A:PC/Gwenevere Val'Abebi/Spell List
http://www.crystalkeep.com/d20/rules/DnD3.5Index-Infusions-Artificer.pdf
Artificer 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 Level
Ablative Armor(MoE p93) <Abj, SM(forge metal), 1Min, Touch, until discharged up to 10min/lvl>
– The touched armor grants the wearer ‘Damage Reduction (4 + Caster level) / —‘ vs. the next attack (max DR 15 / — at 15th level ). Note: A caster with the Mark of Sentinel or Favored in House (Deneith) cast this Infusion at +1 Caster level.
Armor Enhancement, Lesser(Eb p109) <Trans, SM(10gp ointment), 1Min, Touch, 10min/lvl>
– The touched armor or shield gains a magical enhancement equal to “+1” or up to 5,000 gp for the infusion’s duration. See Artificer Armor Enhancement Options table for examples. Energy Alteration(Eb p111) <Trans, SM(50gp ointment), 1Round, Touch, 10min/lvl>
– The touched magic item that causes Energy Type damage –or– protects the wearer from Energy Type damage works with a different energy type for the infusion’s duration. All other aspects of the item remain the same. Enhancement Alteration(Eb p111) <Trans, S, 1Round, Touch, 10min/lvl(D)>
– This infusion can be used in two ways: a) If cast on a Shield, any amount of the shield’s Enhancement bonus to AC can be transferred to the shield’s Bash attack; or
b) If cast on a weapon, any amount of the weapon’s Enhancement bonus on attacks can be changed to a bonus to AC which applies when the wielder Fights Defensively, uses Combat Expertise, –or– uses a weapon in his/her off-hand & has Two-Weapon fighting.
If cast on an attended weapon or shield, the wielder is allowed a Will save to negate (SR applies).
Identify(PH p243)
– Determines all the properties of one magic item.
Indisputable Possession(MoE p97) <Conj(teleport), VS, 1Min, Touch, 10min/lvl>
– Call back the infused object to hand as a Move Action. The infusion ends if the target object is out of reach for more than 1 minute. If the item is held/worn (but not if only being carried) when called for, the holder can make a Will save to negate.
Inflict Light Damage(Eb p112) <Trans, VS, 1StdAct, Touch, Instantaneous, no save, SR applies>
– The touched Construct takes 1d8 + 1 per level damage (max 1d8+5).
Light(PH p248) <Evoc[light], VM(firefly)/DF, 1StdAct, 10min/lv(D)>
– Object touched gives off bright light in a 20’ radius & dim light for another 20’. This spell Counters and Dispels spells with the [darkness] category of equal or lower level.
Magic Stone(PH p251) <Trans, VS/DF, 1StdAct, Touch, until discharged up to 30min>
– Up to 3 pebbles gain a +1 Enhancement bonus to attack & deal 1d6 +1 damage (double vs. Undead). Range increment is 20’.
Magic Vestment(PH p251) <Trans, VS/DF, 1StdAct, Touch, 1hr/lvl>
– Armor, shield, or clothes gain +1 per four levels Enhancement bonus to AC (max +5).
Magic Weapon(PH p251) <Trans, VSF(weapon)/DF, 1StdAct, Touch, 1min/lvl>
– Touched manufactured weapon gains a +1 Enhancement bonus to attack & damage. A Monk’s Unarmed Strike can be the target of this spell.
Pending Potion(MoE p100) <Trans, SM(evergreen needles), 1Min, Touch, until discharged up to 10min/lvl>
– Delays the effect of a touched magical Potion or Oil until activated by creature (including Intelligent Constructs) it is applied to as a Swift Action. If applied to an object, its wielder has control of activation. If not used by the duration’s end, the Potion/Oil activates automatically.
Metamagic Scroll(MoE p99) <Trans, VS, 1Round, Touch, until discharged up to 1rnd/lvl>
– Caster can apply any metamagic feat known with an adjustment of 2 levels or less to a target Spell Completion item (i.e., a Scroll). This item functions for others with the feat applied as well as the caster until discharged.
Natural Weapon Augmentation, Personal(RoE p189) <Trans, SM(cinder from a fire put out by rain), 1Min, Personal, 1min/lvl>
– One of the caster’s natural weapon gains a magical enhancement equal to “+1” or up to 10,000 gp for the infusion’s duration. See Artificer Weapon Augmentation Options table for examples. Warforged cast this spell at +1 Caster level.
Repair Light Damage(CArc p120)(Eb p114) <Trans, VS, 1StdAct, Touch, Instantaneous>
– The touched Construct (with at least 1 hp) or Living Construct (at –9 hp or higher) is repaired 1d8 +1 per level (max 1d8+5) hp.
Resistance Item(Eb p114) <Abj, SM(oil), 1Round, Touch, 10min/lvl>
– The touched nonmagical item grants its wearer a Resistance bonus on saving throws for the duration. The bonus starts at +1, & increases every 4 levels (+2 at 4th, +3 at 8th, etc.).
Shield of Faith(PH p278) <Abj, VSM(holy writings), 1StdAct, Touch, 1min/lvl>
– Touched subject is surrounded by a magical aura that grants a Deflection bonus to AC of 2 +1 per six levels (max total bonus is +5).
Skill Enhancement(Eb p115) <Trans, SM(black thread), 1Round, Touch, 10min/lvl>
– The touched item grants its wearer a Circumstance bonus on one skill check, determined at casting time. The bonus starts at +1, & increases every 2 levels (+2 at 3rd, +4 at 5th, etc.).
Spell Storing Item(Eb p115) <Trans, SX(spell level * caster level), 1Minute, Touch, until discharged up to 1hr/lvl>
– The caster places a spell effect into the touched item that only the caster can use. The spell level can be up to ½ Caster level (max 4th). The caster must make a Use Magic Device check (DC = 20 + (spell level x 3)). A mishap occurs if the check is missed by 10.
The caster must provide any Focuses, Material Components, or XP needed to cast the spell.
Weapon Augmentation, Personal(Eb p117) <Trans, SM(rabbit fur), 1Min, Touch, 10min/lvl>
– The touched weapon gains a magical enhancement equal to “+1” or up to 10,000 gp for the infusion’s duration. Only the caster gains the benefit of the enhancement. See Artificer Weapon Augmentation Options table for examples.
2nd Level
Align Weapon(PH p197) <Trans[variable alignment], VS/DF, 1StdAct, Touch, 1min/lvl>
– A single manufactured weapon or 50 grouped projectiles does [chaotic], [evil], [good], or [lawful] damage for the spell’s duration. This only has a noticeable effect if used to attack an opponent vulnerable to one of those types of damage (i.e., a demon is vulnerable to [good] and / or [lawful] damage).
Armor Enhancement(Eb p108) <Trans, SM(50gp ointment), 1Min, Touch, 10min/lvl>
– The touched armor or shield gains a magical enhancement equal to “+3” or up to 35,000 gp for the infusion’s duration. See Artificer Armor Enhancement Options table for examples.
Bear’s Endurance(PH p203) <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> – +4 Enhancement bonus to Constitution.
Bull’s Strength(PH p207) <Trans, VSM(bull hair)/DF, 1StdAct, Touch, 1min/lvl> – +4 Enhancement bonus to Strength.
Cat’s Grace(PH p208) <Trans, VSM(cat hair), 1StdAct, Touch, 1min/lvl> – +4 Enhancement bonus to Dexterity.
Chill Metal(PH p209) <Trans[cold], VS/DF, 1StdAct, Close-range, 7rnds, SR applies>
– The caster causes targeted metal to become freezing cold, after which it thaws. The metal of 1 creature per 2 levels may be targeted as long as they are within 30’, or the caster may target 25 lbs. per level. Magic or attended metal get a Will saves to negate. Damage is determined by the round & the amount of contact (min damage for just touching, normal damage for wearing): Rnd 1 – none Rnd 6 – 1d4 Rnd 2 – 1d4 Rnd 7 – none Rnd 3-5 – 2d4
This spell Counters and Dispels Heat Metal.
Construct Essence, Lesser(RoE p184) <Trans, VS, 1StdAct, Touch, 1min/lvl>
– The touched Living Construct gains the following benefits: a) Moderate Fortification (negates critical hits and sneak attacks 75% of the time);
b) gains Low-Light Vision;
c) becomes immune to nonlethal damage and Stunning.
This spell Counters and Dispels Lesser Humanoid Essence.
This spell is negated if cast upon a target under the effect of Humanoid Essence or Greater Humanoid Essence.
Eagle’s Splendor(PH p225) <Trans, VSM(eagle feather/dung)/DF, 1StdAct, Touch, 1min/lvl> – +4 Enhancement bonus to Charisma.
Elemental Prod(MoE p96) <Abj, S, 1Min, Touch, 1min/lvl>
– Target staff or pole allows its user to gesture as a Standard Action at an Elemental and then at an end location within 10ft. + 5ft./2lvls of the Elemental. If the Elemental resists, it takes 1d6 damage and move 5’ in designated direction. Otherwise, it slides to the new location immediately.
Fox’s Cunning(PH p233) <Trans, VSM(fox hair)/DF, 1StdAct, Touch, 1min/lvl> – +4 Enhancement bonus to Intelligence.
Heat Metal(PH p239) <Trans[fire], VS/DF, 1StdAct, Close-range, 7rnds, SR applies>
– The caster causes targeted metal to become burning hot, after which it cools. The metal of 1 creature per 2 levels may be targeted as long as they are within 30’, or the caster may target 25 lbs. per level. Magic or attended metal get a Will saves to negate. Damage is determined by the round & the amount of contact (min damage for just touching, normal damage for wearing): Rnd 1 – none Rnd 6 – 1d4 Rnd 2 – 1d4 Rnd 7 – none Rnd 3-5 – 2d4
This spell Counters and Dispels Chill Metal. Inflict Moderate Damage(Eb p113) <Trans, VS, 1StdAct, Touch, Instantaneous, no save, SR applies>
– The touched Construct takes 2d8 + 1 per level damage (max 2d8+10).
Lucky Blade(MoE p98) <Abj, SM(two-headed coin), 1Min, Touch, until discharged up to 10min/lvl>
– Before the result of an attack roll or critical confirmation roll is determined, wielder of target weapon can reroll it. The new roll must be used even if it is worse. This Infusion then ends.
Natural Weapon Augmentation, Lesser(RoE p189) <Trans, SM(20gp ointment), 1Min, Touch, 10min/lvl>
– The touched natural weapon gains a magical enhancement equal to “+1” or up to 10,000gp for the infusion’s duration. See Artificer Weapon Augmentation Options table for examples. Warforged cast this spell at +1 Caster level.
Owl’s Wisdom(PH p259) <Trans, VSM(owl feather)/DF, 1StdAct, Touch, 1min/lvl> – +4 Enhancement bonus to Wisdom.
Reinforce Construct(MoE p100) <Trans, VS, 1StdAct, Touch, until discharged up to 1hr/lvl>
– Touched Construct gains Temporary HP equal to 1d6 + 1/lvl (max 1d6+10). If the caster is a Warforged Artificer, gains 1d10 + 1/lvl (max 1d10+10). Note: A caster with the Mark of Making or Favored in House (Cannith) cast this Infusion at +1 Caster level.
Repair Moderate Damage(CArc p120)(Eb p114) <Trans, VS, 1StdAct, Touch, Instantaneous>
– The touched Construct (with at least 1 hp) or Living Construct (at –9 hp or higher) is repaired 2d8 +1 per level (max 2d8+10) hp.
Suppress Dragonmark(MoE p103) <Abj, SF(25gp Inversely Charged Siberys Dragonshard), 1Min, Close-range, 24hrs, WillNeg, SR applies>
– At the end of casting this Infusion, make a ranged or melee touch attack with the Dragonshard Focus against a creature with a Dragonmark. If target fails save, loses ability to use his/her Dragonmark for duration. Note: Inversely-Charging a Siberys Dragon-shard takes 1 hour of concentration. Use of the Dragonshard in Suppress Dragonmark discharges the effect.
Toughen Construct(Eb p114) <Trans, VS, 1StdAct, Touch, 10min/lvl>
– The touched Construct receives an Enhancement bonus to Natural Armor. The bonus starts at +2 and increases by +1 for every three levels over 3rd (+3 at 6th, etc.) (max +5 total).
Unseen Crafter(RoE p191) <Conj(creat), VS, 1StdAct, Close-range, 1day/lvl(D)>
– Creates invisible force that makes Craft checks using the caster’s ranks in the appropriate skill plus the caster’s Primary Stat modifier. The ‘crafter’ must be provided with tools and raw materials. The spell ends when a single assigned task is completed. Once instructed to repair a Warforged, the ‘crafter’ receives a +10 bonus on its check.
If ordered, the crafter will “Take 10” or work quickly (by increasing its DC by 10 – see the Skills Index for details).
The crafter has a movement of 15’, but it must stay in range.
The crafter cannot attack, nor can it be the direct target of attacks, but if it takes 6hp of damage from area-of-effect attacks, it is dissipated.
Weapon Augmentation, Lesser(Eb p117) <Trans, SM(20gp ointment), 1Min, Touch, 10min/lvl>
– The touched weapon gains a magical enhancement equal to “+1” or up to 10,000gp for the infusion’s duration. 50 projectiles (such as a set of arrows) can be enchanted by a single use of this infusion, though each projectile loses the enhancement when fired once (Shuriken as treated as projectiles). See Artificer Weapon Augmentation Options table for examples.