Or UV disinfecting lights, or Black lights for the heck of it :D Also there are the bug and pest repelling frequencies if you are in an area with Mosquitos, Mice and Rats.
A blacklight! Follow the trail of blood to a vampire.
Now what type of light would counteract dark vision? Like using a flash grenade on someone wearing night vision goggles
Now could make something akin to contact lenses to place on an enemy so they always see a huge army approaching or that all there is is an empty room while you start in front of them.
So best use I ever had out of magical tinkering...
We were in a Bullywug "palace" and we presented a glowing medallion as a great treasure. He lead us to his treasury so that we could put away his new treasure and see the great mechanism of his valut (a bullywug by the name of Mechanism who stayed in the room and bared the door. suddenly the light of the medallion goes out (I cancelled the tinkering). As I "checked the enchantment" the chain started emitting a warning beep, while the jewel started flashing red, and the setting started emitting a smell of smoke.
Long story short we convinced the bullywugs to entirely evacuate their palace for fear this would explode and kill them all. We stripped their treasury, such as it was, to the mud and ran off cackling like made folk. Couldn't have passed those deception checks thought without my Monklock.
Many DMs, myself included, would hear the blacklight notion and respond with the statement: "All right. First you need to explain to me how your artificer knows what a blacklight is in a world where no one has any idea what the RF spectrum is, or that light beyond the visible spectrum exists."
Be cautious when attempting to implement IRL science into one's artificer. Cool as it is, one may have to back it up.
They may not know what the RF spectrum is but that is not really needed... The way that I would explain it is that as I am tinkering on an object getting it to emit light I learned that by adjusting a certain property it would change colors, as I raise the property the light turns more reddish and as I drop the value it turns more blue / purpleish. So like any good artificer I threw caution out the window and cranked the value as high up as I could get and found that it stopped producing light (IR which since there are no receivers is useless to me) and then cranking the value as low as I could it would create a purpleish light that made certain things glow while being illuminated with it. That is a bit of roleplaying that I would be sure to slip into the game somewhere before I would want to use it. The trick to being an artificer is being prepared with role playing.
I view my tinkered inventions to be like actual items. I spend time during long rests and traveling and such developing the concept, etc. But I agree work with your DM. Some of my more complicated engineered solutions I've written up and shared with my DM first to make sure it would fly.
An artificer can only maintain a number of TInkerings equal to their Intelligence modifier. Tinkerings persist day over day, but so does that limit.
That said, as a DM I would probably allow an artificer to craft a permanently tinkered item for maybe ten to twenty gold and a couple of hour's work in a decent workshop. At the very least, any magical tinkering effect automatically qualifies as a common magical item for purposes of magic item crafting. A lot of effects like cookie-scented jewelry is pretty purely just cosmetic cool stuff somebody wants because it makes them smile. I see little reason to deny a player something their character does on the side as a character thing. it's only when the player starts manufacturing Get-Rich-Nao schemes that a DM has to step in and swat somebody with a newspaper.
I fashioned a collar for my feline familiar and said: "follow the cat" to create a simple messenger to round up my wandering companions.
The other thing was to making a "dog-tag" like object with the phrase "take me home" to start my long-term plot to surprise the other players with the help of the DM.
Cast Magical Tinkering on Fishing Wire or long string, the effect can last the entire length since the only requirement is that the item is tiny and non-magical. while debatable, I also think tiny items that interlock and can become one piece can also have 1 Magical Tinkering cast on them and the effect will be on all pieces. so having an interlocking wooden puzzle piece, cast Tinking on it, then separate two pieces can effectively make sending stones, the 1 effect will be overwritten by the other piece when it is interacted with like when u record a 6-second voice.
The entire point of Aritifer is utility so having an ability that would allow quick communication seems fair to me because it would be a signature skill, what matters would be using the connections wisely, and the number of individuals would be limited, ur location of where u r and what ur doing can be leaked if taken advantage of
Our party was accused of a murder we happened upon leaving a swanky party put on by the ir' Tain noble family. The Sharn guard gave us the opportunity to absolve ourselves if we could prove we didn't do it, so my artificer took the image of the dead elf and 'tinkered' it into a bauble we had received in the swag bags given away as we were leaving the party. It later became a key investigative role play object and story telling in the adventure.
I'm fairly certain you can legally use magical tinkering to embed a command word into an object, which will causes a bit of a rules clusterfluff when used for a magic item - the game never defines what constitutes speaking a command word, so it's unclear if a mute person using such an object qualifies - but assuming it works, that would give your steel defender a way to legally use command word magic items. Definitely a GM call.
Isn't Infravision, aka darkvison, similar to IR. I know it's not the same but Drow enchant items to give off light in the Infravision spectrum for signaling and such.
Infravision hasn't been a thing in D&D since 1999. Darkvision doesn't work like that.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
i actually spoke to my DM and he allowed my rock gnome artificer to create hand warmer stones lol a slight spin on the ''candle light'' tinkering its a candles warmth instead
Yeah honestly I probably wouldn't allow it even tho the twine is one object...
the chalk however would probably count as destroying the object or at least transforming it to use
Twine wouldn't have that issue as you could just cover a hallway in an unraveled twine and have the effect be as large as the area that twine could cover
We've been dealing with a problematic PC Thief, I've been fantasizing about creating glow shoes that emit light and make a loud step sound whenever you take a step and setting it off when he's in a strategically compromised area.
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Oh these are cool. I guess you could also take a page from malls and have some high pitched ringing to keep teens away from your shop.
Though if we're playing with frequencies, why not produce gamma rays as part of the image or light effects?
Or UV disinfecting lights, or Black lights for the heck of it :D Also there are the bug and pest repelling frequencies if you are in an area with Mosquitos, Mice and Rats.
A blacklight! Follow the trail of blood to a vampire.
Now what type of light would counteract dark vision? Like using a flash grenade on someone wearing night vision goggles
Now could make something akin to contact lenses to place on an enemy so they always see a huge army approaching or that all there is is an empty room while you start in front of them.
.... that doesn't work like you think it does. You need a particular chemical, which goes by the brand name Lumisol, to produce that effect.
So best use I ever had out of magical tinkering...
We were in a Bullywug "palace" and we presented a glowing medallion as a great treasure. He lead us to his treasury so that we could put away his new treasure and see the great mechanism of his valut (a bullywug by the name of Mechanism who stayed in the room and bared the door. suddenly the light of the medallion goes out (I cancelled the tinkering). As I "checked the enchantment" the chain started emitting a warning beep, while the jewel started flashing red, and the setting started emitting a smell of smoke.
Long story short we convinced the bullywugs to entirely evacuate their palace for fear this would explode and kill them all. We stripped their treasury, such as it was, to the mud and ran off cackling like made folk. Couldn't have passed those deception checks thought without my Monklock.
but the DM might not know that ...
Many DMs, myself included, would hear the blacklight notion and respond with the statement: "All right. First you need to explain to me how your artificer knows what a blacklight is in a world where no one has any idea what the RF spectrum is, or that light beyond the visible spectrum exists."
Be cautious when attempting to implement IRL science into one's artificer. Cool as it is, one may have to back it up.
Please do not contact or message me.
They may not know what the RF spectrum is but that is not really needed... The way that I would explain it is that as I am tinkering on an object getting it to emit light I learned that by adjusting a certain property it would change colors, as I raise the property the light turns more reddish and as I drop the value it turns more blue / purpleish. So like any good artificer I threw caution out the window and cranked the value as high up as I could get and found that it stopped producing light (IR which since there are no receivers is useless to me) and then cranking the value as low as I could it would create a purpleish light that made certain things glow while being illuminated with it. That is a bit of roleplaying that I would be sure to slip into the game somewhere before I would want to use it. The trick to being an artificer is being prepared with role playing.
I view my tinkered inventions to be like actual items. I spend time during long rests and traveling and such developing the concept, etc. But I agree work with your DM. Some of my more complicated engineered solutions I've written up and shared with my DM first to make sure it would fly.
I've thought of a jewelry maker that sells cookie scented nose rings or necklaces and light up bracelets and earings.
I was told the infusions can't be produced more 1. [I thought if you make your limit and then take a long rest they reset and you can make more.]
An artificer can only maintain a number of TInkerings equal to their Intelligence modifier. Tinkerings persist day over day, but so does that limit.
That said, as a DM I would probably allow an artificer to craft a permanently tinkered item for maybe ten to twenty gold and a couple of hour's work in a decent workshop. At the very least, any magical tinkering effect automatically qualifies as a common magical item for purposes of magic item crafting. A lot of effects like cookie-scented jewelry is pretty purely just cosmetic cool stuff somebody wants because it makes them smile. I see little reason to deny a player something their character does on the side as a character thing. it's only when the player starts manufacturing Get-Rich-Nao schemes that a DM has to step in and swat somebody with a newspaper.
Please do not contact or message me.
My primary usage comes from the "tap" option.
I fashioned a collar for my feline familiar and said: "follow the cat" to create a simple messenger to round up my wandering companions.
The other thing was to making a "dog-tag" like object with the phrase "take me home" to start my long-term plot to surprise the other players with the help of the DM.
Cast Magical Tinkering on Fishing Wire or long string, the effect can last the entire length since the only requirement is that the item is tiny and non-magical. while debatable, I also think tiny items that interlock and can become one piece can also have 1 Magical Tinkering cast on them and the effect will be on all pieces. so having an interlocking wooden puzzle piece, cast Tinking on it, then separate two pieces can effectively make sending stones, the 1 effect will be overwritten by the other piece when it is interacted with like when u record a 6-second voice.
The entire point of Aritifer is utility so having an ability that would allow quick communication seems fair to me because it would be a signature skill, what matters would be using the connections wisely, and the number of individuals would be limited, ur location of where u r and what ur doing can be leaked if taken advantage of
Our party was accused of a murder we happened upon leaving a swanky party put on by the ir' Tain noble family. The Sharn guard gave us the opportunity to absolve ourselves if we could prove we didn't do it, so my artificer took the image of the dead elf and 'tinkered' it into a bauble we had received in the swag bags given away as we were leaving the party. It later became a key investigative role play object and story telling in the adventure.
I'm fairly certain you can legally use magical tinkering to embed a command word into an object, which will causes a bit of a rules clusterfluff when used for a magic item - the game never defines what constitutes speaking a command word, so it's unclear if a mute person using such an object qualifies - but assuming it works, that would give your steel defender a way to legally use command word magic items. Definitely a GM call.
Infravision hasn't been a thing in D&D since 1999. Darkvision doesn't work like that.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
i actually spoke to my DM and he allowed my rock gnome artificer to create hand warmer stones lol a slight spin on the ''candle light'' tinkering its a candles warmth instead
I can't believe I'm going to be the first one to mention this but a ball of twine is a tiny object.
Get most of the effects over a massive area by starting with a ball of twine then unraveling it to cover everywhere you want it to be.
If your GM is willing to be that flexible, you should be able to get up to very creative applications with a stick of chalk.
Yeah honestly I probably wouldn't allow it even tho the twine is one object...
the chalk however would probably count as destroying the object or at least transforming it to use
Twine wouldn't have that issue as you could just cover a hallway in an unraveled twine and have the effect be as large as the area that twine could cover
We've been dealing with a problematic PC Thief, I've been fantasizing about creating glow shoes that emit light and make a loud step sound whenever you take a step and setting it off when he's in a strategically compromised area.