Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries               http://www.crystalkeep.com/d20          ...
Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries                                                       ...
Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries                                                       ...
Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries                                                       ...
Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries                                                       ...
Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries                                                       ...
Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries                                                       ...
Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries                                                       ...
Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries                                                       ...
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  1. 1. Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries http://www.crystalkeep.com/d20 Collected by Chet Erez (cerez@crystalkeep.com) Report Suggestions or Errors at http://www.crystalkeep.com/forums/index.php February 6, 2005Artificer Infusion List................................... 2 Spell Tables ..................................................8 Levels of Fear ................................................ 17 1st Level.............................................................2 Artificer Weapon Augmentation Options ........8 Types of Magic Item...................................... 17 2nd Level............................................................3 Artificer Armor Enhancement Options ..........13 Areas of Effect – Shape ................................. 17 3rd Level ............................................................4 Glossary......................................................16 Areas of Effect – Fill ..................................... 18 4th Level ............................................................5 Auras ...............................................................16 Casting Times ................................................ 18 5th Level ............................................................6 Ranges.............................................................17 Other Definitions ........................................... 18 6th Level ............................................................7 Levels of Concealment ...................................17 Appendix ....................................................20 Levels of Cover...............................................17 Revision History ............................................ 20 Level of Exhaustion ........................................17 Key to Sourcebooks ....................................... 20
  2. 2. Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries February 6, 2005Artificer Infusion List Intelligence-based Impromptu Infusions (Eb p103) (EbErratta)+ Note: Infusion can only be cast on a Construct or an Object. Bull’s Strength cannot be cast on a Human, though it can be cast on that Human’s belt, granting him/her the benefit of Bull’s Strength as long as the Infusion lasts and the item is worn. (Eb p31)1st LevelAblative Armor(MoE p93) Inflict Light Damage(Eb p112) Natural Weapon Augmentation, Personal(RoE p189) <Abj, SM(forge metal), 1Min, Touch, until discharged <Trans, VS, 1StdAct, Touch, Instantaneous, no save, <Trans, SM(cinder from a fire put out by rain), 1Min, up to 10min/lvl> SR applies> Personal, 1min/lvl> – The touched armor grants the wearer ‘Damage – The touched Construct takes 1d8 + 1 per level – One of the caster’s natural weapon gains a Reduction (4 + Caster level) / —‘ vs. the next damage (max 1d8+5). magical enhancement equal to “+1” or up to attack (max DR 15 / — at 15th level ). Light(PH p248) 10,000 gp for the infusion’s duration. Note: A caster with the Mark of Sentinel or <Evoc[light], VM(firefly)/DF, 1StdAct, 10min/lv(D)> See Artificer Weapon Augmentation Options Favored in House (Deneith) cast this Infusion – Object touched gives off bright light in a 20’ table for examples. at +1 Caster level. radius & dim light for another 20’. Warforged cast this spell at +1 Caster level.Armor Enhancement, Lesser(Eb p109) This spell Counters and Dispels spells with the Repair Light Damage(CArc p120)(Eb p114) <Trans, SM(10gp ointment), 1Min, Touch, 10min/lvl> [darkness] category of equal or lower level. <Trans, VS, 1StdAct, Touch, Instantaneous> – The touched armor or shield gains a magical Magic Stone(PH p251) – The touched Construct (with at least 1 hp) or enhancement equal to “+1” or up to 5,000 gp <Trans, VS/DF, 1StdAct, Touch, until discharged up to Living Construct (at –9 hp or higher) is for the infusion’s duration. 30min> repaired 1d8 +1 per level (max 1d8+5) hp. See Artificer Armor Enhancement Options – Up to 3 pebbles gain a +1 Enhancement bonus Resistance Item(Eb p114) table for examples. to attack & deal 1d6 +1 damage (double vs. <Abj, SM(oil), 1Round, Touch, 10min/lvl>Energy Alteration(Eb p111) Undead). Range increment is 20’. – The touched nonmagical item grants its wearer <Trans, SM(50gp ointment), 1Round, Touch, 10min/lvl> Magic Vestment(PH p251) a Resistance bonus on saving throws for the – The touched magic item that causes Energy <Trans, VS/DF, 1StdAct, Touch, 1hr/lvl> duration. The bonus starts at +1, & increases Type damage –or– protects the wearer from – Armor, shield, or clothes gain +1 per four every 4 levels (+2 at 4th, +3 at 8th, etc.). Energy Type damage works with a different levels Enhancement bonus to AC (max +5). Shield of Faith(PH p278) energy type for the infusion’s duration. All Magic Weapon(PH p251) <Abj, VSM(holy writings), 1StdAct, Touch, 1min/lvl> other aspects of the item remain the same. <Trans, VSF(weapon)/DF, 1StdAct, Touch, 1min/lvl> – Touched subject is surrounded by a magicalEnhancement Alteration(Eb p111) – Touched manufactured weapon gains a +1 aura that grants a Deflection bonus to AC of <Trans, S, 1Round, Touch, 10min/lvl(D)> Enhancement bonus to attack & damage. 2 +1 per six levels (max total bonus is +5). – This infusion can be used in two ways: A Monk’s Unarmed Strike can be the target of Skill Enhancement(Eb p115) a) If cast on a Shield, any amount of the this spell. <Trans, SM(black thread), 1Round, Touch, 10min/lvl> shield’s Enhancement bonus to AC can be Pending Potion(MoE p100) – The touched item grants its wearer a transferred to the shield’s Bash attack; or <Trans, SM(evergreen needles), 1Min, Touch, until Circumstance bonus on one skill check, b) If cast on a weapon, any amount of the discharged up to 10min/lvl> determined at casting time. The bonus starts weapon’s Enhancement bonus on attacks – Delays the effect of a touched magical Potion at +1, & increases every 2 levels (+2 at 3rd, can be changed to a bonus to AC which or Oil until activated by creature (including +4 at 5th, etc.). applies when the wielder Fights Intelligent Constructs) it is applied to as a Spell Storing Item(Eb p115) Defensively, uses Combat Expertise, –or– Swift Action. If applied to an object, its <Trans, SX(spell level * caster level), 1Minute, Touch, uses a weapon in his/her off-hand & has wielder has control of activation. until discharged up to 1hr/lvl> Two-Weapon fighting. If not used by the duration’s end, the Potion/Oil – The caster places a spell effect into the If cast on an attended weapon or shield, the activates automatically. touched item that only the caster can use. wielder is allowed a Will save to negate (SR Metamagic Scroll(MoE p99) The spell level can be up to ½ Caster level applies). <Trans, VS, 1Round, Touch, until discharged up to (max 4th). The caster must make a Use Magic 1rnd/lvl> Device check (DC = 20 + (spell level x 3)).Identify(PH p243) – Caster can apply any metamagic feat known A mishap occurs if the check is missed by 10. <Div, VS/AM(100gp pearl, wine, owl feather)/DF, 1Hour, Touch> with an adjustment of 2 levels or less to a The caster must provide any Focuses, Material – Determines all the properties of one magic target Spell Completion item (i.e., a Scroll). Components, or XP needed to cast the spell. item. This item functions for others with the feat Weapon Augmentation, Personal(Eb p117)Indisputable Possession(MoE p97) applied as well as the caster until discharged. <Trans, SM(rabbit fur), 1Min, Touch, 10min/lvl> <Conj(teleport), VS, 1Min, Touch, 10min/lvl> – The touched weapon gains a magical – Call back the infused object to hand as a Move enhancement equal to “+1” or up to 10,000 Action. The infusion ends if the target object gp for the infusion’s duration. Only the is out of reach for more than 1 minute. caster gains the benefit of the enhancement. If the item is held/worn (but not if only being See Artificer Weapon Augmentation Options carried) when called for, the holder can make table for examples. a Will save to negate.Artificer Infusion List – 1st level Page 2
  3. 3. Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries February 6, 20052nd LevelAlign Weapon(PH p197) Elemental Prod(MoE p96) Repair Moderate Damage(CArc p120)(Eb p114) <Trans[variable alignment], VS/DF, 1StdAct, Touch, <Abj, S, 1Min, Touch, 1min/lvl> <Trans, VS, 1StdAct, Touch, Instantaneous> 1min/lvl> – Target staff or pole allows its user to gesture – The touched Construct (with at least 1 hp) or – A single manufactured weapon or 50 grouped as a Standard Action at an Elemental and then Living Construct (at –9 hp or higher) is projectiles does [chaotic], [evil], [good], or at an end location within 10ft. + 5ft./2lvls of repaired 2d8 +1 per level (max 2d8+10) hp. [lawful] damage for the spell’s duration. This the Elemental. If the Elemental resists, it Suppress Dragonmark(MoE p103) only has a noticeable effect if used to attack takes 1d6 damage and move 5’ in designated <Abj, SF(25gp Inversely Charged Siberys an opponent vulnerable to one of those types direction. Otherwise, it slides to the new Dragonshard), 1Min, Close-range, 24hrs, of damage (i.e., a demon is vulnerable to location immediately. WillNeg, SR applies> [good] and / or [lawful] damage). Fox’s Cunning(PH p233) – At the end of casting this Infusion, make aArmor Enhancement(Eb p108) <Trans, VSM(fox hair)/DF, 1StdAct, Touch, 1min/lvl> ranged or melee touch attack with the <Trans, SM(50gp ointment), 1Min, Touch, 10min/lvl> – +4 Enhancement bonus to Intelligence. Dragonshard Focus against a creature with a – The touched armor or shield gains a magical Heat Metal(PH p239) Dragonmark. If target fails save, loses ability enhancement equal to “+3” or up to 35,000 <Trans[fire], VS/DF, 1StdAct, Close-range, 7rnds, SR to use his/her Dragonmark for duration. gp for the infusion’s duration. applies> Note: Inversely-Charging a Siberys Dragon- See Artificer Armor Enhancement Options table – The caster causes targeted metal to become shard takes 1 hour of concentration. Use of for examples. burning hot, after which it cools. The metal the Dragonshard in Suppress DragonmarkBear’s Endurance(PH p203) of 1 creature per 2 levels may be targeted as discharges the effect. <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> long as they are within 30’, or the caster may Toughen Construct(Eb p114) – +4 Enhancement bonus to Constitution. target 25 lbs. per level. Magic or attended <Trans, VS, 1StdAct, Touch, 10min/lvl>Bull’s Strength(PH p207) metal get a Will saves to negate. Damage is – The touched Construct receives an <Trans, VSM(bull hair)/DF, 1StdAct, Touch, 1min/lvl> determined by the round & the amount of Enhancement bonus to Natural Armor. The – +4 Enhancement bonus to Strength. contact (min damage for just touching, bonus starts at +2 and increases by +1 forCat’s Grace(PH p208) normal damage for wearing): every three levels over 3rd (+3 at 6th, etc.) <Trans, VSM(cat hair), 1StdAct, Touch, 1min/lvl> Rnd 1 – none Rnd 6 – 1d4 (max +5 total). – +4 Enhancement bonus to Dexterity. Rnd 2 – 1d4 Rnd 7 – none Unseen Crafter(RoE p191)Chill Metal(PH p209) Rnd 3-5 – 2d4 <Conj(creat), VS, 1StdAct, Close-range, 1day/lvl(D)> <Trans[cold], VS/DF, 1StdAct, Close-range, 7rnds, SR This spell Counters and Dispels Chill Metal. – Creates invisible force that makes Craft applies> Inflict Moderate Damage(Eb p113) checks using the caster’s ranks in the – The caster causes targeted metal to become <Trans, VS, 1StdAct, Touch, Instantaneous, no save, SR appropriate skill plus the caster’s Primary freezing cold, after which it thaws. The metal applies> Stat modifier. The ‘crafter’ must be provided of 1 creature per 2 levels may be targeted as – The touched Construct takes 2d8 + 1 per level with tools and raw materials. The spell ends long as they are within 30’, or the caster may damage (max 2d8+10). when a single assigned task is completed. target 25 lbs. per level. Magic or attended Lucky Blade(MoE p98) Once instructed to repair a Warforged, the metal get a Will saves to negate. Damage is <Abj, SM(two-headed coin), 1Min, Touch, until ‘crafter’ receives a +10 bonus on its check. determined by the round & the amount of discharged up to 10min/lvl> If ordered, the crafter will “Take 10” or work contact (min damage for just touching, – Before the result of an attack roll or critical quickly (by increasing its DC by 10 – see the normal damage for wearing): confirmation roll is determined, wielder of Skills Index for details). Rnd 1 – none Rnd 6 – 1d4 target weapon can reroll it. The new roll The crafter has a movement of 15’, but it must Rnd 2 – 1d4 Rnd 7 – none must be used even if it is worse. This Infusion stay in range. Rnd 3-5 – 2d4 then ends. The crafter cannot attack, nor can it be the This spell Counters and Dispels Heat Metal. Natural Weapon Augmentation, Lesser(RoE p189) direct target of attacks, but if it takes 6hp ofConstruct Essence, Lesser(RoE p184) <Trans, SM(20gp ointment), 1Min, Touch, 10min/lvl> damage from area-of-effect attacks, it is <Trans, VS, 1StdAct, Touch, 1min/lvl> – The touched natural weapon gains a magical dissipated. – The touched Living Construct gains the enhancement equal to “+1” or up to 10,000gp for the infusion’s duration. Weapon Augmentation, Lesser(Eb p117) following benefits: <Trans, SM(20gp ointment), 1Min, Touch, 10min/lvl> a) Moderate Fortification (negates critical See Artificer Weapon Augmentation Options – The touched weapon gains a magical hits and sneak attacks 75% of the time); table for examples. enhancement equal to “+1” or up to 10,000gp b) gains Low-Light Vision; Warforged cast this spell at +1 Caster level. for the infusion’s duration. c) becomes immune to nonlethal damage and Owl’s Wisdom(PH p259) 50 projectiles (such as a set of arrows) can be Stunning. <Trans, VSM(owl feather)/DF, 1StdAct, Touch, 1min/lvl> enchanted by a single use of this infusion, This spell Counters and Dispels Lesser – +4 Enhancement bonus to Wisdom. though each projectile loses the enhancement Humanoid Essence. Reinforce Construct(MoE p100) when fired once (Shuriken as treated as This spell is negated if cast upon a target under <Trans, VS, 1StdAct, Touch, until discharged up to 1hr/lvl> projectiles). the effect of Humanoid Essence or Greater See Artificer Weapon Augmentation Options Humanoid Essence. – Touched Construct gains Temporary HP equal to 1d6 + 1/lvl (max 1d6+10). If the caster is table for examples.Eagle’s Splendor(PH p225) <Trans, VSM(eagle feather/dung)/DF, 1StdAct, Touch, a Warforged Artificer, gains 1d10 + 1/lvl 1min/lvl> (max 1d10+10). – +4 Enhancement bonus to Charisma. Note: A caster with the Mark of Making or Favored in House (Cannith) cast this Infusion at +1 Caster level.Artificer Infusion List – 2nd level Page 3
  4. 4. Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries February 6, 20053rd LevelAdamantine Weapon(MoE p93) Inflict Serious Damage(Eb p113) Repair Serious Damage(CArc p120)(Eb p114) <Trans, SM(pinch of powered adamantine, 1Min, <Trans, VS, 1StdAct, Touch, Instantaneous, no save, SR <Trans, VS, 1StdAct, Touch, Instantaneous> Touch, 1min/lvl> applies> – The touched Construct (with at least 1 hp) or – Changes the touched metal weapon’s material – The touched Construct takes 3d8 + 1 per level Living Construct (at –9 hp or higher) is to Adamantine. damage (max 3d8+15). repaired 3d8 +1 per level (max 3d8+15) hp.Armor Enhancement, Greater(Eb p109) Lucky Cape(MoE p98) Spell Snare(MoE p102) <Trans, SM(100gp ointment), 1Min, Touch, 10min/lvl> <Abj, SM(two-headed coin), 1min, Touch, until <Abj, SF(25gp Eberron Dragonshard), 1Min, Touch, – The touched armor or shield gains a magical discharged up to 10min/lvl> 10min/lvl> enhancement equal to “+5” or up to 100,000 – Before the result of a saving throw is – The next Spell or Spell-like Ability of up to gp for the infusion’s duration. determined, wearer of the target cape can 3rd level that targets the caster is negated, See Artificer Armor Enhancement Options table reroll the save. The new roll must be used which causes the touched Dragonshard to for examples. even if it is worse. This Infusion then ends. disintegrate.Blast Rod(MoE p94) Magic Weapon, Greater(PH p251) This Infusion only works if the caster holds the <Evoc, SF(rod), 1Min, Touch, 10min/lvl> <Trans, VSM(powdered lime, carbon)F(weapon)/DF, Dragonshard in his/her hand. The Infusion – The touched rod has 1d8 per Caster level (max 1StdAct, Close-range, 1hr/lvl> will negate beneficial magics too, unless the 10d8) stored into it. The caster can then use – Targeted manufactured weapon –or– a caster puts the Dragonshard away first. the rod to make ranged attacks. Before each bundled group of 50 projectiles gain an If the caster is holding multiple Spell Snares, all attack, the caster removes 1 or more ‘d8’ Enhancement bonus to attack & damage of of them disintegrate in response to the same from the rod (up to the total remaining) and +1 per four levels (max +5). spell. makes a Ranged Touch attack at a target A Monk’s Unarmed Strike can be the target of Stone Construct(Eb p116) within 60’ to do that much damage (the caster this spell. <Trans, SM(250gp diamond dust, granite), 1Round, can use all the die in the rod for a single Metamagic Item(Eb p113) Touch, until discharged up to 10min/lvl> attack, if desired). <Trans, VS, 1Round, Touch, 1rnd/lvl> – The touched Construct gains DamageConstruct Energy Ward(Eb p109) – Any spell cast by the touched Spell Trigger Reduction 10 / adamantine. <Abj, S, 1Round, Touch, 10min/lvl> items (such as a Wand or Staff) has a When 10 hp per level (max 150 hp) have been – The touched Construct & its equipment are Metamagic that the caster knows applied to prevented, the infusion is discharged. protected from one Energy Type. Each attack the spell for this spell’s duration. Suppress Requirement(Eb p116) doing damage of that type has the hp of Power Surge(Eb p114) <Trans, SM(500gp gemstone dust), 1Round, Touch, damage reduced by the amount listed below. <Trans, SX(5 * highest spell level), 1StdAct, Touch, 10min/lvl> Lvl # Lvl # Lvl # 1min/lvl> – Suppress any racial, class-based, or alignment up to 6th 10 7th – 10th 20 11th + 30 – The touched Wand or Staff gains one based requirements to use the touched magic Temporary Charge per five Caster levels. If items for the infusion’s duration. The casterHumanoid Essence, Lesser(RoE p187) <Trans, VS, 1StdAct, Touch, 1min/lvl> not used before the duration ends, the extra must make a Use Magic Device check that is – The touched Construct (including a Living charges are lost. sufficient to use the item one time for this Construct) gains the following benefits: The XP cost of this infusion is 5 times the infusion to succeed. a) gains full benefit from Conjuration(heal) highest spell level of the Wand or Staff. spells. This spell Counters and Dispels Lesser Construct Essence. This spell is negated if cast upon a target under the effect of Construct Essence or Greater Construct Essence.Artificer Infusion List – 3rd level Page 4
  5. 5. Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries February 6, 20054th LevelConstruct Energy Ward, Greater(Eb p109) Inflict Critical Damage(Eb p113) Repair Critical Damage(CArc p120)(Eb p114) <Abj, S, 1Round, Touch, until depleted up to <Trans, VS, 1StdAct, Touch, Instantaneous, no save, SR <Trans, VS, 1StdAct, Touch, Instantaneous> 10min/lvl> applies> – The touched Construct (with at least 1 hp) or – Touched Construct is immune to a total of 12 – The touched Construct takes 4d8 + 1 per level Living Construct (at –9 hp or higher) is damage per level (max 120 hp) from one damage (max 4d8+20). repaired 4d8 +1 per level (max 4d8+20) hp. Energy Type. Once all the damage has been Iron Construct(Eb p113) Rusting Grasp(PH p273) taken, the spell ends. <Trans, SM(iron from an iron golem or hero’s armor), <Trans[touch attack],VS/DF, 1StdAct, Touch, 1rnd/lvl,Censure Elementals(MoE p94) 1Round, Touch, 1min/lvl> no save, no SR> <Abj, SM(kiln-hardened mud), 1StdAct, Touch, – The touched Construct becomes living iron, – The caster’s touch corrodes non-magic iron 1min/lvl> which has the following benefits & penalties: and alloys, causing one of the following – When the touched object is held aloft as a a) Damage Reduction 15 / adamantine; effects per round: Standard Action, all Elementals within 20’ b) ½ damage from Acid & Fire; a) a touch attack on a ferrous creature does take 2d4 + 1/lvl (max 2d4+15) damage c) +4 Enhancement bonus to Strength; 3d6+ 1/lvl (max +15); (Will½, SR applies). d) –4 penalty to Dexterity (min Dex 1) ; b) a melee touch attack vs. a non-magic metal The caster may designate 1 Elemental per level e) 5x normal weight; weapon destroys the weapon; that is immune to this effect. f) Vulnerable to rust-based attacks. c) a melee touch vs. non-magic metal armor Note: A caster with the Mark of Making or Item Alteration(Eb p113) destroys 1d6 of its AC bonus; or Favored in House (Cannith) cast this Infusion <Trans, S, 1Round, Touch, 10min/lvl> d) up to a 3’ radius of a non-magic metal at +1 Caster level. – For the infusion’s duration, the touched item touched is destroyed.Concurrent Infusions(MoE p94) provides a different named bonus of the same Shield of Faith, Legion’s(Eb p115) <Trans, SM(oak twig), 1Min, Touch, Instantaneous> value. For example, a Ring of Protection +1 <Abj, VSM(holy writings), 1StdAct, Medium-range, – Caster applies three 1st level Infusions at same could be altered to provide a +1 Natural 1min/lvl> time to the touched target. All Infusions act Armor bonus to AC instead of a +1 – All allies within a 20’ radius Burst are as normal and do not count against daily limit. Deflection bonus to AC. surrounded by a magical aura that grants aGlobe of Invulnerability, Lesser(PH p236) The new bonus must be a ‘legal’ bonus (i.e., a Deflection bonus to AC of 2 +1 per six levels <Abj, VSM(glass bead), 1StdAct, 1rnd/lvl(D), no SR> Natural Armor bonus cannot be applied to a (max total bonus is +5). – An immobile, slightly shimmering 10’ radius saving throw, an item cannot grant a Dodge Weapon Augmentation(Eb p117) sphere appears around the caster. Any 0th – bonus, etc.) and cannot grant a Sacred or <Trans, SM(100gp ointment), 1Min, Touch, 10min/lvl> 3rd level spell or spell-like abilities cannot Profane bonus. – The touched weapon gains a magical enter the sphere, though those already in Minor Creation(PH p253) enhancement equal to “+3” or up to 70,000 effect are merely Suppressed while in the <Conj(creat), VSM(tiny piece of substance to be gp for the infusion’s duration. area. Area of effect spells do not effect created), 1Minute, 1hr/lvl(D)> 50 projectiles (such as a set of arrows) can be anything within the sphere either, though the – Creates an object of up to 1 cubic foot per enchanted by a single use of this infusion, rest of the area of effect is targeted normally. level made from wood, cloth, hemp, or other though each projectile loses the enhancement Spells can be cast out of the sphere or through non-living vegetable matter. when fired once (Shuriken as treated as the sphere without penalty. Once in effect, A Craft check is needed to make complex items projectiles). anyone (including the caster) can leave and Natural Weapon Augmentation(RoE p188) See Artificer Weapon Augmentation Options reenter the sphere. <Trans, SM(100gp ointment), 1Min, Touch, 10min/lvl> table for examples. This spell can be Dispelled by a targeted Dispel – The touched natural weapon gains a magical Magic, but not an area Dispel Magic. enhancement equal to “+3” or up to 70,000Humanoid Essence(RoE p186) gp for the infusion’s duration. <Trans, VS, 1StdAct, Touch, 1min/lvl, WillNeg, SR See Artificer Weapon Augmentation Options applies> table for examples. – The touched Construct (including a Living Warforged cast this spell at +1 Caster level. Construct) gains the following benefits & penalties: a) gains full benefit from Conjuration(heal) spells; b) Subject to critical hits, Sneak attacks, nonlethal damage, stunning, ability damage, ability drain, death effects, and Necromancy effects; c) a Warforge targeted with this spell looses its Racial Fortification. If cast on a target under the effect of Lesser Construct Essence, that spell is Dispelled and this one takes effect. Can Counters and Dispels Lesser Construct Essence and Construct Essence. This spell is negated if cast upon a target under the effect of Greater Construct Essence.Artificer Infusion List – 4th level Page 5
  6. 6. Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries February 6, 20055th LevelConstruct Essence(RoE p183) Fabricate(PH p229) Repair Light Damage, Mass(RoE p189) <Trans, VS, 1StdAct, Touch, 1min/lvl> <Trans, VS, 1Round per Unit of raw materials, Close- <Trans, VS, 1StdAct, Close-range, Instantaneous, – The touched Living Construct gains the range, Instantaneous> Will½, SR applies> following benefits: – Converts 1 Unit of raw materials per level into – Up to one Construct per level within a 30’ area a) Immunity critical hits, sneak attacks, mundane items. For this spell, a Unit is 1 is repaired 1d8+1 per level damage (max ability damage, ability drain, death effects, cubic foot of metal –or– 10 cubic feet of 2d8+25). Necromancy effects, nonlethal damage, & other materials. An appropriate Craft check Slaying Arrow(MoE p102) Stunning; must be made to determine the quality of the <Trans, SM(viper blood), 1Min, Touch, until b) gains Low-Light Vision; produced items. discharged up to 10min/lvl> c) gains Darkvision 60’. Inflict Light Damage, Mass(RoE p187) – Choose creature type. The touched arrow or If cast on a target under the effect of Lesser <Trans, VS, 1StdAct, Close-range, Instantaneous, bolt gains +1 Enhancement on attacks & Humanoid Essence, that spell is Dispelled Will½, SR applies> damage. If creature of stated type is hit by and this one takes effect. Also can Counter – Up to one Construct per level within a 30’ area target arrow, it must make a Fortitude save Lesser Humanoid Essence. take 1d8+1 per level damage (max 1d8+25). (even if it is a Construct or Undead) or die / Counters and Dispels Humanoid Essence. Invoke Elemental(ExpHb p75) be destroyed. This spell is negated if cast upon a target under <Conj, VS, 1Round, Touch, 1rnd/lvl(D), no SR> If the chosen creature type is not a Construct or the effect of Greater Humanoid Essence. – By touching a vehicle with an Elemental Undead, this spell has the [death] subtype.Disrupting Weapon(PH p223) bound to it, the caster may draw forth the Wall of Force(PH p298) <Trans, VS, 1StdAct, Touch, 1rnd/lvl> Elemental to obey his/her instructions. If <Evoc[force], VSM(clear gem powder), 1StdAct, – The touched melee weapon gains the uncontrolled or under someone else’s control, Close-range, 1min/lvl(D), no SR> ‘Disrupting’ property. If an Undead with HD the Elemental is allowed a Will save to resist. – Creates an Invisible, immobile vertical wall of equal or less than the Caster level is hit with If the spell is successful, the Elemental appears up to one contiguous 10’ square per level. the weapon, it must make a Will save or be adjacent to the caster and the vehicle is The wall is immune to all damage & most destroyed (no SR). treated as having its ‘Bound Elemental magic (including Dispel Magic). Spells & Suppressed’ (i.e., ceases to function). When breath weapons cannot go through the wall,Dominate Living Construct(RoE p184) <Ench(comp)[mind], VS, 1Round, Close-range, the effect ends, the Elemental returns to its but gaze attacks & teleportation can. 1day/lvl, WillNeg, SR applies> vehicle, restoring it to functionality. This spell is Dispelled by Disintegrate & – Telepathically control one Living Construct. If the Elemental is sent back to its plane of Mordenkainen’s Disjunction. It is immune to If the caster & the target do not share a origin (such as with a Dismissal spell), it Dispel Magic. language, control is limited. The caster cannot return for 1 day. Wall of Stone(PH p299) knows what the target is experiencing & as a Major Creation(PH p252) <Conj(creat)[earth], VS/AM(granite)/DF, 1StdAct, Standard Action, can actually receive full <Conj(creat), VSM(tiny piece of substance to be Medium-range, Instantaneous, no SR> sensory input. created), 10Minutes, Close-Range> – Creates a wall of stone that is one 5’ square The caster can change his/her orders with a – Creates one object of up to 1 cubic foot per per level & 1” thick per 4 levels. The area Move Action. Once the target has level. Duration is based on the material can be doubled by halving the thickness. The instructions, he/she will continue trying to created: stone has a Hardness 8 & each 5’ square has carry them out as long as the spell lasts, Wood/Cloth 2hrs/lvl 15 hit points per inch of thickness. pausing only to sleep & eat as needed. Stone/Base Metal 1hr/lvl The wall can be of any shape & will merge into Actions against the target’s nature result in a Precious Metal 20min/lvl adjoining stone surfaces. new save with a bonus of +4, and self- Gem 10min/lvl destructive orders are ignored. Adamantite, Mithral, Once dominated, the caster & target can be any Alchemical Silver 1rnd/lvl distance from each other. Protection from Note that a Cold Iron item cannot be created. Evil, et. al., only Suppress this spell, not A Craft check is needed to make complex items Dispel it. A Sense Motive check vs. DC 15 will show that the target is under magic control.Artificer Infusion List – 5th level Page 6
  7. 7. Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries February 6, 20056th LevelBlade Barrier(PH p205) Humanoid Essence, Greater(RoE p186) Repair Moderate Damage, Mass(RoE p189) <Evoc[force], VS, 1StdAct, Medium-range, <Trans, VS, 1StdAct, Touch, 1min/lvl, WillNeg, SR <Trans, VS, 1StdAct, Close-range, Instantaneous, 1min/lvl(D), SR applies> applies> Will½, SR applies> – Creates a 20’ tall wall of spinning blades – The touched Construct (including a Living – Up to one Construct per level within a 30’ area either of 20’ long per level –or– a ringed wall Construct) gains the following benefits & is repaired 2d8+1 per level damage (max 5’ radius per two levels. Going through the penalties: 2d8+30). barrier causes 1d6/lvl (max 15d6) (Ref½). a) creature type changes from Construct to Spell Snare, Greater(MoE p102) If the barrier is created on top of a creature, it Humanoid; <Abj, SF(100gp Eberron Dragonshard), 1Min, Touch, is allowed a Reflex save to get out before it b) gains full benefit from Conjuration(heal) 10min/lvl> finishes forming (i.e., no damage). spells; – The next Spell or Spell-like Ability of up to 6th The barrier proves a +4 Cover bonus to AC & a c) Subject to critical hits, sneak attacks, level that targets the caster is negated, which +2 Cover bonus to Reflex saves against nonlethal damage, stunning, ability causes the touched Dragonshard to disintegrate. attacks made through it. damage, ability drain, death effects, This Infusion only works if the caster holds theDisable Construct(Eb p111) Necromancy effects, fatigue, exhaustion, Dragonshard in his/her hand. The Infusion <Trans, VS, 1StdAct, Touch, Instantaneous, Will½, SR energy drain, mind-affecting spells & will negate beneficial magics too, unless the applies> effects, poison, paralysis, disease; caster puts the Dragonshard away first. – The touched Construct takes 10hp per level d) a Warforge targeted with this spell looses If the caster is holding multiple Spell Snares, all damage (max 150 hp). its Racial Fortification; of them disintegrate in response to the same If the Construct makes its save, it takes half e) can be targeted with spells that effect spell. damage and cannot be reduced below 1hp. Humanoids (such as Charm Person) Total Repair(Eb p116)Globe of Invulnerability(PH p236) If cast on a target under the effect of Lesser <Trans, VS, 1StdAct, Touch, Instantaneous> <Abj, VSM(glass bead), 1StdAct, 1rnd/lvl(D), no SR> Construct Essence or Construct Essence, that – The touched Construct (with at least 1 hp) or – An immobile, slightly shimmering 10’ radius spell is Dispelled and this one takes effect. Living Construct (at –9 hp or higher) is sphere appears around the caster. Any 0th – Can Counters and Dispels Lesser Construct repaired 10hp per level (max 150hp). 4th level spell or spell-like abilities cannot Essence, Construct Essence, and Greater In addition, the following conditions are enter the sphere, though those already in Construct Essence. removed from the subject: Ability Damage, effect are merely Suppressed while in the This spell is negated if cast upon a target under Blindness, Confusion, Dazed, Dazzled, area. Area of effect spells do not effect the effect of Greater Construct Essence. Deafened, Feeblemind, and/or Insanity. anything within the sphere either, though the Inflict Moderate Damage, Mass(RoE p187) Wall of Iron(PH p299) rest of the area of effect is targeted normally. <Trans, VS, 1StdAct, Close-range, Instantaneous, <Conj(creat), VSM(iron, 50gp gold), 1StdAct, Spells can be cast out of the sphere or through Will½, SR applies> Medium-range, Instantaneous, no SR> the sphere without penalty. Once in effect, – Up to one Construct per level within a 30’ area – Creates a wall of iron that is one 5’ square per anyone (including the caster) can leave and take 2d8+1 per level damage (max 2d8+30). level & 1” thick per 4 levels. The area can be reenter the sphere. Move Earth(PH p257) doubled by halving the thickness. The iron This spell can be Dispelled by a targeted Dispel <Trans[earth], VSM(dirt, iron blade), 10Minutes per has a Hardness 10 & each 5’ square has 30 hit Magic, but not an area Dispel Magic. 150’square, Long-range> points per inch of thickness.Hardening(MoF p99)(D&D p216)(Eb p112) – For each 10 minutes of cast time, 150’ square The wall must be vertical & can merge into <Trans, VS, 1StdAct, Touch, Permanent> (up to 10’ deep) of dirt, sand, etc., if moved, adjoining non-living surfaces. If not – Touched object’s Hardness is increased by 1 up to a maximum of 750’ x 750’ (which supported, the wall will fall over in a random per 2 levels. would have a casting time of 4hrs 10min). direction unless pushed (Strength check vs. A metal or mineral object can have a volume up The movement is smooth, so buildings, trees, DC 40). Anything of up to Large-size caught to 1 cubic foot per level. An object of etc. are not toppled by this spell, though they under the wall takes 10d6 damage (Reflex another material can be up to 10 cubic feet may be raised or lowered. This spell cannot save to negate). per level. be used to tunnel. Weapon Augmentation, Greater(Eb p117) Natural Weapon Augmentation, Greater(RoE p188) <Trans, SM(200gp ointment), 1Min, Touch, 10min/lvl> <Trans, SM(200gp ointment), 1Min, Touch, 10min/lvl> – The touched weapon gains a magical – The touched natural weapon gains a magical enhancement equal to “+5” or up to 200,000 enhancement equal to “+5” or up to 200,000 gp for the infusion’s duration. gp for the infusion’s duration. 50 projectiles (such as a set of arrows) can be See Artificer Weapon Augmentation Options enchanted by a single use of this infusion, table for examples. though each projectile loses the enhancement Warforged cast this spell at +1 Caster level. when fired once (Shuriken as treated as projectiles). See Artificer Weapon Augmentation Options table for examples.Artificer Infusion List – 6th level Page 7
  8. 8. Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries February 6, 2005Spell TablesArtificer Weapon Augmentation Options Extra Cost Weapon Options Type Description Artificer Infusion as GP as Bonus When created, the weapon has a designated target creature type. 0 Weapon Augmentation, Bane Any Weapon Against that creature type, the weapon gains an extra +2 attack bonus Personal or Lesser — +1 (DMG p224) Natural Weapon Augmentation & does an extra +2d6 damage. 0 Personal or Lesser Bless Weapon, always on. Specifically, the weapon does ‘good’ 0 Weapon Augmentation, Blessed Any Weapon damage (with regards to Damage Reduction) and any Threatened Personal or Lesser — +1 (BoED p113) Critical on an Evil opponent is automatically confirmed (does not 0 Natural Weapon Augmentation stack with ‘Keen’, ‘Vorpal’, etc.). Personal or Lesser Ignores the target’s Cover bonus. If target has Full Cover, but there is an unobstructed path between the attacker & the target & the attacker 0 Weapon Augmentation, Blood Seeking Ranged or knows where the target is, then the Full Cover bonus is also ignored, Personal or Lesser — +1 (CWar p134) Ammo only but the target has Total Concealment. 0 Natural Weapon Augmentation Personal or Lesser Ability does not work against Plants, Oozes, Constructs, etc. If the wielder has killed a creature with at least 4HD with the weapon within the last 24 hours, he/she receives a +2 Morale bonus on 0 Weapon Augmentation, Bloodthirsty Any Weapon attacks. Personal or Lesser — +1 (Und p68) 0 Natural Weapon Augmentation If it has been more than 24 hours, the wielder receives a –2 penalty on Personal or Lesser attack rolls until a creature has been slain. Once per round as a free action, the wielder can transfer some or all of 0 Weapon Augmentation, Defending Melee only the weapon’s Enhancement bonus to his/her AC (bonus stacks with Personal or Lesser — +1 (DMG p224) Natural Weapon Augmentation everything). 0 Personal or Lesser Negate a ranged attack that hit the wielder by making a Reflex save vs. 0 Weapon Augmentation, Deflecting Melee only DC 20 + weapon’s Enhancement bonus. May only be attempted once Personal or Lesser — +1 (CWar p134) Natural Weapon Augmentation per round. You must be aware of the attack & not flat-footed. 0 Personal or Lesser Dispel Magic (targeted) on an opponent hit by the weapon as a Free 0 Weapon Augmentation, Dispelling Any Weapon Action. The wielder may decide to use the effect after the weapon Personal or Lesser +6,000 — (PGF p119) Natural Weapon Augmentation has hit. Usable 1/day. 0 Personal or Lesser 0 Weapon Augmentation, Distance Ranged only Doubles the weapon’s range increment. Personal or Lesser — +1 (DMG p224) 0 Natural Weapon Augmentation Personal or Lesser If the wielder and his/her opponent are both touching the ground, the 0 Weapon Augmentation, Earthbound weapon had a +2 bonus to attack & damage rolls. Personal or Lesser Any Weapon Natural Weapon Augmentation — +1 (Eb p266) If the wielder is flying, the weapon looses its Enhancement bonus on 0 Personal or Lesser attack rolls (but keeps its +1 bonus due to being Masterwork). On a critical hit, the opponent takes 1d6+2 Strength damage (no save, SR applies). 0 Weapon Augmentation, Enfeebling Any Weapon Personal or Lesser — +1 (BoED p113) When hitting a creature not susceptible to critical hits, make the 0 Natural Weapon Augmentation confirmation roll anyway. If successful, the opponent takes the Personal or Lesser Strength damage, but not the weapon’s critical multiplier.(DMG p222) 0 Weapon Augmentation, Finder Wielder receives a +4 Insight bonus on Search, Spot, and Survival Personal or Lesser Any Weapon +4,800 — (Und p69) checks made while underground. 0 Natural Weapon Augmentation Personal or Lesser 0 Weapon Augmentation, Flaming On command, the weapon (or the ammunition it launches) does +1d6 Personal or Lesser Any Weapon — +1 (DMG p224) of Fire damage. 0 Natural Weapon Augmentation Personal or Lesser 0 Weapon Augmentation, Frost On command, the weapon (or the ammunition it launches) does +1d6 Personal or Lesser Any Weapon — +1 (DMG p224) of Cold damage. 0 Natural Weapon Augmentation Personal or Lesser Ignores the normal 50% miss chance when fighting Incorporeal 0 Weapon Augmentation, Ghost Touch creatures. Personal or Lesser Melee only Natural Weapon Augmentation — +1 (DMG p224) Can also be touched & moved (or even wielded!) by an Incorporeal 0 Personal or Lesser creature As a Free Action, the weapon transforms into a cylinder small enough 0 Weapon Augmentation, Hideaway to fit in the wielder’s hand (+2 Circumstance bonus to Sleight of Personal or Lesser Any Weapon Hand checks to conceal it). Natural Weapon Augmentation +7,500 — (RotW p171) 0 Personal or Lesser The weapon can be restored to its normal size as a Free Action. Slashing & 0 Weapon Augmentation, Keen Piercing Doubles the weapon’s threat range. Personal or Lesser — +1 (DMG p225) Natural Weapon Augmentation Melee only 0 Personal or Lesser Monks can use the following class abilities through the weapon: 0 Weapon Augmentation, Ki Focus Stunning Attack, Ki Strike, & Quivering Palm. Personal or Lesser Melee only Natural Weapon Augmentation — +1 (DMG p225) Anyone with Feat: Stunning Fist can use that ability through the 0 Personal or Lesser weapon. If the wielder is Grappled, this weapon does not have the standard –4 0 Weapon Augmentation, Last Resort penalty to attack while Grappled. Personal or Lesser Melee only Natural Weapon Augmentation — +1 (CWar p135) Also, the weapon does +1d6 damage for each size category the 0 Personal or Lesser grappler is larger than the wielder.Spell Tables Page 8
  9. 9. Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries February 6, 2005 Extra Cost Weapon Options Type Description Artificer Infusion as GP as Bonus Against any creature that casts Arcane spells or has Arcane spell-like 0 Weapon Augmentation, Magebane Any Weapon abilities, the weapon gains an extra +2 attack bonus & does an extra Personal or Lesser — +1 (CArc p143) Natural Weapon Augmentation +2d6 damage. 0 Personal or Lesser 0 Weapon Augmentation, Merciful On command, the weapon does +1d6 damage but all damage is Personal or Lesser Any Weapon — +1 (DMG p225) subdual. 0 Natural Weapon Augmentation Personal or Lesser 0 Weapon Augmentation, Mighty Cleaving Wielder with Feat: Cleave only: Personal or Lesser Melee only Natural Weapon Augmentation — +1 (DMG p225) May make one additional Cleave attempt per round. 0 Personal or Lesser As a Standard Action, change the held weapon into any other weapon of the same size (i.e., Light, One-Handed, or Two-Handed). If a 0 Weapon Augmentation, Morphing Any Weapon double-weapon is created, only one end has the other enhancements Personal or Lesser — +1 (Und p69) of the weapon (i.e., a +1 Flaming Morphing Greatsword would 0 Natural Weapon Augmentation become a +1 Flaming Morphing Two-Bladed Sword on one end and Personal or Lesser a normal blade on the other). 0 Weapon Augmentation, Returning After being thrown, the weapon returns to thrower at the start of the Personal or Lesser Thrown only — +1 (DMG p225) next round. It may be caught by its thrower as a Free Action. 0 Natural Weapon Augmentation Personal or Lesser Negates the Miss Chance due to Concealment, Blur, etc. The attack 0 Weapon Augmentation, Seeking Ranged only must be aimed at a hex containing a creature to work (i.e., it cannot Personal or Lesser — +1 (DMG p225) Natural Weapon Augmentation find random Invisible foes in the battlefield). 0 Personal or Lesser 0 Weapon Augmentation, Shock On command, the weapon (or the ammunition it launches) does +1d6 Personal or Lesser Any Weapon — +1 (DMG p225) of Electrical damage. 0 Natural Weapon Augmentation Personal or Lesser 0 Weapon Augmentation, Silent Strike Opponent is engulfed in magical silence for 4 rounds (WillNeg, DC15). Personal or Lesser Any Weapon — +1 (DR330 p67) A subsequent hit resets the duration. 0 Natural Weapon Augmentation Personal or Lesser The weapon’s size category can be changed as a Standard Action. 0 Weapon Augmentation, Sizing Any Weapon Personal or Lesser — +1 (CAdv p127) (Und p69) For example, a Shortsword sized for a Small creature can be chanced 0 Natural Weapon Augmentation to a Shortsword sized for a Medium creature. Personal or Lesser Can store one spell of up to 3rd level (must have a casting time of 1 Standard Action). 0 Weapon Augmentation, Spell Storing Melee only Personal or Lesser — +1 (DMG p225) On a successful hit that does damage, the wielder can “cast” the spell 0 Natural Weapon Augmentation as a Free Action on the opponent. This “empties” the weapon, Personal or Lesser leaving it ready for a new spell. The wielder is immune to a single spell, which is chosen when the weapon is created. The spell must be one that is targeted on the wielder, not an area of effect spell. Weapon Augmentation Spellblade 1 Any Weapon Natural Weapon +6,000 — (PGF p120) When targeted with the spell, the weapon absorbs it. On the following Augmentation round, the wielder may direct the spell at a target as a Free Action, or may let it drain harmlessly away. 0 Weapon Augmentation, Sure Striking Overcomes Damage Reduction as if it were ‘chaotic’, ‘evil’, ‘good’, or Personal or Lesser Any Weapon — +1 (PGF p120) ‘lawful’, whichever is most appropriate for the target. 0 Natural Weapon Augmentation Personal or Lesser 0 Weapon Augmentation, Throwing Melee only Weapon becomes a throwing weapon with a range increment of 10’. Personal or Lesser — +1 (DMG p226) 0 Natural Weapon Augmentation Personal or Lesser On a critical hit, the weapon does +1d8 in Sonic damage (+2d8 if x3, +3d8 if x4) & the target must make a Fortitude save vs. DC 14 or become Permanently Deaf. 0 Weapon Augmentation, Thundering Any Weapon When hitting a creature not susceptible to critical hits, make the Personal or Lesser — +1 (DMG p225) Natural Weapon Augmentation confirmation roll anyway. If successful, the opponent takes the extra 0 Personal or Lesser Sonic damage, but not the weapon’s critical multiplier.(DMG p222) A weapon cannot have both ‘Roaring’ & ‘Thundering’ options. 0 Weapon Augmentation, Vicious Melee only +2d6 damage to opponent & 1d6 damage to wielder. Personal or Lesser — +1 (DMG p226) 0 Natural Weapon Augmentation Personal or Lesser When the weapon is used underwater, the penalties for fighting underwater are negated. If the wielder is on land and attacks a foe who is underwater, the foe 0 Weapon Augmentation, Waterborn Any Weapon looses the Cover bonus to AC granted by the water. Personal or Lesser — +1 (Eb p266) 0 Natural Weapon Augmentation Piercing weapons only: Personal or Lesser If both the wielder and the opponent are underwater, the weapon has a +2 bonus on attack & damage rolls.Spell Tables Page 9

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