TEXT:  
   
  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, 2005 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Artificer Infusion List...................................2 
  1st Level.............................................................2 
  2nd Level............................................................3 
  3rd Level ............................................................4 
  4th Level ............................................................5 
  5th Level ............................................................6 
  6th Level ............................................................7 
  Spell Tables..................................................8 
  Artificer Weapon Augmentation Options ........8 
  Artificer Armor Enhancement Options ..........13 
  Glossary......................................................16 
  Auras...............................................................16 
  Ranges.............................................................17 
  Levels of Concealment ...................................17 
  Levels of Cover...............................................17 
  Level of Exhaustion........................................17 
  Levels of Fear ................................................ 17 
  Types of Magic Item...................................... 17 
  Areas of Effect – Shape ................................. 17 
  Areas of Effect – Fill ..................................... 18 
  Casting Times ................................................ 18 
  Other Definitions ........................................... 18 
  Appendix....................................................20 
  Revision History ............................................ 20 
  Key to Sourcebooks....................................... 20 
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Artificer Infusion List – 1st level 
   
  Page 2 
  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) 
  <Div, VS/AM(100gp pearl, wine, owl feather)/DF, 
  1Hour, Touch> 
  – 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.
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Artificer Infusion List – 2nd level 
   
  Page 3 
  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. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Artificer Infusion List – 3rd level 
   
  Page 4 
  3rd Level 
   
  Adamantine Weapon(MoE p93) 
  <Trans, SM(pinch of powered adamantine, 1Min, 
  Touch, 1min/lvl>  
  – Changes the touched metal weapon’s material 
  to Adamantine. 
  Armor Enhancement, Greater(Eb p109) 
  <Trans, SM(100gp ointment), 1Min, Touch, 10min/lvl> 
  – The touched armor or shield gains a magical 
  enhancement equal to “+5” or up to 100,000 
  gp for the infusion’s duration.  
  See Artificer Armor Enhancement Options table 
  for examples. 
  Blast Rod(MoE p94) 
  <Evoc, SF(rod), 1Min, Touch, 10min/lvl>  
  – The touched rod has 1d8 per Caster level (max 
  10d8) stored into it.  The caster can then use 
  the rod to make ranged attacks.  Before each 
  attack, the caster removes 1 or more ‘d8’ 
  from the rod (up to the total remaining) and 
  makes a Ranged Touch attack at a target 
  within 60’ to do that much damage (the caster 
  can use all the die in the rod for a single 
  attack, if desired). 
  Construct Energy Ward(Eb p109) 
  <Abj, S, 1Round, Touch, 10min/lvl> 
  – The touched Construct & its equipment are 
  protected from one Energy Type.  Each attack 
  doing damage of that type has the hp of 
  damage reduced by the amount listed below. 
  Lvl 
   # 
  Lvl 
   # 
  Lvl 
   # 
  up to 6th 
  10 
  7th – 10th 20 
  11th + 
  30 
  Humanoid Essence, Lesser(RoE p187) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl> 
  – The touched Construct (including a Living 
  Construct) gains the following benefits: 
  a) gains full benefit from Conjuration(heal) 
  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. 
  Inflict Serious Damage(Eb p113) 
  <Trans, VS, 1StdAct, Touch, Instantaneous, no save, SR 
  applies> 
  – The touched Construct takes 3d8 + 1 per level 
  damage (max 3d8+15). 
  Lucky Cape(MoE p98) 
  <Abj, SM(two-headed coin), 1min, Touch, until 
  discharged up to 10min/lvl>  
  – Before the result of a saving throw is 
  determined, wearer of the target cape can 
  reroll the save.  The new roll must be used 
  even if it is worse. This Infusion then ends. 
  Magic Weapon, Greater(PH p251) 
  <Trans, VSM(powdered lime, carbon)F(weapon)/DF, 
  1StdAct, Close-range, 1hr/lvl> 
  – Targeted manufactured weapon –or– a 
  bundled group of 50 projectiles gain an 
  Enhancement bonus to attack & damage of 
  +1 per four levels (max +5). 
   A Monk’s Unarmed Strike can be the target of 
  this spell. 
  Metamagic Item(Eb 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. 
  Power Surge(Eb p114) 
  <Trans, SX(5 * highest spell level), 1StdAct, Touch, 
  1min/lvl> 
  – The touched Wand or Staff gains one 
  Temporary Charge per five Caster levels.  If 
  not used before the duration ends, the extra 
  charges are lost. 
   The XP cost of this infusion is 5 times the 
  highest spell level of the Wand or Staff. 
  Repair Serious 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 3d8 +1 per level (max 3d8+15) hp. 
  Spell Snare(MoE p102) 
  <Abj, SF(25gp Eberron Dragonshard), 1Min, Touch, 
  10min/lvl>  
  – The next Spell or Spell-like Ability of up to  
  3rd level that targets the caster is negated, 
  which causes the touched Dragonshard to 
  disintegrate. 
   This Infusion only works if the caster holds the 
  Dragonshard in his/her hand.  The Infusion 
  will negate beneficial magics too, unless the 
  caster puts the Dragonshard away first. 
   If the caster is holding multiple Spell Snares, all 
  of them disintegrate in response to the same 
  spell. 
  Stone Construct(Eb p116) 
  <Trans, SM(250gp diamond dust, granite), 1Round, 
  Touch, until discharged up to 10min/lvl> 
  – The touched Construct gains Damage 
  Reduction 10 / adamantine. 
   When 10 hp per level (max 150 hp) have been 
  prevented, the infusion is discharged. 
  Suppress Requirement(Eb p116) 
  <Trans, SM(500gp gemstone dust), 1Round, Touch, 
  10min/lvl> 
  – Suppress any racial, class-based, or alignment 
  based requirements to use the touched magic 
  items for the infusion’s duration.  The caster 
  must make a Use Magic Device check that is 
  sufficient to use the item one time for this 
  infusion to succeed. 
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Artificer Infusion List – 4th level 
   
  Page 5 
  4th Level 
   
  Construct Energy Ward, Greater(Eb p109) 
  <Abj, S, 1Round, Touch, until depleted up to 
  10min/lvl> 
  – Touched Construct is immune to a total of 12 
  damage per level (max 120 hp) from one 
  Energy Type.  Once all the damage has been 
  taken, the spell ends. 
  Censure Elementals(MoE p94) 
  <Abj, SM(kiln-hardened mud), 1StdAct, Touch, 
  1min/lvl>  
  – When the touched object is held aloft as a 
  Standard Action, all Elementals within 20’ 
  take 2d4 + 1/lvl (max 2d4+15) damage 
  (Will½, SR applies).  
   The caster may designate 1 Elemental per level 
  that is immune to this effect.  
  Note:  A caster with the Mark of Making or 
  Favored in House (Cannith) cast this Infusion 
  at +1 Caster level.  
  Concurrent Infusions(MoE p94) 
  <Trans, SM(oak twig), 1Min, Touch, Instantaneous>  
  – Caster applies three 1st level Infusions at same 
  time to the touched target.  All Infusions act  
  as normal and do not count against daily limit. 
  Globe of Invulnerability, Lesser(PH p236) 
  <Abj, VSM(glass bead), 1StdAct, 1rnd/lvl(D), no SR> 
  – An immobile, slightly shimmering 10’ radius 
  sphere appears around the caster.  Any 0th – 
  3rd level spell or spell-like abilities cannot 
  enter the sphere, though those already in 
  effect are merely Suppressed while in the 
  area.  Area of effect spells do not effect 
  anything within the sphere either, though the 
  rest of the area of effect is targeted normally. 
   Spells can be cast out of the sphere or through 
  the sphere without penalty.  Once in effect, 
  anyone (including the caster) can leave and 
  reenter the sphere. 
   This spell can be Dispelled by a targeted Dispel 
  Magic, but not an area Dispel Magic. 
  Humanoid Essence(RoE p186) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl, WillNeg, SR 
  applies> 
  – The touched Construct (including a Living 
  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. 
  Inflict Critical Damage(Eb p113) 
  <Trans, VS, 1StdAct, Touch, Instantaneous, no save, SR 
  applies> 
  – The touched Construct takes 4d8 + 1 per level 
  damage (max 4d8+20). 
  Iron Construct(Eb p113) 
  <Trans, SM(iron from an iron golem or hero’s armor), 
  1Round, Touch, 1min/lvl> 
  – The touched Construct becomes living iron, 
  which has the following benefits & penalties: 
  a) Damage Reduction 15 / adamantine; 
  b) ½ damage from Acid & Fire; 
  c) +4 Enhancement bonus to Strength; 
  d) –4 penalty to Dexterity (min Dex 1) ; 
  e) 5x normal weight; 
  f) Vulnerable to rust-based attacks. 
  Item Alteration(Eb p113) 
  <Trans, S, 1Round, Touch, 10min/lvl> 
  – For the infusion’s duration, the touched item 
  provides a different named bonus of the same 
  value.  For example, a Ring of Protection +1 
  could be altered to provide a +1 Natural 
  Armor bonus to AC instead of a +1 
  Deflection bonus to AC. 
   The new bonus must be a ‘legal’ bonus (i.e., a 
  Natural Armor bonus cannot be applied to a 
  saving throw, an item cannot grant a Dodge 
  bonus, etc.) and cannot grant a Sacred or 
  Profane bonus. 
  Minor Creation(PH p253) 
  <Conj(creat), VSM(tiny piece of substance to be 
  created), 1Minute, 1hr/lvl(D)> 
  – Creates an object of up to 1 cubic foot per 
  level made from wood, cloth, hemp, or other 
  non-living vegetable matter. 
   A Craft check is needed to make complex items 
  Natural Weapon Augmentation(RoE p188) 
  <Trans, SM(100gp ointment), 1Min, Touch, 10min/lvl> 
  – The touched natural weapon gains a magical 
  enhancement equal to “+3” or up to 70,000 
  gp for the infusion’s duration. 
  See Artificer Weapon Augmentation Options 
  table for examples. 
  Warforged cast this spell at +1 Caster level. 
  Repair Critical 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 4d8 +1 per level (max 4d8+20) hp. 
  Rusting Grasp(PH p273) 
  <Trans[touch attack],VS/DF, 1StdAct, Touch, 1rnd/lvl, 
  no save, no SR> 
  – The caster’s touch corrodes non-magic iron 
  and alloys, causing one of the following 
  effects per round: 
  a) a touch attack on a ferrous creature does 
  3d6+ 1/lvl (max +15); 
  b) a melee touch attack vs. a non-magic metal 
  weapon destroys the weapon; 
  c) a melee touch vs. non-magic metal armor 
  destroys 1d6 of its AC bonus; or 
  d) up to a 3’ radius of a non-magic metal 
  touched is destroyed. 
  Shield of Faith, Legion’s(Eb p115) 
  <Abj, VSM(holy writings), 1StdAct, Medium-range, 
  1min/lvl> 
  – All allies within a 20’ radius Burst are 
  surrounded by a magical aura that grants a 
  Deflection bonus to AC of 2 +1 per six levels 
  (max total bonus is +5). 
  Weapon Augmentation(Eb p117) 
  <Trans, SM(100gp ointment), 1Min, Touch, 10min/lvl> 
  – The touched weapon gains a magical 
  enhancement equal to “+3” or up to 70,000 
  gp 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. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Artificer Infusion List – 5th level 
   
  Page 6 
  5th Level 
   
  Construct Essence(RoE p183) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl> 
  – The touched Living Construct gains the 
  following benefits: 
  a) Immunity critical hits, sneak attacks, 
  ability damage, ability drain, death effects,  
  Necromancy effects, nonlethal damage, & 
  Stunning; 
  b) gains Low-Light Vision; 
  c) gains Darkvision 60’. 
  If cast on a target under the effect of Lesser 
  Humanoid Essence, that spell is Dispelled 
  and this one takes effect.  Also can Counter 
  Lesser Humanoid Essence. 
  Counters and Dispels Humanoid Essence. 
  This spell is negated if cast upon a target  under 
  the effect of Greater Humanoid Essence. 
  Disrupting Weapon(PH p223) 
  <Trans, VS, 1StdAct, Touch, 1rnd/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). 
  Dominate Living Construct(RoE p184) 
  <Ench(comp)[mind], VS, 1Round, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – Telepathically control one Living Construct.  
  If the caster & the target do not share a 
  language, control is limited.  The caster 
  knows what the target is experiencing & as a 
  Standard Action, can actually receive full 
  sensory input. 
   The caster can change his/her orders with a 
  Move Action.  Once the target has 
  instructions, he/she will continue trying to 
  carry them out as long as the spell lasts, 
  pausing only to sleep & eat as needed. 
   Actions against the target’s nature result in a 
  new save with a bonus of +4, and self-
  destructive orders are ignored. 
   Once dominated, the caster & target can be any 
  distance from each other.  Protection from 
  Evil, et. al., only Suppress this spell, not 
  Dispel it. 
   A Sense Motive check vs. DC 15 will show that 
  the target is under magic control. 
  Fabricate(PH p229) 
  <Trans, VS, 1Round per Unit of raw materials, Close-
  range, Instantaneous> 
  – Converts 1 Unit of raw materials per level into 
  mundane items.  For this spell, a Unit is 1 
  cubic foot of metal –or– 10 cubic feet of 
  other materials.  An appropriate Craft check 
  must be made to determine the quality of the 
  produced items. 
  Inflict Light Damage, Mass(RoE p187) 
  <Trans, VS, 1StdAct, Close-range, Instantaneous,  
  Will½, SR applies> 
  – Up to one Construct per level within a 30’ area 
  take 1d8+1 per level damage (max 1d8+25). 
  Invoke Elemental(ExpHb p75) 
  <Conj, VS, 1Round, Touch, 1rnd/lvl(D), no SR> 
  – By touching a vehicle with an Elemental 
  bound to it, the caster may draw forth the 
  Elemental to obey his/her instructions.  If 
  uncontrolled or under someone else’s control, 
  the Elemental is allowed a Will save to resist. 
   If the spell is successful, the Elemental appears 
  adjacent to the caster and the vehicle is 
  treated as having its ‘Bound Elemental 
  Suppressed’ (i.e., ceases to function).  When 
  the effect ends, the Elemental returns to its 
  vehicle, restoring it to functionality.  
   If the Elemental is sent back to its plane of 
  origin (such as with a Dismissal spell), it 
  cannot return for 1 day. 
  Major Creation(PH p252) 
  <Conj(creat), VSM(tiny piece of substance to be 
  created), 10Minutes, Close-Range> 
  – Creates one object of up to 1 cubic foot per 
  level.  Duration is based on the material 
  created: 
  Wood/Cloth 
  2hrs/lvl 
  Stone/Base Metal 
  1hr/lvl 
  Precious Metal 
  20min/lvl 
  Gem 
  10min/lvl 
  Adamantite, Mithral, 
  Alchemical Silver 1rnd/lvl 
   Note that a Cold Iron item cannot be created. 
   A Craft check is needed to make complex items 
  Repair Light Damage, Mass(RoE p189) 
  <Trans, VS, 1StdAct, Close-range, Instantaneous,  
  Will½, SR applies> 
  – Up to one Construct per level within a 30’ area 
  is repaired 1d8+1 per level damage (max 
  2d8+25). 
  Slaying Arrow(MoE 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. 
  Wall of Force(PH p298) 
  <Evoc[force], VSM(clear gem powder), 1StdAct, 
  Close-range, 1min/lvl(D), no SR> 
  – Creates an Invisible, immobile vertical wall of 
  up to one contiguous 10’ square per level. 
   The wall is immune to all damage & most 
  magic (including Dispel Magic).  Spells & 
  breath weapons cannot go through the wall, 
  but gaze attacks & teleportation can. 
  This spell is Dispelled by Disintegrate & 
  Mordenkainen’s Disjunction.  It is immune to 
  Dispel Magic. 
  Wall of Stone(PH p299) 
  <Conj(creat)[earth], VS/AM(granite)/DF, 1StdAct, 
  Medium-range, Instantaneous, no SR> 
   – Creates a wall of stone that is one 5’ square 
  per level & 1” thick per 4 levels.  The area 
  can be doubled by halving the thickness.  The 
  stone has a Hardness 8 & each 5’ square has 
  15 hit points per inch of thickness. 
   The wall can be of any shape & will merge into 
  adjoining stone surfaces. 
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Artificer Infusion List – 6th level 
   
  Page 7 
  6th Level 
   
  Blade Barrier(PH p205) 
  <Evoc[force], VS, 1StdAct, Medium-range, 
  1min/lvl(D), SR applies> 
  – Creates a 20’ tall wall of spinning blades 
  either of 20’ long per level –or– a ringed wall 
  5’ radius per two levels.  Going through the 
  barrier causes 1d6/lvl (max 15d6) (Ref½). 
    If the barrier is created on top of a creature, it 
  is allowed a Reflex save to get out before it 
  finishes forming (i.e., no damage). 
   The barrier proves a +4 Cover bonus to AC & a 
  +2 Cover bonus to Reflex saves against 
  attacks made through it. 
  Disable Construct(Eb p111) 
  <Trans, VS, 1StdAct, Touch, Instantaneous, Will½, SR 
  applies> 
  – The touched Construct takes 10hp per level 
  damage (max 150 hp). 
   If the Construct makes its save, it takes half 
  damage and cannot be reduced below 1hp. 
  Globe of Invulnerability(PH p236) 
  <Abj, VSM(glass bead), 1StdAct, 1rnd/lvl(D), no SR> 
  – An immobile, slightly shimmering 10’ radius 
  sphere appears around the caster.  Any 0th – 
  4th level spell or spell-like abilities cannot 
  enter the sphere, though those already in 
  effect are merely Suppressed while in the 
  area.  Area of effect spells do not effect 
  anything within the sphere either, though the 
  rest of the area of effect is targeted normally. 
   Spells can be cast out of the sphere or through 
  the sphere without penalty.  Once in effect, 
  anyone (including the caster) can leave and 
  reenter the sphere. 
   This spell can be Dispelled by a targeted Dispel 
  Magic, but not an area Dispel Magic. 
  Hardening(MoF p99)(D&D p216)(Eb p112) 
  <Trans, VS, 1StdAct, Touch, Permanent> 
  – Touched object’s Hardness is increased  by 1 
  per 2 levels.  
   A metal or mineral object can have a volume up 
  to 1 cubic foot per level.  An object of 
  another material can be up to 10 cubic feet 
  per level. 
  Humanoid Essence, Greater(RoE p186) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl, WillNeg, SR 
  applies> 
  – The touched Construct (including a Living 
  Construct) gains the following benefits & 
  penalties: 
  a) creature type changes from Construct to 
  Humanoid; 
  b) gains full benefit from Conjuration(heal) 
  spells; 
  c) Subject to critical hits, sneak attacks, 
  nonlethal damage, stunning, ability 
  damage, ability drain, death effects, 
  Necromancy effects, fatigue, exhaustion, 
  energy drain, mind-affecting spells  & 
  effects, poison, paralysis, disease; 
  d) a Warforge targeted with this spell looses 
  its Racial Fortification; 
  e) can be targeted with spells that effect 
  Humanoids (such as Charm Person) 
  If cast on a target under the effect of Lesser 
  Construct Essence or Construct Essence, that 
  spell is Dispelled and this one takes effect.  
  Can Counters and Dispels Lesser Construct 
  Essence, Construct Essence, and Greater 
  Construct Essence. 
  This spell is negated if cast upon a target under 
  the effect of Greater Construct Essence. 
  Inflict Moderate Damage, Mass(RoE p187) 
  <Trans, VS, 1StdAct, Close-range, Instantaneous,  
  Will½, SR applies> 
  – Up to one Construct per level within a 30’ area 
  take 2d8+1 per level damage (max 2d8+30). 
  Move Earth(PH p257) 
  <Trans[earth], VSM(dirt, iron blade), 10Minutes per 
  150’square, Long-range> 
  – For each 10 minutes of cast time, 150’ square 
  (up to 10’ deep) of dirt, sand, etc., if moved, 
  up to a maximum of 750’ x 750’ (which 
  would have a casting time of 4hrs 10min).  
  The movement is smooth, so buildings, trees, 
  etc. are not toppled by this spell, though they 
  may be raised or lowered.  This spell cannot 
  be used to tunnel. 
  Natural Weapon Augmentation, Greater(RoE p188) 
  <Trans, SM(200gp ointment), 1Min, Touch, 10min/lvl> 
  – The touched natural weapon gains a magical 
  enhancement equal to “+5” or up to 200,000 
  gp for the infusion’s duration. 
  See Artificer Weapon Augmentation Options 
  table for examples. 
  Warforged cast this spell at +1 Caster level. 
  Repair Moderate Damage, Mass(RoE p189) 
  <Trans, VS, 1StdAct, Close-range, Instantaneous,  
  Will½, SR applies> 
  – Up to one Construct per level within a 30’ area 
  is repaired 2d8+1 per level damage (max 
  2d8+30). 
  Spell Snare, Greater(MoE p102) 
  <Abj, SF(100gp Eberron Dragonshard), 1Min, Touch, 
  10min/lvl>  
  – The next Spell or Spell-like Ability of up to 6th 
  level that targets the caster is negated, which 
  causes the touched Dragonshard to disintegrate. 
   This Infusion only works if the caster holds the 
  Dragonshard in his/her hand.  The Infusion 
  will negate beneficial magics too, unless the 
  caster puts the Dragonshard away first. 
   If the caster is holding multiple Spell Snares, all 
  of them disintegrate in response to the same 
  spell. 
  Total Repair(Eb p116) 
  <Trans, VS, 1StdAct, Touch, Instantaneous> 
  – The touched Construct (with at least 1 hp) or 
  Living Construct  (at –9 hp or higher) is 
  repaired 10hp per level (max 150hp). 
   In addition, the following conditions are 
  removed from the subject:  Ability Damage, 
  Blindness, Confusion, Dazed, Dazzled, 
  Deafened, Feeblemind, and/or Insanity.  
  Wall of Iron(PH p299) 
  <Conj(creat), VSM(iron, 50gp gold), 1StdAct, 
  Medium-range, Instantaneous, no SR> 
  – Creates a wall of iron that is one 5’ square per 
  level & 1” thick per 4 levels.  The area can be 
  doubled by halving the thickness.  The iron 
  has a Hardness 10 & each 5’ square has 30 hit 
  points per inch of thickness. 
   The wall must be vertical & can merge into 
  adjoining non-living surfaces.  If not 
  supported, the wall will fall over in a random 
  direction unless pushed (Strength check vs. 
  DC 40).  Anything of up to Large-size caught 
  under the wall takes 10d6 damage (Reflex 
  save to negate). 
  Weapon Augmentation, Greater(Eb p117) 
  <Trans, SM(200gp ointment), 1Min, Touch, 10min/lvl> 
  – The touched weapon gains a magical 
  enhancement equal to “+5” or up to 200,000 
  gp 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. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Spell Tables 
   
  Page 8 
  Spell Tables 
   
  Artificer Weapon Augmentation Options 
   
  Weapon Options 
  Type 
  Description 
  Artificer Infusion 
  Extra 
  as GP 
  Cost 
  as Bonus 
  Bane 
  (DMG p224) 
  Any Weapon 
  When created, the weapon has a designated target creature type.  
  Against that creature type, the weapon gains an extra +2 attack bonus 
  & does an extra +2d6 damage. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Blessed 
  (BoED p113) 
  Any Weapon 
  Bless Weapon, always on.  Specifically, the weapon does ‘good’ 
  damage (with regards to Damage Reduction) and any Threatened 
  Critical on an Evil opponent is automatically confirmed (does not 
  stack with ‘Keen’, ‘Vorpal’, etc.). 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Blood Seeking 
  (CWar p134) 
  Ranged or 
  Ammo only 
  Ignores the target’s Cover bonus.  If target has Full Cover, but there is 
  an unobstructed path between the attacker & the target & the attacker 
  knows where the target is, then the Full Cover bonus is also ignored, 
  but the target has Total Concealment. 
  Ability does not work against Plants, Oozes, Constructs, etc. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Bloodthirsty 
  (Und p68) 
  Any Weapon 
  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 
  attacks.   
  If it has been more than 24 hours, the wielder receives a –2 penalty on 
  attack rolls until a creature has been slain. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Defending 
  (DMG p224) 
  Melee only 
  Once per round as a free action, the wielder can transfer some or all of 
  the weapon’s Enhancement bonus to his/her AC (bonus stacks with 
  everything). 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Deflecting 
  (CWar p134) 
  Melee only 
  Negate a ranged attack that hit the wielder by making a Reflex save vs. 
  DC 20 + weapon’s Enhancement bonus.  May only be attempted once 
  per round.  You must be aware of the attack & not flat-footed. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Dispelling 
  (PGF p119) 
  Any Weapon 
  Dispel Magic (targeted) on an opponent hit by the weapon as a Free 
  Action.  The wielder may decide to use the effect after the weapon 
  has hit.  Usable 1/day. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  +6,000 
  — 
  Distance 
  (DMG p224) 
  Ranged only 
  Doubles the weapon’s range increment. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Earthbound 
  (Eb p266) 
  Any Weapon 
  If the wielder and his/her opponent are both touching the ground, the 
  weapon had a +2 bonus to attack & damage rolls. 
  If the wielder is flying, the weapon looses its Enhancement bonus on 
  attack rolls (but keeps its +1 bonus due to being Masterwork). 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Enfeebling 
  (BoED p113) 
  Any Weapon 
  On a critical hit, the opponent takes 1d6+2 Strength damage (no save, 
  SR applies). 
  When hitting a creature not susceptible to critical hits, make the 
  confirmation roll anyway.  If successful, the opponent takes the 
  Strength damage, but not the weapon’s critical multiplier.(DMG p222) 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Finder 
  (Und p69) 
  Any Weapon 
  Wielder receives a +4 Insight bonus on Search, Spot, and Survival 
  checks made while underground. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  +4,800 
  — 
  Flaming 
  (DMG p224) 
  Any Weapon 
  On command, the weapon (or the ammunition it launches) does +1d6 
  of Fire damage. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Frost 
  (DMG p224) 
  Any Weapon 
  On command, the weapon (or the ammunition it launches) does +1d6 
  of Cold damage. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Ghost Touch 
  (DMG p224) 
  Melee only 
  Ignores the normal 50% miss chance when fighting Incorporeal 
  creatures. 
  Can also be touched & moved (or even wielded!) by an Incorporeal 
  creature 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Hideaway 
  (RotW p171) 
  Any Weapon 
  As a Free Action, the weapon transforms into a cylinder small enough 
  to fit in the wielder’s hand (+2 Circumstance bonus to Sleight of 
  Hand checks to conceal it). 
  The weapon can be restored to its normal size as a Free Action. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  +7,500 
  — 
  Keen 
  (DMG p225) 
  Slashing & 
  Piercing  
  Melee only 
  Doubles the weapon’s threat range. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Ki Focus 
  (DMG p225) 
  Melee only 
  Monks can use the following class abilities through the weapon: 
  Stunning Attack, Ki Strike, & Quivering Palm. 
  Anyone with Feat: Stunning Fist can use that ability through the 
  weapon. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Last Resort 
  (CWar p135) 
  Melee only 
  If the wielder is Grappled, this weapon does not have the standard –4 
  penalty to attack while Grappled. 
  Also, the weapon does +1d6 damage for each size category the 
  grappler is larger than the wielder. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Spell Tables 
   
  Page 9 
  Weapon Options 
  Type 
  Description 
  Artificer Infusion 
  Extra 
  as GP 
  Cost 
  as Bonus 
  Magebane  
  (CArc p143) 
  Any Weapon 
  Against any creature that casts Arcane spells or has Arcane spell-like 
  abilities, the weapon gains an extra +2 attack bonus & does an extra 
  +2d6 damage. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Merciful 
  (DMG p225) 
  Any Weapon 
  On command, the weapon does +1d6 damage but all damage is 
  subdual. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Mighty Cleaving 
  (DMG p225) 
  Melee only 
  Wielder with Feat: Cleave only: 
  May make one additional Cleave attempt per round. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Morphing 
  (Und p69) 
  Any Weapon 
  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 
  double-weapon is created, only one end has the other enhancements 
  of the weapon (i.e., a +1 Flaming Morphing Greatsword would 
  become a +1 Flaming Morphing Two-Bladed Sword on one end and 
  a normal blade on the other). 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Returning 
  (DMG p225) 
  Thrown only 
  After being thrown, the weapon returns to thrower at the start of the 
  next round.  It may be caught by its thrower as a Free Action. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Seeking 
  (DMG p225) 
  Ranged only 
  Negates the Miss Chance due to Concealment, Blur, etc.  The attack 
  must be aimed at a hex containing a creature to work (i.e., it cannot 
  find random Invisible foes in the battlefield). 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Shock 
  (DMG p225) 
  Any Weapon 
  On command, the weapon (or the ammunition it launches) does +1d6 
  of Electrical damage. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Silent Strike 
  (DR330 p67) 
  Any Weapon 
  Opponent is engulfed in magical silence for 4 rounds (WillNeg, DC15).  
  A subsequent hit resets the duration. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Sizing 
  (CAdv p127) (Und p69) 
  Any Weapon 
  The weapon’s size category can be changed as a Standard Action.   
  For example, a Shortsword sized for a Small creature can be chanced 
  to a Shortsword sized for a Medium creature. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Spell Storing 
  (DMG p225) 
  Melee only 
  Can store one spell of up to 3rd level (must have a casting time of 1 
  Standard Action). 
  On a successful hit that does damage, the wielder can “cast” the spell 
  as a Free Action on the opponent.  This “empties” the weapon, 
  leaving it ready for a new spell. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Spellblade 
  (PGF p120) 
  Any Weapon 
  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. 
  When targeted with the spell, the weapon absorbs it.  On the following 
  round, the wielder may direct the spell at a target as a Free Action, or 
  may let it drain harmlessly away. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  +6,000 
  — 
  Sure Striking 
  (PGF p120) 
  Any Weapon 
  Overcomes Damage Reduction as if it were ‘chaotic’, ‘evil’, ‘good’, or 
  ‘lawful’, whichever is most appropriate for the target. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Throwing 
  (DMG p226) 
  Melee only 
  Weapon becomes a throwing weapon with a range increment of 10’. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Thundering 
  (DMG p225) 
  Any Weapon 
  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. 
  When hitting a creature not susceptible to critical hits, make the 
  confirmation roll anyway.  If successful, the opponent takes the extra 
  Sonic damage, but not the weapon’s critical multiplier.(DMG p222)  
  A weapon cannot have both ‘Roaring’ & ‘Thundering’ options. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Vicious 
  (DMG p226) 
  Melee only 
  +2d6 damage to opponent & 1d6 damage to wielder. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
  Waterborn 
  (Eb p266) 
  Any Weapon 
  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 
  looses the Cover bonus to AC granted by the water. 
  Piercing weapons only: 
  If both the wielder and the opponent are underwater, the weapon has 
  a +2 bonus on attack & damage rolls. 
  0Weapon Augmentation, 
  Personal or Lesser 
  0Natural Weapon Augmentation
  Personal or Lesser 
  — 
  +1 
   
   
   
   
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Spell Tables 
   
  Page 10 
  Weapon Options 
  Type 
  Description 
  Artificer Infusion 
  Extra 
  as GP 
  Cost 
  as Bonus 
  Anarchic 
  (DMG p223) 
  Any Weapon 
  +2d6 damage vs. Lawful opponents. 
  Weapon is ‘chaotically’ aligned, for purposes of Damage Reduction. 
  Lawful creature only: 
  1 Persistent Negative Level. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Anchoring 
  (DR309 p110) 
  Any Weapon 
  Dimensional Anchor, for 1 minute on an opponent hit by this weapon.  
  The decision to use this ability is made after the weapon hits, but on 
  the same round as the hit. 
  Usable once per day.  
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  +11,200 
  — 
  Axiomatic 
  (DMG p223) 
  Any Weapon 
  +2d6 damage vs. Chaotic opponents. 
  Weapon is ‘lawfully’ aligned, for purposes of Damage Reduction. 
  Chaotic creature only: 
  1 Persistent Negative Level. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Banishing 
  (BoED p113) 
  Any Weapon 
  On a hit, an Extraplanar opponent of up to 25HD is banished back to 
  its home plane & cannot return for 24 hours (WillNeg 24, SR 
  applies). 
  The wielder may deactivate this ability as a Free Action. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +3 
  Blindsighted 
  (Und p68) 
  Any Weapon 
  Wielder gains Blindsense 30’.  The weapon gives off “whispers”, 
  which can be heard with a Listen check vs. DC10. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  +30,000 
  — 
  Blurstrike 
  (RotW p170) 
  Melee only 
  The weapon and the arm wielding it become blurred, causing the 1st 
  melee attack each round with the weapon to treat the target as Flat-
  Footed.  Foes with Uncanny Dodge or who do not rely on sight (i.e. 
  have Blindsight, etc.) are immune to this power. 
  Usable 10 rounds per day, broken up as desired.  Activated as a Free 
  Action. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Burning 
  (Eb p266) 
  Any Weapon 
  On command, the weapon (or the ammunition it launches) does +1d6 
  of Fire damage and the opponent Catches on Fire for 1d4 rounds 
  (RefNeg, DC11).  Move Action to douse flames. 
  +2 bonus on Initiative checks if held at the start of combat 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +3 
  Clouting  
  (CArc p143) 
  Any Weapon 
  On a hit, the opponent is moved backward 10’ (or knocked Prone if 
  he/she cannot move backwards) (FortNeg, DC19).   
  If the opponent fails the first save, he/she is Stunned for  
  1 round  (FortNeg, DC19). 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +3 
  Deadly Precision 
  (CAdv p127) 
  Any Weapon 
  If the wielder makes a successful Sneak Attack, the attack does +2d6 
  damage. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Disarming 
  (CWar p134) 
  Any Weapon 
  Melee weapons – During a Disarm action, eliminate the opponent’s 
  bonuses for weapon size & using two hands. 
  Ranged weapons – Able to make Ranged Disarm action (weapon sizes 
  do not matter, but the opponent gains a +4 bonus us holding the 
  weapon in two hands). 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Disruption 
  (DMG p224) 
  Bludgeoning 
  Melee only 
  Any undead struck must make a Will save vs. DC 14 or be destroyed. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Domineering 
  (PGF p119) 
  Any Weapon 
  Target becomes Shaken (WillNeg DC16). 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Exit Wound 
  (CWar p134) 
  Ranged or 
  Ammo only 
  If the ranged attack misses its target, it continues and has a chance to 
  hit the next target in a straight line (using the original attack roll).  
  Each successive target gains a +4 AC bonus.  The attack stops when it 
  hits something. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Explosive – Melee  
  (CWar p134) 
  Melee only 
  On a hit, the attack has a 5’ radius explosion that does 2d4 damage 
  (Ref½ DC15).  The wielder takes the damage too. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Explosive – Ranged  
  (CWar p134) 
  Ranged or 
  Ammo only 
  On a hit, the attack has a 5’ radius explosion that does 2d4 damage 
  (Ref½ DC15).  
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +3 
  Finesse 
  (Eb p266) 
  Light Melee 
  Weapon, 
  Rapier, Whip, 
  or Spiked 
  Chain 
  Wielder who is the size for which the weapon was made only: 
  +2 Enhancement bonus to Dexterity 
  Wielder may use his/her Dexterity modifier as a bonus on attack rolls 
  instead of his/her Strength. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Flaming Burst 
  (DMG p224) 
  Any Weapon 
  On command, the weapon (or the ammunition it launches) does +1d6 
  of Fire damage. 
  On a critical, the weapon / ammunition does an additional +1d10 of 
  Fire damage if x2, +2d10 if x3, & +3d10 if x4.  This effect always 
  occurs, even if the 1st effect is no “on”. 
  When hitting a creature not susceptible to critical hits, make the 
  confirmation roll anyway.  If successful, the opponent takes the extra 
  Fire damage, but not the weapon’s critical multiplier.(DMG p222) 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Heavenly Burst 
  (BoED p113) 
  Any Weapon 
  On a critical hit, an Evil opponent takes +3d6 damage (no save) and is 
  Blinded (FortNeg DC14).  The wielder takes 1d2 Strength damage 
  (no save). 
  When hitting a creature not susceptible to critical hits, make the 
  confirmation roll anyway.  If successful, the opponent takes the extra 
  damage, but not the weapon’s critical multiplier.(DMG p222) 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Spell Tables 
   
  Page 11 
  Weapon Options 
  Type 
  Description 
  Artificer Infusion 
  Extra 
  as GP 
  Cost 
  as Bonus 
  Holy 
  (DMG p225) 
  Any Weapon 
  +2d6 damage vs. Evil opponents. 
  Weapon is ‘good’ aligned, for purposes of Damage Reduction. 
  Evil creature only: 
  1 Persistent Negative Level. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Icy Burst 
  (DMG p225) 
  Any Weapon 
  On command, the weapon (or the ammunition it launches) does +1d6 
  of Cold damage. 
  On a critical, the weapon / ammunition does an additional +1d10 of 
  Cold damage if x2, +2d10 if x3, & +3d10 if x4.  This effect always 
  occurs, even if the 1st effect is no “on”. 
  When hitting a creature not susceptible to critical hits, make the 
  confirmation roll anyway.  If successful, the opponent takes the extra 
  Cold damage, but not the weapon’s critical multiplier.(DMG p222) 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Knockback 
  (CWar p135) 
  Ranged or 
  Ammo only 
  On a hit, the attack initiates a Bull Rush action, as a Medium creature 
  with a +8 Strength modifier which pushes the opponent as far back as 
  possible. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +3 
  Metalline 
  (Und p69) 
  Any Metal 
  Weapon 
  As a Standard Action, change the metal the weapon is made from.  
  This allows a weapon to change to Adamantine or Cold Iron. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Paralyzing 
  (BoED p113) 
  Any Weapon 
  On a hit, opponent is Held (WillNeg DC17).  The opponent gets a new 
  save each round & the effect automatically ends after 10 rounds. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Phasing 
  (DR330 p67) 
  Ammunition 
  only 
  Can ignore a single object of up to 5’ thick.  The ammo ignores Cover, 
  a Shield, or Armor (in that order and only one).  
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Roaring 
  (BoED p114) 
  Any Weapon 
  The weapon roars on each use. 
  On a hit, an Evil opponent is Shaken (WillNeg DC22). <no duration 
  listed> 
  On a critical hit, the opponent takes +2d6 Sonic damage. 
  When hitting a creature not susceptible to critical hits, make the 
  confirmation roll anyway.  If successful, the opponent takes the extra 
  Sonic damage, but not the weapon’s critical multiplier.(DMG p222) 
  A weapon cannot have both ‘Roaring’ & ‘Thundering’ options. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +3 
  Shocking Burst 
  (DMG p225) 
  Any Weapon 
  On command, the weapon (or the ammunition it launches) does +1d6 
  of Electrical damage. 
  On a critical, the weapon / ammunition does an additional +1d10 of 
  Electrical damage if x2, +2d10 if x3, & +3d10 if x4.  This effect 
  always occurs, even if the 1st effect is no “on”. 
  When hitting a creature not susceptible to critical hits, make the 
  confirmation roll anyway.  If successful, the opponent takes the extra 
  Electrical damage, but not the weapon’s critical multiplier.(DMG p222)
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Skillful  
  (CArc p144) 
  Melee only 
  There is no non-proficiency penalty for wielding a Skillful weapon.   
  The minimum Base Attack Bonus for this weapon only  
  (i.e., does not apply to the other hand) is 3/4 Character level (i.e., same 
  as a Cleric of the same level). 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Speed 
  (DMG p225) 
  Any Weapon 
  As part of a Full Attack Action, the wielder gets an extra attack at 
  his/her best attack bonus each round.  Does not stack with Haste 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +3 
  Stalactite 
  (Und p69) 
  Bladed 
  Melee 
  Weapon 
  On a critical hit, the foe is turned to Stone (FortNeg DC19). 
  When hitting a creature not susceptible to critical hits, make the 
  confirmation roll anyway.  If successful, the opponent takes the extra 
  Sonic damage, but not the weapon’s critical multiplier.(DMG p222) 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +3 
  Superior Dispelling 
  (DR312 p87) 
  Any Melee 
  Dispel Magic (area dispel) in a 5’ radius centered on the wielder, as a 
  Standard Action.  The spell’s Caster level is equivalent to the 
  wielder’s character level. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +3 
  Unholy 
  (DMG p226) 
  Any Weapon 
  +2d6 damage vs. Good opponents. 
  Weapon is ‘evil’ aligned, for purposes of Damage Reduction. 
  Good creature only: 
  1 Persistent Negative Level. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Wounding 
  (DMG p226) 
  Melee only 
  Opponent takes 1 point of Constitution damage due to blood loss in 
  addition to normal weapon damage.  Creatures immune to criticals do 
  not take ability damage. 
  1Weapon Augmentation 
  Natural Weapon 
  Augmentation 
  — 
  +2 
  Brilliant Energy 
  (DMG p224) 
  Melee, 
  Thrown, & 
  Ammo only 
  Passes through non-living matter, so Armor and Armor Enhancement 
  AC bonuses don’t count against this weapon.  Cannot harm Undead, 
  Constructs, & Objects 
  The weapon gives off light in a 20’ radius. 
  2Weapon Augmentation, 
  Greater 
  Natural Weapon 
  Augmentation, Greater 
  — 
  +4 
  Dancing 
  (DMG p224) 
  Melee only 
  As a Standard Action, this weapon can be loosed.  It will fight for 4 
  rounds at its wielder’s Base Attack Bonus.  Then it drops & can’t 
  ‘dance’ again for 4 rounds.   
  If the wielder moves, the weapon follows & continues to occupy the 
  same hex. 
  2Weapon Augmentation, 
  Greater 
  Natural Weapon 
  Augmentation, Greater 
  — 
  +4 
  Greater Anchoring 
  (DR309 p110) 
  Any Weapon 
  Dimensional Anchor, for 1 minute on an opponent hit by this weapon.  
  The decision to use this ability is made after the weapon hits, but on 
  the same round as the hit. 
  Unlimited uses.  
  2Weapon Augmentation, 
  Greater 
  Natural Weapon 
  Augmentation, Greater 
  +80,000 
  — 
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Spell Tables 
   
  Page 12 
  Weapon Options 
  Type 
  Description 
  Artificer Infusion 
  Extra 
  as GP 
  Cost 
  as Bonus 
  Greater Dispelling 
  (PGF p119) 
  Any Weapon 
  Greater Dispel Magic (targeted) on an opponent hit by the weapon as a 
  Free Action.  The wielder may decide to use the effect after the 
  weapon has hit.  Usable 3/day. 
  2Weapon Augmentation, 
  Greater 
  Natural Weapon 
  Augmentation, Greater 
  +79,200 
  — 
  Keeper’s Fang 
  (Eb p266) 
  Melee only 
  Weapon does ‘evil’ damage with respect to Damage Reduction. 
  If used to strike the killing blow, the opponent’s soul is trapped in the 
  realm of the Deity of the Dead & the opponent cannot be restored to 
  life with Resurrection, etc. 
  2Weapon Augmentation, 
  Greater 
  Natural Weapon 
  Augmentation, Greater 
  — 
  +4 
  Righteous 
  (BoED p114) 
  Any Weapon 
  Detect Evil, always on.  The wielder may deactivate this power as a 
  Free Action. 
  Against an opponent with a Strong or Overwhelming aura of Evil, this 
  weapon has a +2 bonus on attack & damage rolls. 
  2Weapon Augmentation, 
  Greater 
  Natural Weapon 
  Augmentation, Greater 
  — 
  +4 
  Vorpal 
  (DMG p226) 
  Slashing  
  Melee only 
  On a roll of Natural 20 (even if the opponent is not susceptible to 
  critical hits(DMG p222)) followed by a successful critical confirmation 
  roll, the opponent’s head is cut off.  Note that some creature will not 
  care. 
  2Weapon Augmentation, 
  Greater 
  Natural Weapon 
  Augmentation, Greater 
  — 
  +5 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Spell Tables 
   
  Page 13 
  Artificer Armor Enhancement Options 
   
  Armor Options 
  Type 
  Description 
  Artificer Infusion 
  Extra 
  as GP 
  Cost 
  as Bonus 
  Anti-Impact 
  (CWar p133) 
  Armor only 
  Damage from falling, constriction, & other whole-body bludgeoning 
  (but not weapons) is halved. 
  0Armor Enhancement, 
  Lesser 
  + 2,000 
  — 
  Arrow Catching 
  (DMG p218) 
  Shield only 
  +1 Deflection bonus to AC  vs. ranged attacks.  All projectiles & thrown 
  weapons targeted within 5’ of wearer veer towards the wearer instead, 
  if the weapon’s Enhancement bonus in not higher than the shield’s.  
  The wielder may deactivate this ability. 
  0Armor Enhancement, 
  Lesser 
  — 
  +1 
  Bashing 
  (DMG p218) 
  Shield only 
  Light & Heavy Shields only. 
  When bashing with the shield, it does damage of a shield two size 
  categories larger (i.e., a Light Shield for a Medium-sized user would do 
  1d6 damage, while a Heavy Shield would do 1d8). 
  The shield acts as a +1 weapon. 
  0Armor Enhancement, 
  Lesser 
  — 
  +1 
  Blinding 
  (DMG p218) 
  Shield only 
  Twice per day, the item can flash.  Everyone except the wearer within 
  20’ must make a Reflex save vs. DC 14 or be Blinded for 1d4 rounds. 
  0Armor Enhancement, 
  Lesser 
  — 
  +1 
  Death Ward 
  (CArc p142) 
  Armor only 
  Ignore one ‘death effect’ each day.  Examples include spells with the 
  [death] subtype, magical death effects, energy drain, & negative energy 
  effects (such as those from Inflict spells and Chill Touch). 
  0Armor Enhancement, 
  Lesser 
  — 
  +1 
  Focused 
  (CAdv p127) 
  Shield only 
  +10 Circumstance bonus on Sense Motive checks that oppose a Feint 
  attempt. 
  If the wielder is threatened by more than one creature, the Shield’s bonus 
  to AC increases by +1. 
  0Armor Enhancement, 
  Lesser 
  — 
  +1 
  Fortification, Light 
  (DMG p219) 
  Armor or 
  Shield 
  25% chance of negating a critical hit or sneak attack. 
  0Armor Enhancement, 
  Lesser 
  — 
  +1 
  Glamered 
  (DMG p219) 
  Armor only 
  On command, the armor looks like normal clothing, but otherwise acts 
  normally. 
  0Armor Enhancement, 
  Lesser 
  + 2,700 
  — 
  Malleable 
  (Und p70) 
  Armor only 
  The wearer is better able to fit through small passages and does not have 
  his/her speed decreases in a ‘narrow space’ or a ‘low space’.  In either 
  case, he/she retains the Dexterity bonus to AC.   
  If the area is both ‘narrow’ and ‘low’, the wearer only suffers the penalty 
  from one. 
  0Armor Enhancement, 
  Lesser 
  — 
  +1 
  Shadow 
  (DMG p219) 
  Armor only 
  +5 Competence bonus on Hide checks.  Armor check penalty still 
  applies.   
  Ex.: Shadow Full Plate = +5 Competence bonus – 5 Masterwork Full 
  Plate penalty = +0 to Hide checks. 
  0Armor Enhancement, 
  Lesser 
  + 3,750 
  — 
  Silent Moves 
  (DMG p219) 
  Armor only 
  +5 Competence bonus on Move Silent checks.  Armor check penalty still 
  applies.   
  0Armor Enhancement, 
  Lesser 
  + 3,750 
  — 
  Slick 
  (DMG p219) 
  Armor only 
  +5 Competence bonus on Escape Artist checks.  Armor check penalty 
  still applies.   
  0Armor Enhancement, 
  Lesser 
  + 3,750 
  — 
  Twilight 
  (BoED p112) 
  Armor only 
  When worn, armor becomes semi-corporeal & translucent. 
  –10% Arcane Failure chance. 
  0Armor Enhancement, 
  Lesser 
  — 
  +1 
  Acid Resistance 
  (DMG p217) 
  Armor or 
  Shield 
  Acid Resistance 10. 
  1Armor Enhancement 
  +18,000 
  — 
  Angelic 
  (BoED p112) 
  Armor or 
  Shield 
  Non-Evil Creatures only: 
  +1 extra Enhancement bonus to AC against attacks by Evil Creatures. 
  +4 Sacred bonus on saves vs. spells with the [evil] descriptor. 
  1Armor Enhancement 
  — 
  +2 
  Animated 
  (DMG p218) 
  Shield only 
  Upon command, the shield floats around the user, who gains Shield 
  bonus to AC while leaving both hands free.  The user still receives the 
  shield’s armor check penalty, Arcane spell failure chance, & any non-
  proficiency penalties. 
  1Armor Enhancement 
  — 
  +2 
  Arrow Deflection 
  (DMG p218) 
  Shield only 
  Once per round (as a Free Action, though must not be flat-footed), the 
  wielder may make a Reflex save vs. DC 20 to deflect an incoming 
  projectile. 
  1Armor Enhancement 
  — 
  +2 
  Axeblock 
  (CWar p133) 
  Armor only 
  Damage Reduction 5 / Bludgeoning or Piercing. 
  If combined with ‘Hammerblock’ / ‘Spearblock’, the DR value stays 5. 
  1Armor Enhancement 
  — 
  +2 
  Beastskin 
  (CAdv p127) 
  Armor only 
  Creature with the Wild Shape class feature only : 
  When using Wild Shape, you may expend an additional daily use to 
  make the armor reshape to fit your new form (instead of merging with 
  your body).  You gain all the bonus & penalties of your armor (such 
  as Armor Check penalty). 
  1Armor Enhancement 
  — 
  +2 
  Cold Resistance 
  (DMG p218) 
  Armor or 
  Shield 
  Cold Resistance 10. 
  1Armor Enhancement 
  +18,000 
  — 
  Death Ward 
  (PGF p119) 
  Armor only 
  Death Ward, 1/day for 7 minutes.  The effect activated automatically 
  when the wearer is exposed to negative energy or a death effect. 
  1Armor Enhancement 
  — 
  +2 
  Electricity Resistance 
  (DMG p218) 
  Armor or 
  Shield 
  Electricity Resistance 10. 
  1Armor Enhancement 
  +18,000 
  — 
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Spell Tables 
   
  Page 14 
  Armor Options 
  Type 
  Description 
  Artificer Infusion 
  Extra 
  as GP 
  Cost 
  as Bonus 
  Empyreal 
  (BoED p112) 
  Armor or 
  Shield 
  As a Free Action during his/her round, the wearer may reduce the 
  Enhancement bonus to AC of this armor and gain an equal Sacred 
  bonus to all saving throws until the next round. 
  Evil Creatures only: 
  Wearer is Sickened. 
  1Armor Enhancement 
  — 
  +2 
  Exalted 
  (BoED p112) 
  Armor only 
  Good Creatures only: 
  Protection from Evil, always on. 
  Takes only +1d6 (instead of +2d6) damage from Unholy Weapons. 
  Negates Vile Damage taken from Vile Melee, Ranged, & Natural 
  Weapons. 
  1Armor Enhancement 
  — 
  +3 
  Fire Resistance 
  (DMG p218) 
  Armor or 
  Shield 
  Fire Resistance 10. 
  1Armor Enhancement 
  +18,000 
  — 
  Fortification, Moderate 
  (DMG p219) 
  Armor or 
  Shield 
  75% chance of negating a critical hit or sneak attack. 
  1Armor Enhancement 
  — 
  +3 
  Ghost Touch 
  (DMG p219) 
  Armor or 
  Shield 
  The item’s Armor bonus to AC count vs. Incorporeal creatures.  Can 
  also be used by Incorporeal creatures (who can still pass through solid 
  object while wearing it). 
  1Armor Enhancement 
  — 
  +3 
  Hammerblock 
  (CWar p134) 
  Armor only 
  Damage Reduction 5 / Piercing or Slashing. 
  If combined with ‘Axeblock’ / ‘Spearblock’, the DR value stays 5. 
  1Armor Enhancement 
  — 
  +2 
  Invulnerability 
  (DMG p219) 
  Armor only 
  Wearer gains Damage Reduction 5 / magic. 
  1Armor Enhancement 
  — 
  +3 
  Magic-Eating 
  (CArc p142) 
  Armor only 
  Wearer gains Spell Resistance 13.  Any spell negated causes the wearer 
  to gain 1d8 Temporary HP (max 8 Temporary HP total).   
  The Temporary HP fade after 1 hour. 
  1Armor Enhancement 
  — 
  +3 
  Sacred 
  (BoED p112) 
  Armor or 
  Shield 
  Decorated with a Deity’s Holy / Unholy Symbol 
  Follower of the indicated Deity only: 
  +2 effective level with regards to Turning / Rebuking Checks. 
  1Armor Enhancement 
  — 
  +2 
  Shadow, Greater 
  (DMG p219) 
  Armor only 
  +15 Competence bonus on Hide checks.  Armor check penalty still 
  applies.   
  1Armor Enhancement 
  +33,750 
  — 
  Shadow, Improved 
  (DMG p219) 
  Armor only 
  +10 Competence bonus on Hide checks.  Armor check penalty still 
  applies.   
  1Armor Enhancement 
  +15,000 
  — 
  Silent Moves, Greater 
  (DMG p219) 
  Armor only 
  +15 Competence bonus on Move Silent checks.  Armor check penalty 
  still applies.   
  1Armor Enhancement 
  +33,750 
  — 
  Silent Moves, Improved 
  (DMG p219) 
  Armor only 
  +10 Competence bonus on Move Silent checks.  Armor check penalty 
  still applies.   
  1Armor Enhancement 
  +15,000 
  — 
  Slick, Greater 
  (DMG p219) 
  Armor only 
  +15 Competence bonus on Escape Artist checks.  Armor check penalty 
  still applies.   
  1Armor Enhancement 
  +33,750 
  — 
  Slick, Improved 
  (DMG p219) 
  Armor only 
  +10 Competence bonus on Escape Artist checks.  Armor check penalty 
  still applies.   
  1Armor Enhancement 
  +15,000 
  — 
  Sonic Resistance 
  (DMG p219) 
  Armor or 
  Shield 
  Sonic Resistance 10. 
  1Armor Enhancement 
  +18,000 
  — 
  Spearblock 
  (CWar p134) 
  Armor only 
  Damage Reduction 5 / Bludgeoning or Slashing. 
  If combined with ‘Axeblock’ / ‘Hammerblock’, the DR value stays 5. 
  1Armor Enhancement 
  — 
  +2 
  Spell Resistance 13 
  (DMG p219) 
  Armor or 
  Shield 
  Wearer gains Spell Resistance 13. 
  1Armor Enhancement 
  — 
  +2 
  Spell Resistance 15 
  (DMG p219) 
  Armor or 
  Shield 
  Wearer gains Spell Resistance 15. 
  1Armor Enhancement 
  — 
  +3 
  Wild  
  (DMG p219) 
  Armor or 
  Shield 
  If the wearer uses the Druid Wild Shape ability, the armor melds into the 
  new body & the wearer retains the Armor & Enhancement bonuses to 
  his/her AC. 
  1Armor Enhancement 
  — 
  +3 
  Woodwalk  
  (RotW p171) 
  Armor only 
  Wearer with Woodland Stride class ability only: 
  Tree Stride, usable as a Free Action up to 3 times per day. 
  1Armor Enhancement 
  +9,000 
  — 
  Acid Resistance, Greater 
  (DMG p218) 
  Armor or 
  Shield 
  Acid Resistance 30. 
  2Armor Enhancement, 
  Greater 
  +62,000 
  — 
  Acid Resistance, Improved 
  (DMG p217) 
  Armor or 
  Shield 
  Acid Resistance 20. 
  2Armor Enhancement, 
  Greater 
  +42,000 
  — 
  Burning 
  (Eb p266) 
  Armor  
  Cold Resistance 10. 
  Able to be cloaked in flames for 11 rounds, 3/day.  Any creature who 
  attacks with a non-reach weapon during this time takes 2d6 Fire 
  damage (no save) and Catches Fire (RefNeg, DC 17). 
  2Armor Enhancement, 
  Greater 
  +90,000 
  — 
  Cold Resistance, Greater 
  (DMG p218) 
  Armor or 
  Shield 
  Cold Resistance 30. 
  2Armor Enhancement, 
  Greater 
  +62,000 
  — 
  Cold Resistance, Improved 
  (DMG p218) 
  Armor or 
  Shield 
  Cold Resistance 20. 
  2Armor Enhancement, 
  Greater 
  +42,000 
  — 
  Electricity Resistance, 
  Greater 
  (DMG p218) 
  Armor or 
  Shield 
  Electricity Resistance 30. 
  2Armor Enhancement, 
  Greater 
  +62,000 
  — 
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Spell Tables 
   
  Page 15 
  Armor Options 
  Type 
  Description 
  Artificer Infusion 
  Extra 
  as GP 
  Cost 
  as Bonus 
  Electricity Resistance, 
  Improved 
  (DMG p218) 
  Armor or 
  Shield 
  Electricity Resistance 20. 
  2Armor Enhancement, 
  Greater 
  +42,000 
  — 
  Ethereal  
  (DMG p218) 
  Armor only 
  Allows wearer to cast Ethereal Jaunt, 1/day.  Unlimited duration, but 
  once dismissed, the effect cannot be used again until the next day. 
  2Armor Enhancement, 
  Greater 
  +49,000 
  — 
  Fire Resistance, Greater 
  (DMG p218) 
  Armor or 
  Shield 
  Fire Resistance 30. 
  2Armor Enhancement, 
  Greater 
  +62,000 
  — 
  Fire Resistance, Improved 
  (DMG p218) 
  Armor or 
  Shield 
  Fire Resistance 20. 
  2Armor Enhancement, 
  Greater 
  +42,000 
  — 
  Fortification, Heavy 
  (DMG p219) 
  Armor or 
  Shield 
  100% chance of negating a critical hit or sneak attack. 
  2Armor Enhancement, 
  Greater 
  — 
  +5 
  Proof against 
  Transmutation 
  (CArc p142) 
  Armor only 
  The wearer is immune to any Transmutation effect that would change 
  his/her form, such as being Polymorphed or Petrified.  If the wearer 
  fails his/her save vs. Disintegrate, the wearer is reduced to –10 hp, but 
  the body is not turned to dust. 
  2Armor Enhancement, 
  Greater 
  — 
  +5 
  Reflection 
  (DMG p219) 
  Shield only 
  One per day as a Free Action, the shield can reflect a spell back as per 
  Spell Turning. 
  2Armor Enhancement, 
  Greater 
  — 
  +5 
  Sonic Resistance, Greater 
  (DMG p219) 
  Armor or 
  Shield 
  Sonic Resistance 30. 
  2Armor Enhancement, 
  Greater 
  +62,000 
  — 
  Sonic Resistance, 
  Improved 
  (DMG p219) 
  Armor or 
  Shield 
  Sonic Resistance 20. 
  2Armor Enhancement, 
  Greater 
  +42,000 
  — 
  Soulfire 
  (BoED p112) 
  Armor only 
  Wearer is immune to all spells with the [death] subtype, magical death 
  effects, energy drain, and negative energy effects (including Chill 
  Touch &Inflict Wounds) 
  2Armor Enhancement, 
  Greater 
  — 
  +4 
  Spell Resistance 17 
  (DMG p219) 
  Armor or 
  Shield 
  Wearer gains Spell Resistance 17. 
  2Armor Enhancement, 
  Greater 
  — 
  +4 
  Spell Resistance 19 
  (DMG p219) 
  Armor or 
  Shield 
  Wearer gains Spell Resistance 19. 
  2Armor Enhancement, 
  Greater 
  — 
  +5 
  Stonemeld 
  (Eb p266) 
  Armor 
  Damage Reduction 5 / —. 
  Meld into Stone, 3/day. 
  2Armor Enhancement, 
  Greater 
  +80,000 
  — 
  Undead Controlling 
  (DMG p219) 
  Armor or 
  Shield 
  May control up to 26 HD of Undead per day as per the Control Undead 
  spell.  Control is lost each dawn. 
  2Armor Enhancement, 
  Greater 
  +49,000 
  — 
  Underwater Action 
  (Eb p266) 
  Armor 
  Water Breathing, always on. 
  Armor imposes no Armor Check penalty on Swim checks. 
  Quench, 2/day. 
  2Armor Enhancement, 
  Greater 
  +86,000 
  — 
  Whirlwind 
  (Eb p266) 
  Armor 
  Fly, on command.  Movement rate of 60’ with Good maneuverability. 
  Become a Whirlwind, 1/day for 4 rounds.  This is equivalent of the 
  whirlwind created by a Large Air Elemental. 
  2Armor Enhancement, 
  Greater 
  +86,000 
  — 
  Xorn Movement 
  (Und p70) 
  Armor 
  Xorn Movement, for up to 9 rounds per day.  The rounds may be broken 
  up as desired. 
  2Armor Enhancement, 
  Greater 
  +36,000 
  — 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Glossary 
   
  Page 16 
  Glossary 
   
  Auras 
   
  Alignment Aura(PH p219) 
  Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Outsider 
  HD 
  see below 
  up to 1 
  2 – 4 
  5 – 10 
  11+ 
  Undead 
  HD 
  see below 
  up to 2 
  3 – 8 
  9 – 20 
  21+ 
  other Creature 
  HD 
  see below 
  up to 10 
  11 – 25 
  26 – 50 
  51+ 
  Cleric, Paladin or 
  other religious class 
  Class 
  Level 
  see below 
  1st  
  2nd – 4th 
  5th – 10th 
  11th+ 
  Spell or Magic Items 
  with an alignment 
  Caster 
  Level 
  see below 
  up to 2nd 
  3rd – 8th 
  9th – 20th 
  21st + 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by an aligned spell ending or the dead/destruction of an aligned creature or magic item.  The time it lasts depends on the strength 
  of the original aura.  The lingering aura itself is always a ‘Dim Aura’. 
  If a caster sees an ‘Overwhelming Aura’ that is opposite of his/her own alignment and the aura was generate by something with twice the HD / Class Level / Caster 
  level of the caster, the caster is Stunned for one round & the detection spell ends. 
   
  Magic Aura(PH p219) 
  Use the following table to determine the strength of the aura seen by Detect Magic. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Active Spell 
  Spell 
  Level 
  see below 
  up to 3rd 
  4th – 6th 
  7th – 9th 
  10th+ 
  Magic Item 
  Caster 
  Level 
  see below 
  up to 5th 
  6th – 11th 
  12th – 20th 
  21st+ 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by an spell ending or the destruction of a magic item.  The time it lasts depends on the strength of the original aura.  The lingering 
  aura itself is always a ‘Dim Aura’. 
   
  Undead Aura(PH p220) 
  Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Undead 
  HD 
  see below 
  up to 1 
  2 – 4 
  5 – 10 
  11+ 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by the destruction of an Undead.  The time it lasts depends on the strength of the original aura.  The lingering aura itself is always 
  a ‘Dim Aura’. 
   
  Night Creature Aura(DR340 p49) 
  Use the following table to determine the strength of the aura seen by Detect Night Creature. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Undead 
  HD 
  n/a 
  up to 2 
  3 – 8 
  9 – 20 
  21+ 
  Evil Outsider 
  HD 
  n/a 
  up to 1 
  2 – 4 
  5 – 10 
  11+ 
  Creature vulnerable 
  to / hindered by 
  Sunlight 
  HD 
  n/a 
  up to 10 
  11 – 25 
  26 – 50 
  51+ 
   
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Glossary 
   
  Page 17 
  Ranges 
   
  Close-range 
  – 25’ + 5’ per 2 levels. 
  Medium-range – 100’ + 10’ per level. 
  Long-range 
  – 400’ + 40’ per level. 
   
   
  Levels of Concealment 
   
  Concealment(PH p152) 
  20% miss chance. 
  Total Concealment(PH p152) 
  Must guess at the correct hex.  If the guess is 
  correct, then there is still a 50% miss chance. 
   
  Levels of Cover 
   
  Cover, Hard (such as walls) (PH p150) 
  +4 Cover bonus to AC & +2 Cover bonus to 
  Reflex saves for spell’s whose point of origin 
  is on the other side of the cover. 
  Not subject to Attacks of Opportunity through 
  the cover. 
  Cover, Soft (such as opponents) (PH p150)(PH3.5e)+ 
  +4 Cover bonus to AC against Ranged Attacks. 
  Not subject to Attacks of Opportunity through 
  the cover 
  Full Cover (PH p150) 
  Can’t be targeted  
   
   
  Level of Exhaustion 
   
  Fatigued(PH p308) 
  Subject cannot move run or change and suffers a 
  –2 penalty of Strength & Dexterity.  Any 
  action that would cause ‘Fatigue’ instead 
  causes the subject to become Exhausted.   
  After 8 hours of complete rest, fatigue is 
  removed. 
  Exhausted(PH p308) 
  Subject can only move at ½ speed and suffers a 
  –6 penalty of Strength & Dexterity.   
  After one hour of complete rest, the subject 
  becomes Fatigued. 
   
   
  Levels of Fear 
   
  (in order of severity) Shaken, Frightened, Panicked, Cowering
  Shaken(PH p312) 
  Subject suffers a –2 penalty to 
  attacks, skill checks, ability 
  checks, & saving throws. 
  Frightened(PH p309) 
  Subject must flee from the source 
  of the fear.   
  If cornered, the subject can fight 
  with a –2 penalty to attacks, 
  skill checks, ability checks, & 
  saving throws.   
  Panicked(PH p311) 
  Subject drops anything in his/her 
  hands & flees from the source 
  of the fear.   
  If cornered, the subject must use 
  Total Defense.  All skill 
  checks, ability checks, & 
  saving throws have a –2 
  penalty.   
  Cowering(PH p306) 
  Subject is paralyzed with fear and 
  cannot take any actions. –2 
  penalty to AC & looses 
  Dexterity modifier to AC.   
   
   
  Types of Magic Item 
   
  Spell Completion 
  The spell generated by the item 
  must be on the user’s spell list.  
  To be used safely, the user’s 
  level must also be high enough 
  to cast the spell. 
  Provokes an Attack of Opportunity. 
  Example:  Scroll. 
  Spell Trigger 
  The spell generated by the item 
  must be on the user’s spell list.  
  There is no penalty if the user 
  is not high enough level to use 
  the spell. 
  Does not provoke an Attack of 
  Opportunity. 
  Example:  Wand, Staff.   
  Command Word 
  Anyone in possession of the item 
  who knows the command word 
  may use it. 
  Does not provoke an Attack of 
  Opportunity. 
  Example:  Many Wondrous Items, 
  such as a Carpet of Flying.   
  Use Activated 
  Anyone in possession of the item 
  can activate it with the proper 
  action (possibly simply wearing 
  it). 
  Whether activating the item 
  provokes an Attack of 
  Opportunity depends on the 
  action that activates it. 
  Example:  Potion.   
   
   
  Areas of Effect – Shape  
   
  Cone(PH p175) 
  Effect starts at the caster and extends out to the 
  cone’s length in a quarter circle. 
  Line(PH p175) 
  A Line area-of-effect stretches from the caster to 
  the end of range.  All creatures & objects 
  within a hex touched by that line are targeted. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Glossary 
   
  Page 18 
  Areas of Effect – Fill  
   
  Burst(PH p175) 
  Cannot go around corners or through Total 
  Cover.  The targets are determined when the 
  spell is cast only. 
  Emanation(PH p175) 
  Cannot go around corners or though Total 
  Cover.  Any creature that enters the 
  emanation during the spell’s duration is 
  effected. 
  Spread(PH p175) 
  Can go around corners, but not though Total 
  Cover. 
   
  Casting Times 
   
  Immediate Action(CArc p86) 
  A Swift Action that can be used 
  when it is not your turn.  It still 
  counts as your one Swift 
  Action of the coming turn. 
  You cannot use an Immediate 
  Action when Flat-Footed. 
  Example:  Feather Fall. 
  Swift Action(CArc p86) 
  You may execute one Swift 
  Action each turn during your 
  action.  It takes as much time as 
  a Free Action. 
  Example:  A spell with Feat: 
  Quicken Spell applied to it. 
  Standard Action(PH p138) 
  The default casting time for a 
  spell. 
  Full Round Action(PH p139) 
  A Full Round Action.  Casting 
  time for many summoning 
  spells.   
   
   
  Other Definitions 
   
  All Actions 
  Attack Rolls, Saving Throws, Skill Checks, & 
  Ability Checks. 
  Attitude Categories(PH p72) 
  See table on PH3.5 p72. 
  Avert Gaze (i.e., try to avoid eye contact) (MM p309) 
  Gain a 50% chance to avoid a gaze attack, but 
  grant your opponent Concealment (20% miss 
  chance). 
  Blind(PH p305) 
  Subject cannot see, has a 50% chance of missing 
  outright in combat (assuming the correct hex 
  was chosen), receives a –2 penalty on AC & 
  looses Dexterity modifier to AC, moves at ½ 
  speed, suffers a –4 penalty on most Strength 
  & Dexterity skills. 
  Calling Diagram(PH p249) 
  Created by making a Spellcraft roll vs. DC 20 
  and spending 10 minutes (it is possible to 
  ‘Take 10’, but not ‘Take 20’).  When a 
  Conj(call) spell is used with a Calling 
  Diagram & Dimensional Anchor, the called 
  creature cannot leave the diagram either by 
  magic or mundane means.  The captured 
  creature also cannot use any of its abilities, 
  attacks, or even Spell Resistance to escape. 
  The description of a Calling Diagram is 
  contained in the spell Magic Circle against 
  Evil. 
  Caster Check(PH p305) 
  Caster level + 1d20 vs. the indicated DC. 
  Catch Fire 
  Reflex save vs. DC 15 to avoid catching fire.  
  Each round, the subject & its equipment take 
  1d6 fire damage.  A new Reflex save vs. DC 
  15 is allowed each round to put the fire out.  
  +4 bonus for rolling on the ground or having 
  useful help.  The fire goes out automatically 
  if the subject is doused with water, jumps in a 
  lake, etc. 
  Cloud 
  5’ of cloud provides Concealment, while 10’ or 
  more provides Full Concealment. 
  Dispersed by a Moderate Wind (11-20 mph) in 
  four rounds or by a Strong Wing (21+ mph) 
  in one round. 
  Comatose(PH p228) 
  Target enters a catatonic coma & cannot be 
  awaken.  Elves & Half-Elves are vulnerable 
  to this effect. 
  Community Size(DMG p137) 
  Indicates the adult population.  Non-adult 
  population will be 10% – 40% more. 
  Thorp 
  20 – 80 
  Hamlet 
  81 – 400 
  Village 
  401 – 900 
  Small Town 
  901 – 2,000 
  Large Town 
  2,001 – 5,000 
  Small City 
  5,001 – 12,000 
  Large City 
  12,001 – 25,000 
  Metropolis 
  25,001 or more 
  Confused(PH p212) 
  Mental-effect causes the target acts randomly 
  each round that the spell is in effect: 
  01-10:  Attack the caster. 
  11-20:  Act normally. 
  21-50:  Do nothing. 
  51-70:  Run away from the caster at top speed 
  71-00:  Attack the nearest creature (ignoring 
  your familiar). 
  Cowering 
  See above  
  Creature Equivalent 
  Some spells express the amount of load that can 
  be carried and/or teleported as a number of 
  Medium-sized creatures. 
  a) the count does not include that caster; 
  b) each subject, including the caster, can 
  carry Maximum Load; 
  c) one Small-sized (or smaller) creature can 
  be substituted for one Medium-sized 
  creature; 
  d) larger creatures may be substituted 
  according to the following table 
  1 Large-size = 2 Medium-size 
  1 Huge-size = 4 Medium-size 
  1 Gargantuan-size = 8 Medium-size 
  1 Colossal-size = 16 Medium-size 
  Crippled 
  Effectively has 0 hp, & can’t partake in 
  strenuous activity. 
  Dazed(PH p307) 
  Subject can take no actions, but is able to defend 
  itself normally & has not AC penalty. 
  Dazzled(PH p307) 
  Sighted creatures receive a –1 penalty to attack 
  rolls, Spot checks, & Search checks. 
  <ability> Damage 
  Target looses an ability score which heals 
  normally. 
  <ability> Drain 
  Target looses an ability score which can only be 
  healed with magic. 
  Deafened(PH p307) 
  Subject cannot hear, suffers a –4 Initiative 
  penalty, can has a 20% chance of spell failure 
  if the spell has verbal components. 
  Defenseless(PH p257) 
  Helpless, plus always fail saving throws. 
  Dismissible (D)(PH p176) 
  Dismissing a spell requires the caster to be 
  within spell range & use a verbal component.  
  If the original spell did not have a verbal 
  component, a somatic component is used 
  instead.  Either act counts as a Standard 
  Action that does not generate an Attack of 
  Opportunity. 
  Concentration spells can be dismissed as a Free 
  Action on the caster’s action. 
  Dispel Check(PH p307) 
  1d20 + Caster Level (max +N) vs. DC 11 + 
  target spell’s caster level.  ‘N’ is determined 
  by spell. 
  Energy Type 
  Acid, Cold, Electricity, Fire, or Sonic. 
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
   
  Glossary 
   
  Page 19 
  Entangled(PH p308) 
  Subject receives a –2 penalty to attacks, a –4 
  penalty to effective Dexterity, & must make 
  Concentration checks to cast spells.  If the 
  entanglement is ‘anchored’, the subject 
  cannot move, otherwise the subject can only 
  move at ½ speed, but can’t run or charge.   
  To remove the entangle usually requires a 
  Strength or Escape Artist check whose DC is 
  designated by the effect. 
  Exhausted(PH p308) 
  See above. 
  Fascinated(PH p308) 
  Subject stays still & quiet as long as the effect 
  lasts.  During this time, it receives a –4 
  penalty on Listen & Spot checks. 
  If potentially threatened, the subject receives a 
  new saving throw.  Of obviously threatened, 
  the fascination ends. 
  An ally can “shake” a creature out of fascination 
  as a Standard Action. 
  Fast Healing N 
  Subject heals damage taken during the spell’s 
  duration at the rate of N hit points per round 
  & automatically Stabilizes.  This spell does 
  not heal starvation, thirst, or suffocation 
  damage.  Fast Healing effects do not stack. 
  Fatigued(PH p308) 
  See above. 
  Frightened 
  See above.   
  Held 
  Subject cannot move & is Helpless.  Subject can 
  still breath & think, though. 
  Helpless(PH p309) 
  Subject is immobile & extremely vulnerable.  
  Dexterity is considered 0, so the subject’s AC 
  is at –5.  Melee attacks are at an additional 
  +4.  The subject is vulnerable to sneak attacks 
  & coup de graces. 
  Hold Breath(DMG p304) 
  Most creatures can hold their breath freely for 2 
  times their Constitution score rounds.  Next, 
  the creature must make a Constitution check 
  (DC increases by +1 each round). 
  Upon failing this check, the target drops to 0 hp 
  and goes Unconscious.  On the next round, 
  the target’s hp drop to –1 and he/she  is 
  Dying.  On the 3rd round, the target is dead. 
  Incorporeal(PH p309) 
  The subject does not have a solid body & is 
  immune to non-magical attacks.  Magic 
  weapons & spells can effect them with a 50% 
  miss chance.  Force effects always effect an 
  incorporeal target.  When attacking, 
  incorporeal creatures ignore Natural Armor 
  bonuses & Armor bonuses (unless generated 
  by a Force effect, such as Mage Armor). 
  Insignia(RoD p166) 
  Focus for the spells Insignia of Alarm, Insignia 
  of Blessing, Insignia of Healing, & Insignia 
  of Warding.  Must have been crafted by the 
  spellcaster. 
  Emblem of an organization, such as a Guild, 
  Church, or Militia.  The insignia may be an 
  amulet, badge, ring, etc., but each insignia of 
  a set must have a matching logo, crest, or 
  symbol and be worth at least 10gp. 
  Invisible(PH p309) 
  Gain a +2 bonus on attack, and the target looses 
  its Dexterity modifier to AC.  An attacker 
  must guess at the correct hex of the invisible 
  creature.  If the guess is correct, then there is 
  still a 50% miss chance (i.e., Total 
  Concealment). 
  Magical Sensor 
  When using Clairvoyance/Clairaudience, 
  Scrying, or any other “Div(scry)” spell., the 
  spell creates a magical, Invisible spot that is 
  looked and/or listened through.  It cannot be 
  damaged, but can be Dispelled.  It also can be 
  located with See Invisible, Detect Magic, or 
  Detect Scrying. 
  Nauseated(PH p310) 
  Subject cannot attack, cast spells, concentrate, 
  or do anything other than a single move 
  action each round. 
  Negative Energy Damage 
  Harms the living (& the Deathless) and heals the 
  Undead. 
  Negative Level(PH p310) 
  For 24 hours, the subject has the following 
  penalties per Negative Level:  –1 to all skill 
  & ability checks, –1 to all attack rolls, –1 to 
  all saving throws; –5 hit points, –1 effective 
  level, looses 1 spell from the highest level 
  castable that is still available for that day.   
  For any Negative Level that is still in effect after 
  24 hours, the subject must make a Fortitude 
  save vs. the DC of the Negative Level (either 
  the spell’s DC or for a monster, 10 + ½ HD + 
  Charisma modifier).  If the subject fails, then 
  he/she loose an actual level permanently 
  (though it may be returned with Restoration 
  or Greater Restoration). 
  Non-Recoverable Level 
  Levels lost by Raise Dead or Resurrection 
  cannot be replaced by any means. 
  Object Equivalent(PH p300) 
  Some spells express the amount of inanimate 
  matter that can be effected as a number of 
  Small-sized objects.  Larger object may be 
  substituted according to the following table 
  1 Small-size = 2 Tiny-size 
  1 Medium-size = 2 Small-size 
  1 Large-size = 4 Small-size 
  1 Huge-size = 8 Small-size 
  1 Gargantuan-size = 16 Small-size 
  1 Colossal-size = 32 Small-size 
  Panicked(PH p311) 
  See above. 
  Primary Stat 
  For Artificers & Wizards, use Intelligence.   
  For Bards & Sorcerers, use Charisma. 
  For Clerics, Druids, Paladins, & Rangers, use 
  Wisdom. 
  Positive Energy 
  Heals the living (& the Deathless) and damages 
  the Undead, who typically receives a Will 
  save for ½ damage. 
  Prone(PH p311) 
  The subject is lying on the ground. 
  Attackers gain a +4 bonus with melee attacks, 
  but receive a –4 penalty with ranged attacks. 
  The prone creature receives a –4 penalty on 
  melee attacks & cannot make most ranged 
  attacks. 
  Rubble, Dense(DMG p90) 
  TBD 
  Scent Ability(MM p314) 
  Subject can detect opponents by smell within 
  30’ (60’ downwind, 15’ upwind) & can track 
  by scent. 
  Shaken(PH p312) 
  See above. 
  Sickened(PH p228) 
  Target suffers a –2 penalty on attacks, damage, 
  saves, skill checks, & ability checks. 
  Slowed(PH p280) 
  Subject may only take one Standard or Move 
  Action each round; suffers a –1 penalty to 
  AC, melee attacks, melee damage, & Reflex 
  saves. 
  Staggered(PH p313) 
  Subject can only take one Standard Action or 
  one Move Action each round. 
  Stunned(PH p313) 
  Subject looses Dex bonus to AC, has a –2 
  penalty to AC, and cannot take actions. 
  Suspended Animation 
  Target is unconscious, does not need to eat, 
  drink, or break, and no longer ages. 
  Untyped Damage 
  Damage that is not Acid damage, Cold damage, 
  Electricity damage, Fire damage, Sonic 
  damage, Positive Energy damage, nor 
  Negative Energy damage.  This kind of 
  damage is not blocked by any type of 
  resistance. 
  Weakened 
  Target’s has a 2d6 penalty to Strength for the 
  indicated time. 
  Wind, Moderate (DMG p95) 
  11 – 20 mph 
  Wind, Strong (DMG p95) 
  21 – 30 mph 
  Wind, Severe (DMG p95) 
  31 – 50 mph 
  Temporary HP 
  These hit-points are removed first if the subject 
  is damaged.  They cannot be restored, even 
  by healing. 
  Vile Damage 
  HP lost due to Vile Damage can only be 
  regained by magical healing within a Hallow 
  or Consecrate spell. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Artificer Infusion Summaries 
   
  February 6, 2005 
  Appendix 
   
  Page 20 
  Appendix 
   
  Revision History 
   
  October 1, 2003 
  – Creation of the new D&D 3.5 Spell Index. 
   
   
  Contains Player’s Handbook 3.5. 
  March 12, 2004 
  – Added Complete Warrior & the Book of Exalted Deeds. 
   
   
  Added Dragon #309 – Dragon #313. 
  August 12, 2004 
  – Added Dragon #314. 
   
   
  Added Player’s Guide to Faerûn. 
  October 12, 2004 
  – Added Complete Divine. 
  November 12, 2004 
  – Added Eberron Campaign Setting. 
   
   
  Added Dragon #325. 
   
   
  Added Monster Manual 3.  Change the abbreviation of Monster Manual v3.5 from “MM3.5” to “MM” to avoid confusion with “MM3” 
  April 1, 2005 
  – Added Complete Arcane. 
   
   
  Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”. 
   
   
  Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”. 
  September 7, 2005 
  – Added Races of Eberron. 
   
   
  Added Complete Adventurer. 
   
   
  Added Dragon #330 – #335. 
  December 9, 2005 
  – Added Races of Stone, Races of Destiny, Races of the Wild, Unearthed Arcana, & Underdark 
   
   
  Added Dragon #336 – #338. 
   
   
  Made a seperate Assassin Spell List. 
  February 6, 2005 
  – Added Magic of Eberron, with help fro Kevin Sacristan. 
   
   
  Added Explorer’s Handbook. 
   
   
  Key to Sourcebooks 
   
   
  PH 
  – 
  Player’s Handbook v.3.5 
  DMG 
  – 
  Dungeon Master’s Guide v.3.5 
  MM 
  – 
  Monster Manual v.3.5 
  MM3 
  – 
  Monster Manual 
   
   
   
  CWar 
  – 
  Complete Warrior 
  CDiv 
  – 
  Complete Divine 
  CArc 
  – 
  Complete Arcane 
  CAdv 
  – 
  Complete Adventurer 
   
   
   
  RoS 
  – 
  Races of Stone 
  RoD 
  – 
  Races of Destiny 
  RotW 
  – 
  Races of the Wild 
  RoE 
  – 
  Races of Eberron 
   
   
   
  BoED 
  – 
  Book of Exalted Deeds 
  UA 
  – 
  Unearthed Arcana 
   
   
   
  FR 
  – 
  Forgotten Realms Campaign Setting 
  MoF 
  – 
  Magic of Faerûn 
  LoD 
  – 
  Lords of Darkness 
  RoF 
  – 
  Races of Faerûn 
  SM 
  – 
  Silver Marches 
  Und 
  – 
  Underdark 
  PGF 
  – 
  Player’s Guide to Faerûn 
   
   
   
  Eb 
  – 
  Eberron Campaign Setting 
  MoE 
  – 
  Magic of Eberron 
  ExpHb 
  – 
  Explorer’s Handbook 
   
   
   
  DR### 
  – 
  Dragon Magazine (with issue number) 
  DU## 
  – 
  Dungeon Magazine (with issue number) 
   
  3.5up 
  – 
  D&D v.3.5 Accessory Update 
  – 
  http://www.wizards.com/dnd/files/DnD35_update_booklet.zip 
  PH3.5e 
  – 
  Player’s Handbook v.3.5 Errata 
  – 
  http://www.wizards.com/dnd/files/PHB_Errata09242003.zip 
  PGFe 
  – 
  Player’s Guide to Faerûn Errata 
  – 
  http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip 
  CDivErrata 
  – 
  Complete Divine Errata 
  – 
  http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip  
  CArcErrata 
  – 
  Complete Arcane Errata 
  – 
  http://www.wizards.com/dnd/files/CompArcaneErrata03162005.zip  
  EbErrata 
  – 
  Eberron Errata 
  – 
  http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip 
   
  Note:  If a Key reference is followed by a “+”, then it is partially superseded the entry above it. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/Indexes/DnD3.5Index-Infusions-Artificer.pdf