So my topic is mostly about crafting Wand of Magic Missiles with an Artificer as any subclass that does not add Magic Missile to your spell list. Also I know this question is also best asked directly to the DM running the campaign, but currently it is just a hypothetical that I am curious of others' thoughts.
Can using Spellwrought Tattoo with Magic Missile in it meet the requirements for crafting magic items in the 2024 rules?
As I understand, the crafting rules say "If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the item". Normally this would mean taking a dip into a spellcasting class that learns Magic Missile or taking the Magic Initiate Feat. However, since the Artificer can gain access to the spell through Replicate Magic Item, would this count as prepared to satisfy that?
How would you personally rule on the use of Spellwrought Tattoo to meet the crafting requirements for Wand of Magic Missiles specifically?
This is coming from the perspective of someone who wants their Artificer to have the ability to craft Wand of Magic Missile but I am new'ish DnD so like hearing others viewpoints. If an Artificer multiclasses or chooses Magic Initiate they can already meet the requirements. In that scenario, there's not much stopping them from crafting some. Those 2 things do provide the character with both the spell actually required by the rule, and the lore that they have been trained/studied in the uses of magic making it more practical that they can infuse that spell into an item. I feel that an Artificer(a class that already has a spellcasting feature), using 1 of their Replicate Magic Items to give themselves access to Magic Missile could also craft the item, only without the extra hoops to jump through to end up at the same spot.
Well, the rules as written pretty clearly say no, since the crafting rules require the spell to be prepared, and spellwrought tattoos don't make the spell in them prepared — they work more like scrolls, which allow casting a spell without having it prepared. Personally, I would not be inclined to house-rule that the tattoo spells count as prepared, as that seems like it would open up a lot of abuse cases.
The 2024 Artificer does have the ability to create a Wand of Magic Missiles via the Replicate Magic Item feature starting at level 6.
So my topic is mostly about crafting Wand of Magic Missiles with an Artificer as any subclass that does not add Magic Missile to your spell list. Also I know this question is also best asked directly to the DM running the campaign, but currently it is just a hypothetical that I am curious of others' thoughts.
Can using Spellwrought Tattoo with Magic Missile in it meet the requirements for crafting magic items in the 2024 rules?
No. However, see the Thayan Spell Tattoo instead. Any feature or magic item must say that the spell is prepared or no dice. Thayan Spell Tattoo is an Uncommon Wondrous Item that can have a level 1 - 3 spell and you always have prepared while attuned.
Thanks. I did see the Thayan Spell Tattoo after more looking, which would be available at level 10 if I remember correctly.
Worst case there's always multiclass or the Feat, in that event I'm guessing the DM would have to ban it outright or or figure out the intent so the feature could be used but with limitations to not be overly abused.
Do you have access to Eberron Feats? Depending on what you want, the Dragonmark Feats with or without Potent Dragonmark are really good. For Magic Missile specifically, Aberrant Mark can cover that. If you want to change it up, you will have challenges, but a feat or background that adds spells to your spell list will help.
Magic Initiate is a fabulous feat for an artificer and especially if you want Magic Missile. Artificers can really use those extra two cantrips as well as the first level spell. Take Sage as your 2024 background - which seems to fit what you're trying to build anyway - and you're right there with your origin feat.
The restriction that you have to know the spell and have it prepared/castable in order to make items with it is pretty ironclad and I think also quite reasonable.
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So my topic is mostly about crafting Wand of Magic Missiles with an Artificer as any subclass that does not add Magic Missile to your spell list. Also I know this question is also best asked directly to the DM running the campaign, but currently it is just a hypothetical that I am curious of others' thoughts.
Can using Spellwrought Tattoo with Magic Missile in it meet the requirements for crafting magic items in the 2024 rules?
As I understand, the crafting rules say "If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the item". Normally this would mean taking a dip into a spellcasting class that learns Magic Missile or taking the Magic Initiate Feat. However, since the Artificer can gain access to the spell through Replicate Magic Item, would this count as prepared to satisfy that?
How would you personally rule on the use of Spellwrought Tattoo to meet the crafting requirements for Wand of Magic Missiles specifically?
This is coming from the perspective of someone who wants their Artificer to have the ability to craft Wand of Magic Missile but I am new'ish DnD so like hearing others viewpoints. If an Artificer multiclasses or chooses Magic Initiate they can already meet the requirements. In that scenario, there's not much stopping them from crafting some. Those 2 things do provide the character with both the spell actually required by the rule, and the lore that they have been trained/studied in the uses of magic making it more practical that they can infuse that spell into an item. I feel that an Artificer(a class that already has a spellcasting feature), using 1 of their Replicate Magic Items to give themselves access to Magic Missile could also craft the item, only without the extra hoops to jump through to end up at the same spot.
Well, the rules as written pretty clearly say no, since the crafting rules require the spell to be prepared, and spellwrought tattoos don't make the spell in them prepared — they work more like scrolls, which allow casting a spell without having it prepared. Personally, I would not be inclined to house-rule that the tattoo spells count as prepared, as that seems like it would open up a lot of abuse cases.
The 2024 Artificer does have the ability to create a Wand of Magic Missiles via the Replicate Magic Item feature starting at level 6.
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No. However, see the Thayan Spell Tattoo instead. Any feature or magic item must say that the spell is prepared or no dice. Thayan Spell Tattoo is an Uncommon Wondrous Item that can have a level 1 - 3 spell and you always have prepared while attuned.
How to add Tooltips.
My houserulings.
Thanks. I did see the Thayan Spell Tattoo after more looking, which would be available at level 10 if I remember correctly.
Worst case there's always multiclass or the Feat, in that event I'm guessing the DM would have to ban it outright or or figure out the intent so the feature could be used but with limitations to not be overly abused.
Do you have access to Eberron Feats? Depending on what you want, the Dragonmark Feats with or without Potent Dragonmark are really good. For Magic Missile specifically, Aberrant Mark can cover that. If you want to change it up, you will have challenges, but a feat or background that adds spells to your spell list will help.
How to add Tooltips.
My houserulings.
Magic Initiate is a fabulous feat for an artificer and especially if you want Magic Missile. Artificers can really use those extra two cantrips as well as the first level spell. Take Sage as your 2024 background - which seems to fit what you're trying to build anyway - and you're right there with your origin feat.
The restriction that you have to know the spell and have it prepared/castable in order to make items with it is pretty ironclad and I think also quite reasonable.