy. Generated raw magic can empower other infusions to interact with Mystra's weave to create more specific effects, like an automaton that has some preset spells it will use given specific conditions.
Or maybe it can be an extreme, 100% energy conversion into raw magic, causing wild magic surges and making an object go completely still and unmovable, absolutely freezing, and/or completely devoid of color, like a blackhole except it would only absorbs energy instead of matter. This is like a raw magic generator that can do certain things, but limited to basic spell schools like evocation and maybe others depending on the DM. The only way you can get it to do anything more complicated would be through other infusions.
Any weapon or armor infused to convert some kinetic energy into magic to cause extra damage or additional AC can reduce the mundane damage, and/or cause exhaustion twice as fast.
Perhaps you can have a set of cheating dice that redirect kinetic energy to make them land on desired sides.
A flashlight that works after giving it a good shake.
A heater in the shape of a ball that warms up when shook or rolled around.
Pistons and motors that are empowered by magic, allowing spellcasters to operate machines (given they know how to).
A small remote controlled car. The remote transfers all pushes and pulls on a remote to make them directly push and pull the car forward and backward and turn the axles.
A coat that converts a sorcerer's raw magic into warmth.
A pair of manacles that turn magic manipulation into vibrations, sapping magic and hindering their captor's ability to enact their somatic components.
I think this would work well as a special rule for when Armorers infuse Resistant Armor into their suit, letting them change their weapon's damage type to the resisted type.