If I use the Replicate Magic Item Infusion to create a bunch of magic items, like Googles of Night, and then later replace my Replicate Magic Item Infusion with another Infusion do all of the Googles of Night that I created disappear or do I simply lose the ability to create more Googles of Night?
You cannot use Replicate Magic Item to create a bunch of magic items. When you learn the infusion, you pick a single magic item from the list, and you can infuse that item once. It follows the same rules as any other infusion.
So, in your example, you don’t have the Replicate Magic Item infusion; you have the Replicate Magic Item (Goggles of Night) infusion. Goggles of Night are the only thing you can make, and you can only make one of it. If you infuse a second, the first ceases to be magical. If it’s your oldest infusion and you infuse something with a different infusion and go over your limit for infused items, the goggles cease to be magical. It’s just like any other infusion.
And in addition to what SagaTympana said, if you replace that infusion then yes, the one pair of Goggles of Night that you have made with it stop being infused.
Theoretically you could take the “Replicate Goggles of Night Infusion” multiple times and make a different Goggles of Night for each one, but DDB won’t let us take that infusion multiple times, even though technically that should theoretically be possible RAW for the Replicate Magic Item infusion.
Theoretically you could take the “Replicate Goggles of Night Infusion” multiple times and make a different Goggles of Night for each one, but DDB won’t let us take that infusion multiple times, even though technically that should theoretically be possible RAW for the Replicate Magic Item infusion.
Interesting, I'm surprised they didn't include text saying you could only pick each magic item once. Neat.
yes, but i don't think it creates the armor. rather, it is more like the enchantment system from minecraft, enhancing an ordinary item, like a bag, into the much more powerful bag of holding.
(also, i wonder if you could infuse a hat to be a bag of holding, so that you can do that one magician rabbit hat trick, but instead of a rabbit, all the rusted armaments of your recent goblin encounter)
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Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
Of course you can't generate Smoldering Plate from thin air, as described in the Paragraf "Infusing an Item" you need to have the base item appropiate for the infusion.
In regards to the hat of holding: Somewhere there is a discussion what counts as a bag and how far you can stretch that deinition. It's not a good read, but to be onest it's up to the DM and campaign what you can and can't do. If it's a whacky hijinks campaign and the DM is fine with it - why not a hat of holding. I personally would be afraid it slips and my head gets inside suddenly.
I confess, I don't remember seeing any text that gives me a ruling here. I can make a Homunculus out of essentially nothing (and a bunch of other things, like Repeating Shot's ammo.
I DO see the wording "An infusion works on only certain kinds of objects, as specified in the infusion’s description". But I can't find where that description is spelled out.
My original thinking was, if I die or use the Infusion slot for something else, the armor either disappears, vaporizes or falls into worthless dust. Like Mage Armor, it's not real - it's magical (or, as it suggests a "Mundane object" that I made temporarily valuable). Obviously, it would be cheesy if you could just infuse armor out of metal shavings, then cancel the infusion and sell the oh-so-valuable plate armor. Which is why I thought it would just vanish.
Can someone point me to some resource that lays all this out?
Also, if not spelled out specifically, what do you do when you have a heavily themed Artificer concept - say some kind of metal bender, or sand themed armor or like "James, the Amazing Replicator - You present it, he replicates it". You can conjure beats, and familiars and friggin steeds, but not armor than vanishes when you remove it's enchantment? Seems odd.
Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description.
That👆tells you right there that you need to touch a piece of nonmagical armor to turn it into magic armor.
Further, if you look at any of the custom Infusions of armor you can do (Arcane Propulsion Armor, Armor of Magical Strength, etc.) it specifies that you need “Item: A suit of armor” which sets precedence for needing armor to make it magical with an infusion.
I sooooo want to hand wave your post away and just get what I want, but you make a good point. I think I was under the impression we were just magic-ing up what we wanted, as opposed to (the word obviously used) infusing something WITH magic. Sigh.
I talked to my DM amount maybe finding some busted up old armor on our travels, and Smith tooling it back to shape over the course of a few weeks (a long term project for a team mate). Then, assuming I can get it to a functional shape over time, maybe skipping the infusions all together (or maybe a +1), and just hitting it with a magical tinkering effect (glows in the dark, smells like the pine trees from his youth, etc).
Later, when I have more infusion slots, I can upgrade him to something better.
Over all, I'm pretty happy with just the amount of creative investment that goes into being an Artificer (my first one).
As I understand it, you learn your Infusions as you get them. So, at lvl 2 I learn 4 and can have 2 functioning at a time. But once I go out adventuring (or maybe when I level) I have to decide/declare/commit to what all 4 infusions actually ARE. Correct? Can't save them til I see what I might need later? That makes sense.
But can an Artificer ever trade out his old known known infusions for new ones? Or can he only ADD new infusions as he progresses in level?
If, they ARE static, then if a DM allows Spellwrought Tattoos, I assume the particular spell used would also be static. Say, Bless. Can't be trading it out for something more convenient the next morning, right?
As I understand it, you learn your Infusions as you get them. So, at lvl 2 I learn 4 and can have 2 functioning at a time. But once I go out adventuring (or maybe when I level) I have to decide/declare/commit to what all 4 infusions actually ARE. Correct? Can't save them til I see what I might need later?
"When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one."
If, they ARE static, then if a DM allows Spellwrought Tattoos, I assume the particular spell used would also be static. Say, Bless. Can't be trading it out for something more convenient the next morning, right?
The use of spellwrought tattoos as infusions (presumably via Replicate Magic Item) is essentially undefined. There are no rules establishing what spells you could put in the tattoo, etc. (Arguably, this indicates that Spellwright Tattoos were perhaps not supposed to be eligible for the infusion, much like potions or scrolls. But that is an argument for other, older threads.)
If I use the Replicate Magic Item Infusion to create a bunch of magic items, like Googles of Night, and then later replace my Replicate Magic Item Infusion with another Infusion do all of the Googles of Night that I created disappear or do I simply lose the ability to create more Googles of Night?
You cannot use Replicate Magic Item to create a bunch of magic items. When you learn the infusion, you pick a single magic item from the list, and you can infuse that item once. It follows the same rules as any other infusion.
So, in your example, you don’t have the Replicate Magic Item infusion; you have the Replicate Magic Item (Goggles of Night) infusion. Goggles of Night are the only thing you can make, and you can only make one of it. If you infuse a second, the first ceases to be magical. If it’s your oldest infusion and you infuse something with a different infusion and go over your limit for infused items, the goggles cease to be magical. It’s just like any other infusion.
And in addition to what SagaTympana said, if you replace that infusion then yes, the one pair of Goggles of Night that you have made with it stop being infused.
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OK I was misinterpreting them as some sort of crafting magical items.
Could I produce multiple Googles of Night if I had additional infusion slots available?
No, because "each of your infusions can be in only one object at a time" (found under the Infusing an Item header in the artificer class description).
Theoretically you could take the “Replicate Goggles of Night Infusion” multiple times and make a different Goggles of Night for each one, but DDB won’t let us take that infusion multiple times, even though technically that should theoretically be possible RAW for the Replicate Magic Item infusion.
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Interesting, I'm surprised they didn't include text saying you could only pick each magic item once. Neat.
So, wait. What if you replicate magical Smoldering Plate armor? When the infusion is canceled, are you left with non-magical Plate armor!?!?!?!
Yes, you create the Smoldering Plate from normal plate armor and once the infusion isn't on the plate armor anymore it's just plain old plate armor.
Correct
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yes, but i don't think it creates the armor. rather, it is more like the enchantment system from minecraft, enhancing an ordinary item, like a bag, into the much more powerful bag of holding.
(also, i wonder if you could infuse a hat to be a bag of holding, so that you can do that one magician rabbit hat trick, but instead of a rabbit, all the rusted armaments of your recent goblin encounter)
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
Of course you can't generate Smoldering Plate from thin air, as described in the Paragraf "Infusing an Item" you need to have the base item appropiate for the infusion.
In regards to the hat of holding: Somewhere there is a discussion what counts as a bag and how far you can stretch that deinition. It's not a good read, but to be onest it's up to the DM and campaign what you can and can't do. If it's a whacky hijinks campaign and the DM is fine with it - why not a hat of holding. I personally would be afraid it slips and my head gets inside suddenly.
I confess, I don't remember seeing any text that gives me a ruling here. I can make a Homunculus out of essentially nothing (and a bunch of other things, like Repeating Shot's ammo.
I DO see the wording "An infusion works on only certain kinds of objects, as specified in the infusion’s description". But I can't find where that description is spelled out.
My original thinking was, if I die or use the Infusion slot for something else, the armor either disappears, vaporizes or falls into worthless dust. Like Mage Armor, it's not real - it's magical (or, as it suggests a "Mundane object" that I made temporarily valuable). Obviously, it would be cheesy if you could just infuse armor out of metal shavings, then cancel the infusion and sell the oh-so-valuable plate armor. Which is why I thought it would just vanish.
Can someone point me to some resource that lays all this out?
Also, if not spelled out specifically, what do you do when you have a heavily themed Artificer concept - say some kind of metal bender, or sand themed armor or like "James, the Amazing Replicator - You present it, he replicates it". You can conjure beats, and familiars and friggin steeds, but not armor than vanishes when you remove it's enchantment? Seems odd.
That👆tells you right there that you need to touch a piece of nonmagical armor to turn it into magic armor.
Further, if you look at any of the custom Infusions of armor you can do (Arcane Propulsion Armor, Armor of Magical Strength, etc.) it specifies that you need “Item: A suit of armor” which sets precedence for needing armor to make it magical with an infusion.
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I sooooo want to hand wave your post away and just get what I want, but you make a good point. I think I was under the impression we were just magic-ing up what we wanted, as opposed to (the word obviously used) infusing something WITH magic. Sigh.
I talked to my DM amount maybe finding some busted up old armor on our travels, and Smith tooling it back to shape over the course of a few weeks (a long term project for a team mate). Then, assuming I can get it to a functional shape over time, maybe skipping the infusions all together (or maybe a +1), and just hitting it with a magical tinkering effect (glows in the dark, smells like the pine trees from his youth, etc).
Later, when I have more infusion slots, I can upgrade him to something better.
Over all, I'm pretty happy with just the amount of creative investment that goes into being an Artificer (my first one).
Artificer is one of my favorite classes.
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One more thing to clarify.
As I understand it, you learn your Infusions as you get them. So, at lvl 2 I learn 4 and can have 2 functioning at a time. But once I go out adventuring (or maybe when I level) I have to decide/declare/commit to what all 4 infusions actually ARE. Correct? Can't save them til I see what I might need later? That makes sense.
But can an Artificer ever trade out his old known known infusions for new ones? Or can he only ADD new infusions as he progresses in level?
If, they ARE static, then if a DM allows Spellwrought Tattoos, I assume the particular spell used would also be static. Say, Bless. Can't be trading it out for something more convenient the next morning, right?
"When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one."
The use of spellwrought tattoos as infusions (presumably via Replicate Magic Item) is essentially undefined. There are no rules establishing what spells you could put in the tattoo, etc. (Arguably, this indicates that Spellwright Tattoos were perhaps not supposed to be eligible for the infusion, much like potions or scrolls. But that is an argument for other, older threads.)