You can't cast magic weapon because the spell says to touch the weapon... one of those weapons is a pulse... that is the arguement to use... that and if the weapons are included part of the armor so if they made that +1 armor or +2 armor then could argue that would make them magical which to get around the non-magical resistance that clarification isn't even needed... the resistance that would affect them would be lightning, force, or thunder. Only way I would allow someone to cast magic weapon on them is if they had non-replicated armor and then turned that into arcane armor and cast... so it would be ok so you want that plus atk and dmg cool but you not getting that ac plus then.
You can manifest shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following traits:
You can manifest shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following traits
*shrug* if you think that Soul Knife's psychic blades aren't magical weapons because it doesn't specifically mention that they are magical, then I can't convince you. (I'm not even bothering looking this up). You're lost in the text and rules. Play how you want but it's not intuitive or balanced.
I'm on this train thanks ... I mean just read this bit "An arcane wrecking ball or sledgehammer projects from your armor."
Obviously any arcane wrecking ball projecting out from your non magical armour would quite rightly be a non magical effect/weapon. I mean happens all the fricken time right ... would you like fries with that ?
Sorry - scratch that last comment it doesn't state you can have fries with it as RAW so they're not allowed as that would be unbelieveable, we shall stick to the non magical protrusions of thunder and shit FFS
*shrug* if you think that Soul Knife's psychic blades aren't magical weapons because it doesn't specifically mention that they are magical, then I can't convince you. (I'm not even bothering looking this up). You're lost in the text and rules. Play how you want but it's not intuitive or balanced.
I'm on this train thanks ...
For Psychic Blades. yes. The notation was nonconventional and I missed the reference. I already noted that on the first page.
I mean just read this bit "An arcane wrecking ball or sledgehammer projects from your armor."
Obviously any arcane wrecking ball projecting out from your non magical armour would quite rightly be a non magical effect/weapon.
It doesn't matter if it calls it any word other than "magical", by RAW it's not magical until an Errata or Sage Advice says otherwise. You can do what you like at your table.
known or understood by very few; mysterious; secret; obscure; esoteric.
requiring secret knowledge to be understood; mysterious; esoteric
All arcane means is that others don't know how the Artificer's gear works. It has nothing to do with it being magical and RAW, the Artificer's weapons are not magical.
Late addition, but: "Force Demolisher. An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple Melee weapon with the Reach property"
"The pulse counts as a Simple Melee weapon"
"The launcher counts as a Simple Ranged weapon"
These are the applicable technical terms for the armor model weapons. The Replicate Item plans for level 2 have "Weapon, +1" which can be "Weapon (any), uncommon"
There isn't anything that says the demolisher, pulse or launcher can't be the target of the plan. You would require a different "weapon, +1" for each of the armor model weapons. So you'd hvae to take weapon (Force demolisher), +1) and a Weapon (Lightning launcher), +1 to get the +1 version of the weapons. Meaning if you'd be a guardian model you wouldn't have Thunder gauntlets +1. Then you automatically get +1 for all of the weapons at level 9, freeing up any plans previously used for this. But at lvl10 you'd be able to do the same with a Weapon, +2 plan.
Late addition, but: "Force Demolisher. An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple Melee weapon with the Reach property"
"The pulse counts as a Simple Melee weapon"
"The launcher counts as a Simple Ranged weapon"
These are the applicable technical terms for the armor model weapons. The Replicate Item plans for level 2 have "Weapon, +1" which can be "Weapon (any), uncommon"
There isn't anything that says the demolisher, pulse or launcher can't be the target of the plan. You would require a different "weapon, +1" for each of the armor model weapons. So you'd hvae to take weapon (Force demolisher), +1) and a Weapon (Lightning launcher), +1 to get the +1 version of the weapons. Meaning if you'd be a guardian model you wouldn't have Thunder gauntlets +1. Then you automatically get +1 for all of the weapons at level 9, freeing up any plans previously used for this. But at lvl10 you'd be able to do the same with a Weapon, +2 plan.
There is everything that says the plans can't target the weapons since the artificier for 2024.doesn't infuse. The plans make the item, it is just like the replicate magic item from the 2014... also you could only do one create +1 weapon since it states it has to be a different plan for each item you create... which again is also reinforcing you are not infusing so no targeting weapons.
*shrug* if you think that Soul Knife's psychic blades aren't magical weapons because it doesn't specifically mention that they are magical, then I can't convince you. (I'm not even bothering looking this up). You're lost in the text and rules. Play how you want but it's not intuitive or balanced.
I'm on this train thanks ...
For Psychic Blades. yes. The notation was nonconventional and I missed the reference. I already noted that on the first page.
I mean just read this bit "An arcane wrecking ball or sledgehammer projects from your armor."
Obviously any arcane wrecking ball projecting out from your non magical armour would quite rightly be a non magical effect/weapon.
It doesn't matter if it calls it any word other than "magical", by RAW it's not magical until an Errata or Sage Advice says otherwise. You can do what you like at your table.
known or understood by very few; mysterious; secret; obscure; esoteric.
requiring secret knowledge to be understood; mysterious; esoteric
All arcane means is that others don't know how the Artificer's gear works. It has nothing to do with it being magical and RAW, the Artificer's weapons are not magical.
If a DM would allow you to cast magic weapon than that armor it's attached to has to be armor without the +1 or +2, in otherwords just plain armor.
Whether the armor is magical or not, the weapons are not.
Force Demolisher. An arcane wrecking ball or sledgehammer projects from your armor. So... what you gonna cast magic weapon on the armor to make the force demolisher magical to have that +1/+1? With all this can understand peeps want to cast for the bonus to atk/dmg but if peeps wanting to cast for nonmagical resistance then they really don't since it is always listed as nonmagical phyiscal like slash/bludgeon/pierce... you not gonna find a creature that says resistance to nonmagical lightning... so even if it is resistance to nonmagical p/b/s the artificer weapons not gonna be resisted.
"Each model includes a special weapon" that count as simple melee weapon or simple ranged weapon. The "Weapon, +1" plan creates the magic item: "Weapon (any), uncommon"
Sure, the exact weapon isn't in the long list of "applicable" weapons but would you allow the artificer to create a +1 antimatter rifle in your fantasy campaign? Just because it's a part of the applicable weapons for that plan?
I mean just read this bit "An arcane wrecking ball or sledgehammer projects from your armor."
Obviously any arcane wrecking ball projecting out from your non magical armour would quite rightly be a non magical effect/weapon.
It doesn't matter if it calls it any word other than "magical", by RAW it's not magical until an Errata or Sage Advice says otherwise. You can do what you like at your table.
inadmissable - A "Dictionary" from a "setting" where magic is not real cannot be used as RAW in a setting where magic is "real"
All arcane means is that others don't know how the Artificer's gear works. It has nothing to do with it being magical and RAW, the Artificer's weapons are not magical.
Now for a reference from a sourcebook that is from the correct setting. Nothing about weird and misunderstood tech ... the game does not have a definition of Arcane, but Arcana is pretty solid in my book. But hey - y'all read what ya read. Making Artificers Great Again or something, dunno tldr;
Skills - ARCANA Recall lore about spells, magic items, and the planes of existence.
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You can't cast magic weapon because the spell says to touch the weapon... one of those weapons is a pulse... that is the arguement to use... that and if the weapons are included part of the armor so if they made that +1 armor or +2 armor then could argue that would make them magical which to get around the non-magical resistance that clarification isn't even needed... the resistance that would affect them would be lightning, force, or thunder. Only way I would allow someone to cast magic weapon on them is if they had non-replicated armor and then turned that into arcane armor and cast... so it would be ok so you want that plus atk and dmg cool but you not getting that ac plus then.
Level 3: Psychic Blades
You can manifest shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following traits:
But it does say they are magic
Level 3: Psychic Blades
You can manifest shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following traits
Um... it does call them magical
Blah keep forgetting to hit quote
I'm on this train thanks ... I mean just read this bit "An arcane wrecking ball or sledgehammer projects from your armor."
Obviously any arcane wrecking ball projecting out from your non magical armour would quite rightly be a non magical effect/weapon. I mean happens all the fricken time right ... would you like fries with that ?
Sorry - scratch that last comment it doesn't state you can have fries with it as RAW so they're not allowed as that would be unbelieveable, we shall stick to the non magical protrusions of thunder and shit FFS
Life's hard - get a helmet!
For Psychic Blades. yes. The notation was nonconventional and I missed the reference. I already noted that on the first page.
It doesn't matter if it calls it any word other than "magical", by RAW it's not magical until an Errata or Sage Advice says otherwise. You can do what you like at your table.
Arcane is normally magic related.
See also related terms for mysterious.
All arcane means is that others don't know how the Artificer's gear works. It has nothing to do with it being magical and RAW, the Artificer's weapons are not magical.
You touch the Thunder Gauntlets.
Whether the armor is magical or not, the weapons are not.
How to add Tooltips.
My houserulings.
Late addition, but:
"Force Demolisher. An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple Melee weapon with the Reach property"
"The pulse counts as a Simple Melee weapon"
"The launcher counts as a Simple Ranged weapon"
These are the applicable technical terms for the armor model weapons. The Replicate Item plans for level 2 have "Weapon, +1" which can be "Weapon (any), uncommon"
There isn't anything that says the demolisher, pulse or launcher can't be the target of the plan. You would require a different "weapon, +1" for each of the armor model weapons. So you'd hvae to take weapon (Force demolisher), +1) and a Weapon (Lightning launcher), +1 to get the +1 version of the weapons. Meaning if you'd be a guardian model you wouldn't have Thunder gauntlets +1. Then you automatically get +1 for all of the weapons at level 9, freeing up any plans previously used for this. But at lvl10 you'd be able to do the same with a Weapon, +2 plan.
Force Demolisher. An arcane wrecking ball or sledgehammer projects from your armor. So... what you gonna cast magic weapon on the armor to make the force demolisher magical to have that +1/+1? With all this can understand peeps want to cast for the bonus to atk/dmg but if peeps wanting to cast for nonmagical resistance then they really don't since it is always listed as nonmagical phyiscal like slash/bludgeon/pierce... you not gonna find a creature that says resistance to nonmagical lightning... so even if it is resistance to nonmagical p/b/s the artificer weapons not gonna be resisted.
Yes, the plans make the item.
"Each model includes a special weapon" that count as simple melee weapon or simple ranged weapon. The "Weapon, +1" plan creates the magic item: "Weapon (any), uncommon"
Sure, the exact weapon isn't in the long list of "applicable" weapons but would you allow the artificer to create a +1 antimatter rifle in your fantasy campaign? Just because it's a part of the applicable weapons for that plan?
Now for a reference from a sourcebook that is from the correct setting. Nothing about weird and misunderstood tech ... the game does not have a definition of Arcane, but Arcana is pretty solid in my book. But hey - y'all read what ya read. Making Artificers Great Again or something, dunno tldr;
Skills - ARCANA Recall lore about spells, magic items, and the planes of existence.
Life's hard - get a helmet!