Adding Mending and Make Whole to the artificer infusion list? [Archive] - Wizards Community

Post/Author/DateTimePost
JulesCARV

07-20-07, 11:22 AM
I'm just wondering what you think of the idea of adding mending (1st) and make whole (2nd) to the list of artificer infusions. I realize that artificers don't need any more power, but the effect seems small enough that it doesn't make a huge difference, and it just seems wrong to me that a druid is better at magically fixing a simple tool than an artificer (with the mending spell).
Nightshade

07-20-07, 01:06 PM
It shouldn't be too much of a problem as you've describe it but you should make it the treasure from one or more of your adventures.

What's more... it should be inscribed into a schema that the player discovers and has to turn into a new infusion.
madninjapimp

07-20-07, 01:11 PM
Those are two spells that I always presumes were omitted by accident. It just seems ODD that they are missing from the infusion list.
Cifer

07-20-07, 02:05 PM
I'd add Magecraft to that list. Magewrights and wizards get that spell, but THE magical craftsman doesn't? I'd consider that weird...
JulesCARV

07-22-07, 06:54 PM
On magecraft -- if it's an infusion, what would you infuse with it? The most likely candidates, to me, seem to be infusing whatever you're working on with it (e.g., the raw clay if you're doing pottery), infusing a pair of gloves with it, or infusing your artisan's tools with it (hammer, tongs, and anvil if you're a weaponsmith, potter's wheel if you're doing pottery, etc).