I'm sure this has been answered before, and it might even be obvious to some in the rules, but even after reading the rules multiple times and searching through forums, i'm still unsure. (so maybe i'm not as intelligent as my artificer)
If i replicate a consumable magic item, and then that item is used up, can i then replicate another copy of that item? Or do i have to wait until after a long rest? The rules seem to be leaning towards "wait til after a long rest" but i've also seen a lot of people interpret it otherwise. For example, i've seen people say that you can replicate a Spellwrought Tattoo to cast a spell with a long duration (things like Find Familiar or False Life), and once the spell is cast, you can immediately replicate another Spellwrought Tattoo. This seems exploit-y to me, but if i'm allowed to do it, i'm totally giving false life to every single one of my party members before a fight.
You have to wait until a long rest to make a new one.
(The below is just an aside, and may cause yet-another-internet-argument. Sorry for that. The above is something most everyone here clearly agrees on, though.)
And there is lots of...debate over whether or not spellwrought tattoos should be allowed in the first place, or excluded the same as potions and scrolls. Maybe they were allowed on purpose, or maybe it was editorial oversight (the fact that there are no rules or guidelines for just what spells you can put in a tattoo is a hint that tattoo infusions weren't RAI). Regardless, there are other consumables on the Common list, like Bead of Nourishment, where this question needs an answer.
The Infusion's essentially a once-per-day crafting of a common magic item, but it's an unbelievably strong Infusion, considering how you can give your ally a free use of a consumable item. Hell, the main weakness of consumable items in general is the fact that, once consumed, they become basic non-magical items. This infusion fixes that, by letting you "rewind" a Clockwork Amulet, get another free fall from a Feather Token, dive deep again with Pressure Capsules, get free trap-checker creatures via Hat of Vermin, ensnare more hearts with a Perfume of Bewitching, unlock more possibilities with the Mystery Key, etc.
As for SWT, I think it's powerful, but it's not all that broken, IMO. Not compared to the rest of what Artificer can whip up, at least. I mean hell, he can technically break the economy by generating infinite poison and/or mayo from a pair of Alchemy Jugs, or erase Tiamat from the game via twin Bags of Holding and an Unseen Servant. If you're playing with an Artificer, you're going to get broken.
I'm sure this has been answered before, and it might even be obvious to some in the rules, but even after reading the rules multiple times and searching through forums, i'm still unsure. (so maybe i'm not as intelligent as my artificer)
If i replicate a consumable magic item, and then that item is used up, can i then replicate another copy of that item? Or do i have to wait until after a long rest? The rules seem to be leaning towards "wait til after a long rest" but i've also seen a lot of people interpret it otherwise. For example, i've seen people say that you can replicate a Spellwrought Tattoo to cast a spell with a long duration (things like Find Familiar or False Life), and once the spell is cast, you can immediately replicate another Spellwrought Tattoo. This seems exploit-y to me, but if i'm allowed to do it, i'm totally giving false life to every single one of my party members before a fight.
If your DM agrees with you, take the Veteran’s Cane infusion and start selling dirt-cheap perfectly made longswords en-masse.
I really wish you could replicate dust of dryness. Combine that with a decanter of endless water and you can ship massive amounts of water to places that need it. Or flood a castle, or the sewers where a thieves guild lives, or something.
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I'm sure this has been answered before, and it might even be obvious to some in the rules, but even after reading the rules multiple times and searching through forums, i'm still unsure. (so maybe i'm not as intelligent as my artificer)
If i replicate a consumable magic item, and then that item is used up, can i then replicate another copy of that item? Or do i have to wait until after a long rest?
The rules seem to be leaning towards "wait til after a long rest" but i've also seen a lot of people interpret it otherwise.
For example, i've seen people say that you can replicate a Spellwrought Tattoo to cast a spell with a long duration (things like Find Familiar or False Life), and once the spell is cast, you can immediately replicate another Spellwrought Tattoo. This seems exploit-y to me, but if i'm allowed to do it, i'm totally giving false life to every single one of my party members before a fight.
You have to wait until a long rest to make a new one.
(The below is just an aside, and may cause yet-another-internet-argument. Sorry for that. The above is something most everyone here clearly agrees on, though.)
And there is lots of...debate over whether or not spellwrought tattoos should be allowed in the first place, or excluded the same as potions and scrolls. Maybe they were allowed on purpose, or maybe it was editorial oversight (the fact that there are no rules or guidelines for just what spells you can put in a tattoo is a hint that tattoo infusions weren't RAI). Regardless, there are other consumables on the Common list, like Bead of Nourishment, where this question needs an answer.
The Infusion's essentially a once-per-day crafting of a common magic item, but it's an unbelievably strong Infusion, considering how you can give your ally a free use of a consumable item. Hell, the main weakness of consumable items in general is the fact that, once consumed, they become basic non-magical items. This infusion fixes that, by letting you "rewind" a Clockwork Amulet, get another free fall from a Feather Token, dive deep again with Pressure Capsules, get free trap-checker creatures via Hat of Vermin, ensnare more hearts with a Perfume of Bewitching, unlock more possibilities with the Mystery Key, etc.
As for SWT, I think it's powerful, but it's not all that broken, IMO. Not compared to the rest of what Artificer can whip up, at least. I mean hell, he can technically break the economy by generating infinite poison and/or mayo from a pair of Alchemy Jugs, or erase Tiamat from the game via twin Bags of Holding and an Unseen Servant. If you're playing with an Artificer, you're going to get broken.
If your DM agrees with you, take the Veteran’s Cane infusion and start selling dirt-cheap perfectly made longswords en-masse.
I really wish you could replicate dust of dryness. Combine that with a decanter of endless water and you can ship massive amounts of water to places that need it. Or flood a castle, or the sewers where a thieves guild lives, or something.