If i use replicate magic item to create a spell wrought tattoo of say, Shield. When is the infusion consumed? When the needle is consumed or after the spell is used? Just wondering where y'all fall on this thought. I think that it get's consumed when the needle is consumed thus reopening the infusion slot for more shenanigans . LOL
If i use replicate magic item to create a spell wrought tattoo of say, Shield. When is the infusion consumed? When the needle is consumed or after the spell is used? Just wondering where y'all fall on this thought. I think that it get's consumed when the needle is consumed thus reopening the infusion slot for more shenanigans . LOL
1) it's not at all clear that a spellwrought tattoo infusion is really allowed --- at least, there are no rules or guidelines about just what spells can be used. It's possible it was "meant" to be excluded along with potion and scroll infusions.
2) assuming the infusion is ok at all, it being "consumed" would not "free up" the slot, at least not immediately. You can't make another until after the next long rest. (but, since it's arguably true that the infusion is a needle, it's essentially "consumed" when the tattoo is made.)
RAW: "Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls." A spell wrought tattoo while functioning the same as a scroll, simply put. Is not a scroll. With that being said, I understand not regaining the infusion slot until the following morning. But if we have a weekend of "downtime" I could spell wrought find familiar Saturday morning, then shield the Sunday morning, then I could switch it to a bag of holding or boots of elven kind or something else useful Monday morning before the adventuring work week began. Then would have a familiar, and a free cast of shield to save one hit AND an extra magic item of use. Having the shield tattoo on my skin at the same time as having a different magic item replicated is my real reason for questioning when the infusion is considered consumed.
But if we have a weekend of "downtime" I could spell wrought find familiar Saturday morning, then shield the Sunday morning, then I could switch it to a bag of holding or boots of elven kind or something else useful Monday morning before the adventuring work week began. Then would have a familiar, and a free cast of shield to save one hit AND an extra magic item of use. Having the shield tattoo on my skin at the same time as having a different magic item replicated is my real reason for questioning when the infusion is considered consumed.
I believe the "standard" shenanigans (which maybe also goes to show that this wasn't intended) is to make a Find Familiar tattoo every day, and eventually outfit every PC, NPC, awakened shrub (use another infusion slot for a Pot of Awakening...), etc. with a free (no material cost) familiar.
...there are no guideline on just what spell you could tattoo (just like there would be none for what scrolls you can produce), so there's no limit, other than spell level, on using it for "free" versions of spells, non-artificer spells, spells that particular artificer doesn't know, etc.
AAAHHH but that is also covered in the rules. Since you can only replicate a common item if it isn't specifically listed. Which limits you to level one spells. Really glad we could get you to 667 posts LOL. What i listed above is as far as i want to push my game breaking LOL. That's why i am trying to figure out when the infusion would end, Needle into tattoo or tattoo into magic. HAHAHAHA
Edit, I completely looked over you mentioning Spell level. My bad.
Honestly I suspect that the tattoos remaining an option is an oversight in the design; potions and scrolls are magic item categories and have the strongest consumable effects. Spellwrought Tattoos were not a thing when Artificer was first written (Ebberon: Rising from the Last War), and so there was no need for any further language, and then in TCoE when Artificer was republished and the tattoos were introduced no one considered that the letter of one allows a player to violate the spirit of the other. Regardless, Replicate Magic Item Infusions are all separate specific Infusions, so frankly I'd argue that you have to pick what specific spell tattoo you're using when you take the infusion and that's locked in until you take another Artificer level, at which point you could swap it out per the feature's rules.
I would be fine with that limit on known infusions. How ever, it still doesn't answer when does that infusion become, no longer an infusion? When the needle becomes tattoo or when the tattoo becomes magic?
I would be fine with that limit on known infusions. How ever, it still doesn't answer when does that infusion become, no longer an infusion? When the needle becomes tattoo or when the tattoo becomes magic?
For the purpose of your "Infused Items" count? I'd say it takes up a slot from the time you make the needle until the spell is expended, otherwise it's a cheese way to get around the limit.
If the spell has been cast, the infusion has essentially "ended." Ending the infusion won't dispel the familiar or whatever (but it would cause the tattoo to fade, or whatever, if it hadn't been cast yet).
Cheese yes, how ever isn't the spell wrought tattoos magical item the needle itself during creation? So if the needle is gone the infusion would be gone no?
Cheese yes, how ever isn't the spell wrought tattoos magical item the needle itself during creation? So if the needle is gone the infusion would be gone no?
"The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like."
But then, "The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin." so maybe ending the infusion also ends the spell.
But these are uncharted waters, and if this was supposed to be a supported "system" they wouldn't be.
Cheese yes, how ever isn't the spell wrought tattoos magical item the needle itself during creation? So if the needle is gone the infusion would be gone no?
Watsonian answer: no, because the magic of the infusion is still stored until you use the effect. Doylist answer: no because you're still getting the benefit of the infusion.
I love some reasonable answers. Which y'all are for sure providing. As for DND supporting it, good luck running an artificer In DND beyond only half the things you do are supported :(
If you consider a spellwrought tattoo to be allowed at all (since potions and scrolls are not), I would rule that you can only have one available to activate at a time - that making another would poof all the magic effects or existence of any previous ones. You could make another after a long rest, but I would say also in the spirit of how all the other Replicate Magic Item infusions work, I'd probably obligate you to choose a single spell for it when you chose the tattoo (ie at level-up).
If you make it in this way, it's still a pretty neat item - you could have a single daily charge of say cure wounds (and you could give it to someone who cannot otherwise cast that spell).
You could also use it to make a Tattoo of Disguise with one charge a day. A Hat of Disguise, though, is an uncommon item, not a common one. The Hat of Disguise is not limited in its charges, and can be changed during the day to any person - is that enough of a difference?
Perhaps another broken part is that you don't seem to be limited to spells that you currently know to make one, that you could use any cantrip or first level spell from any list. I think that's another area to consider for restrictions, but then maybe if you have to know the same spell for the duration of your level, it's not so problematic.
If i use replicate magic item to create a spell wrought tattoo of say, Shield. When is the infusion consumed? When the needle is consumed or after the spell is used? Just wondering where y'all fall on this thought. I think that it get's consumed when the needle is consumed thus reopening the infusion slot for more shenanigans . LOL
1) it's not at all clear that a spellwrought tattoo infusion is really allowed --- at least, there are no rules or guidelines about just what spells can be used. It's possible it was "meant" to be excluded along with potion and scroll infusions.
2) assuming the infusion is ok at all, it being "consumed" would not "free up" the slot, at least not immediately. You can't make another until after the next long rest. (but, since it's arguably true that the infusion is a needle, it's essentially "consumed" when the tattoo is made.)
RAW: "Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls." A spell wrought tattoo while functioning the same as a scroll, simply put. Is not a scroll. With that being said, I understand not regaining the infusion slot until the following morning. But if we have a weekend of "downtime" I could spell wrought find familiar Saturday morning, then shield the Sunday morning, then I could switch it to a bag of holding or boots of elven kind or something else useful Monday morning before the adventuring work week began. Then would have a familiar, and a free cast of shield to save one hit AND an extra magic item of use. Having the shield tattoo on my skin at the same time as having a different magic item replicated is my real reason for questioning when the infusion is considered consumed.
I believe the "standard" shenanigans (which maybe also goes to show that this wasn't intended) is to make a Find Familiar tattoo every day, and eventually outfit every PC, NPC, awakened shrub (use another infusion slot for a Pot of Awakening...), etc. with a free (no material cost) familiar.
...there are no guideline on just what spell you could tattoo (just like there would be none for what scrolls you can produce), so there's no limit, other than spell level, on using it for "free" versions of spells, non-artificer spells, spells that particular artificer doesn't know, etc.
AAAHHH but that is also covered in the rules. Since you can only replicate a common item if it isn't specifically listed. Which limits you to level one spells. Really glad we could get you to 667 posts LOL. What i listed above is as far as i want to push my game breaking LOL. That's why i am trying to figure out when the infusion would end, Needle into tattoo or tattoo into magic. HAHAHAHA
Edit, I completely looked over you mentioning Spell level. My bad.
Honestly I suspect that the tattoos remaining an option is an oversight in the design; potions and scrolls are magic item categories and have the strongest consumable effects. Spellwrought Tattoos were not a thing when Artificer was first written (Ebberon: Rising from the Last War), and so there was no need for any further language, and then in TCoE when Artificer was republished and the tattoos were introduced no one considered that the letter of one allows a player to violate the spirit of the other. Regardless, Replicate Magic Item Infusions are all separate specific Infusions, so frankly I'd argue that you have to pick what specific spell tattoo you're using when you take the infusion and that's locked in until you take another Artificer level, at which point you could swap it out per the feature's rules.
I would be fine with that limit on known infusions. How ever, it still doesn't answer when does that infusion become, no longer an infusion? When the needle becomes tattoo or when the tattoo becomes magic?
For the purpose of your "Infused Items" count? I'd say it takes up a slot from the time you make the needle until the spell is expended, otherwise it's a cheese way to get around the limit.
If the spell has been cast, the infusion has essentially "ended." Ending the infusion won't dispel the familiar or whatever (but it would cause the tattoo to fade, or whatever, if it hadn't been cast yet).
Cheese yes, how ever isn't the spell wrought tattoos magical item the needle itself during creation? So if the needle is gone the infusion would be gone no?
"The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like."
But then, "The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin." so maybe ending the infusion also ends the spell.
But these are uncharted waters, and if this was supposed to be a supported "system" they wouldn't be.
Watsonian answer: no, because the magic of the infusion is still stored until you use the effect. Doylist answer: no because you're still getting the benefit of the infusion.
I love some reasonable answers. Which y'all are for sure providing. As for DND supporting it, good luck running an artificer In DND beyond only half the things you do are supported :(
If you consider a spellwrought tattoo to be allowed at all (since potions and scrolls are not), I would rule that you can only have one available to activate at a time - that making another would poof all the magic effects or existence of any previous ones. You could make another after a long rest, but I would say also in the spirit of how all the other Replicate Magic Item infusions work, I'd probably obligate you to choose a single spell for it when you chose the tattoo (ie at level-up).
If you make it in this way, it's still a pretty neat item - you could have a single daily charge of say cure wounds (and you could give it to someone who cannot otherwise cast that spell).
You could also use it to make a Tattoo of Disguise with one charge a day. A Hat of Disguise, though, is an uncommon item, not a common one. The Hat of Disguise is not limited in its charges, and can be changed during the day to any person - is that enough of a difference?
Perhaps another broken part is that you don't seem to be limited to spells that you currently know to make one, that you could use any cantrip or first level spell from any list. I think that's another area to consider for restrictions, but then maybe if you have to know the same spell for the duration of your level, it's not so problematic.