Artificer Infusions
1st Level Infusions
- Armor Enhancement, Lesser: Armor or shield gains special ability with +1 bonus market price modifier.
- Energy Alteration: Item using one kind of energy uses another instead.
- Enhancement Alteration: Magic shield’s enhancement bonus applies to shield bash attacks, or magic weapon’s enhancement bonus applies to Two-Weapon Defense.
- Identify: Determines properties of magic item.
- Inflict Light Damage: Deals 1d8 + 1 /level damage (maximum +5) to a construct.
- Light: Object shines like a torch.
- Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
- Magic Vestment: Armor or shield gains +1 or better enhancement bonus.
- Magic Weapon: Weapon gains +1 enhancement bonus.
- Repair Light Damage: “Cures” 1d8 + 1/level damage (max +5) to a construct.
- Resistance Item: Item bestows +1 or better resistance bonus on saving throws.
- Shield of Faith: Aura grants +2 or higher deflection bonus.
- Skill Enhancement: Item bestows circumstance bonus on skill checks.
- Spell Storing Item: Store one spell in an item.
- Weapon Augmentation, Personal: Your weapon gains special ability with +1 bonus market price modifier.
2nd Level Infusions
- Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
- Armor Enhancement: Armor or shield gains special ability with up to +3 bonus market price modifier.
- Bear's Endurance: Subject gains +4 to Constitution for 1 min./level.
- Bull's Strength: Subject gains +4 to Strength for 1 min./level.
- Cat's Grace: Subject gains +4 to Dexterity for 1 min./level.
- Chill Metal: Cold metal damages those who touch it.
- Eagle's Splendor: Subject gains +4 to Charisma for 1 min./level.
- Fox's Cunning: Subject gains +4 to Intelligence for 1 min./level.
- Heat Metal: Make metal so hot it damages those who touch it.
- Inflict Moderate Damage: Deals 2d8 + 1/level damage (maximum +10) to a construct.
- Owl’s Wisdom: Subject gains +4 to Wisdom for 1 min./level.
- Repair Moderate Damage: "Cures" 2d8 + 1/level damage (maximum +10) to a construct.
- Toughen Construct: Grants construct +2 (or higher) enhancement to natural armor.
- Weapon Augmentation, Lesser: Weapon gains special ability with +1 bonus market price modifier.
3rd Level Infusions
- Armor Enhancement, Greater: Armor or shield gains special ability with up to +5 bonus market price modifier.
- Construct Energy Ward: Construct gains resistance 10 to specified energy type.
- Inflict Serious Damage: Deals 3d8 + 1 /level damage (maximum +15) to a construct.
- Magic Weapon, Greater: Weapon gains +2 or better enhancement bonus.
- Metamagic Item: Imbue spell trigger item with metamagic feat.
- Power Surge: Charged spell trigger item gains temporary charges.
- Repair Serious Damage: "Cures" 3d8 + 1/level damage (maximum +15) to a construct.
- Stone Construct: Construct gains D R 1 0/ adamantine.
- Suppress Requirement: Item that requires class feature, race, ability score, or alignment to function to its fullest potential no longer carries that requirement.
4th Level Infusions
- Construct Energy Ward, Greater: Construct gains immunity to specified energy type.
- Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
- Inflict Critical Damage: Deals 4d8 + 1 /level damage (maximum +20) to a construct.
- Item Alteration: Item that provides a certain type of bonus provides a different type of bonus to the same value or roll.
- Iron Construct: Construct gains DR 15/adamantine and takes half damage from acid and fire.
- Minor Creation: Creates one cloth or wood object.
- Repair Critical Damage: "Cures" 4d8+1/level damage (maximum +20) to a construct.
- Rusting Grasp: Your touch corrodes iron and alloys.
- Shield of Faith, Mass: Allies gain +3 or higher AC bonus.
- Weapon Augmentation: Weapon gains special ability with up to +3 bonus market price modifier.
5th Level Infusions
- Disrupting Weapon: Melee weapon destroys undead.
- Fabricate: Transforms raw materials into finished items.
- Major Creation: As minor creation, plus stone and metal.
- Wall of Force: Wall is immune to damage.
- Wall of Stone: Creates a stone wall that can be shaped.
6th Level Infusions
- Blade Barrier: Wall of blades deals 1d6/level damage.
- Disable Construct: Deals 10/level damage to target construct.
- Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
- Hardening: Item’s hardness increases by 1 per 2 levels.
- Move Earth: Digs trenches and builds hills.
- Total Repair: Repair 10 points/level of damage to a construct.
- Wall of Iron: 30 hp/four levels; can topple onto foes.
- Weapon Augmentation, Greater: Weapon gains special ability with up to +5 bonus market price modifier.
page revision: 7, last edited: 22 Mar 2012 16:59