krynn.d20mud.com
port 4300

Weird Science Artificer Devices

Weird Science Help Guide - LuminariMUD

🔬 Weird Science Help Guide

📖 Overview

Weird Science is the primary class ability of the Artificer, allowing them to create temporary magical devices that combine the effects of multiple spells. Unlike traditional spellcasters, artificers don't memorize spells but instead imbue items with magical power through their understanding of arcane and divine principles.

⚡ Basic Concept

Artificers can access both wizard and cleric spell lists, creating devices that replicate the effects of these spells. These devices are temporary inventions that can be used multiple times before wearing out or breaking.

📚 Spell Access

Artificer Level Max Spell Level Available
1-21st level spells only
3-42nd level spells
5-103rd level spells
11+4th level spells
Important: Artificers use the LOWER of wizard or cleric spell level when both classes can cast a spell. For example, if a spell is 2nd level for wizards and 3rd level for clerics, artificers can access it at 2nd level.

🔧 Device Creation

Command: device create <spell> [spell2] [spell3]

  • You can combine up to 3 spell effects in a single device (4 with Brilliance and Blunder)
  • All spells in a device must be either violent OR non-violent (no mixing)
  • Creation time: 30 seconds per total spell level
  • Use quotes for multi-word spells: device create "cure light wounds" shield

Examples:

device create fireball
device create "cure light wounds" bless shield
device create "magic missile" "burning hands"

🎯 Device Slots and Progression

Artificers have limited device slots based on spell circles (levels):

Level 1st Circle 2nd Circle 3rd Circle 4th Circle
11000
22000
32100
53110
104330
114331
155542
205555
Each spell in your devices consumes slots from the appropriate circle.

⚙️ Device Usage

Command: device use <number> [target]

  • Each device can be used multiple times: 1 + (artificer level / 2) uses
  • Violent devices require a target or that you're fighting
  • Non-violent devices default to self if no target specified
  • When charges are exhausted, requires Use Magic Device skill checks
  • Failed UMD checks may cause the device to break (25% chance)

🛠️ Device Management

Command Description
device listShow all your devices
device info <number>Detailed information about a device
device rename <number> <name>Change device name
device destroy <number>Permanently destroy a device (requires confirmation)
device add <number> <spell>Add another spell to existing device
device spells arcane/divineShow available spells by type
device usageShow spell slot usage and limits
device cooldownCheck device creation status

✨ Special Features

🔧 Gnomish Tinkering:
  • +1 use per device
  • -2 DC to Use Magic Device checks when charges exhausted
💥 Brilliance and Blunder:
  • Can add 4th spell effect to devices
WARNING: Broken devices EXPLODE, dealing 1d6 force damage per spell circle to creator and all party members in the same room!

⚡ Device Mechanics

  • Devices have reliability ratings affecting break chances
  • Broken devices go on 30-minute cooldown (cannot be destroyed)
  • Recently used devices also get 30-minute cooldown protection
  • Use Magic Device DC: 20 + (uses over limit) × spell count - reliability
  • Device breakage results in complete loss of the device

🎯 Targeting Rules

🗡️ Violent Devices:

  • Must specify target or be fighting
  • Cannot target yourself
  • Examples: fireball, magic missile, harm

🛡️ Non-violent Devices:

  • Default to self if no target given
  • Can target any character in room
  • Examples: cure spells, buffs, utility magic

📋 Strategies and Tips

  1. Plan your device combinations carefully - you have limited slots
  2. Create utility devices for out-of-combat situations
  3. Combat devices should focus on your party's needs
  4. Higher level artificers can create more complex devices
  5. Don't forget device creation takes time - plan ahead
  6. Keep some Use Magic Device skill for when devices are exhausted
  7. With Brilliance and Blunder, consider the explosion risk vs. 4-spell benefit

📊 Example Builds

🆕 Early Level (Levels 1-4):

  • Device 1: "cure light wounds" (healing)
  • Device 2: "magic missile" (reliable damage)

⚡ Mid Level (Levels 5-10):

  • Device 1: "cure moderate wounds" bless shield (support)
  • Device 2: fireball "magic missile" (combat)
  • Device 3: knock "detect magic" (utility)

🎯 High Level (Levels 11+):

  • Multiple specialized devices combining 3-4 spells each
  • Separate violent and non-violent device sets
  • Emergency backup devices for critical situations

❓ Troubleshooting

Q: Why can't I create a device?
A: Check that you have available spell slots, aren't on creation cooldown, and aren't mixing violent/non-violent spells.
Q: My device won't work!
A: Check if it has charges left. If not, you need Use Magic Device skill.
Q: Can I change spells in an existing device?
A: No, but you can add more spells with 'device add' (up to max limit).
Q: What happens if my device breaks?
A: It's gone forever and goes on 30-minute cooldown. With Brilliance and Blunder, it also explodes!
Remember: Weird Science is about creative problem-solving through magical engineering. Experiment with different spell combinations to find what works best for your adventuring style!
All Dragonlance references and material found on Chronicles of Krynn are a registered trademark of WOTC, Inc.
© 2025, Chronicles of Krynn. All rights Reserved.
Support Us On Patreon News Wiki Object Database Contact Us