Artificer Infusions


  • PC

    Slaying Arrow
    (Magic of Eberron p102)

    Trans, SM(viper blood), 1Min, Touch, until discharged up to 10min/lvl

    Choose creature type. The touched arrow or bolt gains +1 Enhancement on attacks & damage. If creature of stated type is hit by target arrow, it must make a Fortitude save (even if it is a Construct or Undead) or die /
    be destroyed.

    If the chosen creature type is not a Construct or Undead, this spell has the [death] subtype.


  • PC

    Weapon Augmentation, Greater
    (Eberron Campaign Setting, p117)

    Trans, SM(200gp ointment), 1Min, Touch, 10min/lvl

    The touched weapon gains a magical enhancement equal to “+5” or up to 200,000gp 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.

    Weapon Augmentations: Page 8, https://naggaroth.daerma.com/quickref/pdf/DnD3.5Index-Infusions-Artificer.pdf


  • PC

    Disrupting Weapon
    (Players Handbook 3.5, p223)

    Trans, VS, 1StdAct, Touch, 1 rnd/lvl
    The touched melee weapon gains the ‘Disrupting’ property. If an Undead with HD equal or less than the Caster level is hit with the weapon, it must make a Will save or be destroyed (no SR).


  • PC

    Metamagic Item
    (Eberron Campaign Setting, p113)
    Trans, VS, 1Round, Touch, 1rnd/lvl

    Any spell cast by the touched Spell Trigger items (such as a Wand or Staff) has a Metamagic that the caster knows applied to the spell for this spell’s duration.


  • PC

    Suppress Requirement

    Transmutation
    Level: Artificer 3
    Components: S, M
    Casting Time: 1 round
    Range: Touch
    Target: Magic item touched
    Duration: 10 min./level
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)

    You alter a magic item that requires a certain class feature, race, ability score, or alignment to function to its fullest potential, so that it no longer carries that requirement. You must make a Use Magic Device check sufficient to emulate the requirement as if you were attempting to use the item yourself. If you succeed, the requirement is suppressed for the duration of this infusion.

    Material Component: Powdered gemstones worth a total of 500 gp.


  • PC

    Energy Alteration

    Transmutation
    Level: Artificer 1
    Components: S, M
    Casting Time: 1 round
    Range: Touch
    Target: Magic item touched
    Duration: 10 min./level
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)

    You alter an item that employs an energy type or grants protection from an energy type, to employ or protect against a different energy type. For example, you could change a +2 flaming battleaxe to a +2 frost battleaxe or a ring of minor energy resistance (acid) to a ring of minor energy resistance (sonic). The amount of damage dealt by energy, protection offered from energy, and all other effects remain the same.

    Material Component: An alchemical ointment formed from materials representing all five energy types and costing 50 gp.


  • PC

    Skill Enhancement

    Transmutation
    Level: Artificer 1
    Components: S, M
    Casting Time: 1 round
    Range: Touch
    Target: Item touched
    Duration: 10 min./level
    Saving Throw: None
    Spell Resistance: No

    An item imbued with this infusion grants a +2 circumstance bonus on a specifi c skill check (determined by the caster) to a character who wears or wields it. This bonus increases by 1 for every two caster levels (to +3 at 2nd level, +4 at 4th level, +5 at 6th level, and so forth).

    Material Component: A length of fine, black thread.


  • PC

    Item Alteration

    Transmutation
    Level: Artificer 4
    Components: S
    Casting Time: 1 round
    Range: Touch
    Target: Magic item touched
    Duration: 10 min./level
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)

    You alter an item that provides a certain type of bonus so that it provides a different type of bonus to the same value or roll. For example, you could change a ring of protection +1 so that it provided a natural armor bonus to
    Armor Class instead of a defl ection bonus, or you could change a cloak of resistance so that it provided a circumstance bonus on saves instead of a resistance bonus. You cannot use this infusion to change an item so that it provides a sacred or profane bonus, nor can you change an item that already does so to make it provide a different kind of bonus. You also cannot make an item provide a dodge bonus to Armor Class.


  • PC

    Armor Enhancement, Greater

    Transmutation
    Level: Artificer 3
    As armor enhancement, lesser, but you can choose any special ability whose market price is equivalent to a bonus of up to +5 or up to 100,000 gp, such as etherealness or greater fire resistance.

    Material Component: An ointment costing 100 gp.

    Armor Enhancement Options: Page 13, https://naggaroth.daerma.com/quickref/pdf/DnD3.5Index-Infusions-Artificer.pdf