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<blockquote data-quote="Staffan" data-source="post: 2684515" data-attributes="member: 907"><p>There's an infusion (sort of spells) that does that:</p><p><span style="font-size: 15px">Item Alteration</span></p><p><span style="font-size: 12px">Transmutation</span></p><p><strong>Level</strong>: Artificer 4</p><p><strong>Components</strong>: S</p><p><strong>Casting Time</strong>: 1 round</p><p><strong>Range</strong>: Touch</p><p><strong>Target</strong>: Magic item touched</p><p><strong>Duration</strong>: 10 minutes/level</p><p><strong>Saving Throw</strong>: Will negates (object)</p><p><strong>Spell Resistance</strong>: Yes (object)</p><p>You alter an item that provides a certain type of bonus so that it provides a different type of bonus to the same value or roll. For example, you could change a <em>ring of protection +1</em> so that it provided a natural armor bonus to AC instead of a deflection bonus, or you could change a <em>cloak of resistance</em> so that it provided a circumstance bonus on saves instead of a resistance bonus. You can not use this infusion to change an item so that it provides a sacred or profane bonus, nor can you change an item that already does so to make it provide a different kind of bonus. You also cannot make an item provide a dodge bonus to AC.</p><p></p><p>The big thing they have going for them though, is this one:</p><p><span style="font-size: 15px">Spell Storing Item</span></p><p><strong>Level</strong>: Artificer 1</p><p><strong>Components</strong>: S, XP</p><p><strong>Casting Time</strong>: 1 minute</p><p><strong>Range</strong>: Touch</p><p><strong>Target</strong>: Item touched</p><p><strong>Duration</strong>: 1 hour per level or until discharged</p><p><strong>Saving Throw</strong>: None (object)</p><p><strong>Spell Resistance</strong>: No (object)</p><p>This infusion allows you to place a spell effect into an item to draw it forth later, at your command. The item becomes, in effect, a command-word item with a single charge, which only you can use.</p><p>You can imbue any spell of 4th level or lower into the item, as long as its spell level is no greater than one-half your artificer level. Your artificer level is the spell’s caster level (though you can voluntarily reduce this, but no lower than required to cast the spell in question). You must make a successful Use Magic Device check (DC 20+(spell level×3)) to emulate the spell and store it in the item, but you don’t need to make another check to later use the item. If you fail this check by 10 or more, you suffer a mishap. The DM determines the result of a mishap, as with scroll mishaps. As a default, either the spell is activated immediately instead of being placed in the item, affecting you if possible, or the spell erupts in a burst of uncontrolled energy, dealing 2d6 points of damage to you.</p><p>An item can only carry one spell at one time.</p><p>You must provide any expensive material components or XP components the spell requires at the time you imbue it into the item. You must provide any focus the spell requires at the time you cast it from the item.</p><p><em>XP cost</em>: Your caster level × the spell level. For example, to place a scorching ray cast at 3rd level into an item, you need to spend 6 XP.</p></blockquote><p></p>
[QUOTE="Staffan, post: 2684515, member: 907"] There's an infusion (sort of spells) that does that: [SIZE=4]Item Alteration[/SIZE] [SIZE=3]Transmutation[/SIZE] [B]Level[/B]: Artificer 4 [B]Components[/B]: S [B]Casting Time[/B]: 1 round [B]Range[/B]: Touch [B]Target[/B]: Magic item touched [B]Duration[/B]: 10 minutes/level [B]Saving Throw[/B]: Will negates (object) [B]Spell Resistance[/B]: Yes (object) You alter an item that provides a certain type of bonus so that it provides a different type of bonus to the same value or roll. For example, you could change a [I]ring of protection +1[/I] so that it provided a natural armor bonus to AC instead of a deflection bonus, or you could change a [I]cloak of resistance[/I] so that it provided a circumstance bonus on saves instead of a resistance bonus. You can not use this infusion to change an item so that it provides a sacred or profane bonus, nor can you change an item that already does so to make it provide a different kind of bonus. You also cannot make an item provide a dodge bonus to AC. The big thing they have going for them though, is this one: [SIZE=4]Spell Storing Item[/SIZE] [B]Level[/B]: Artificer 1 [B]Components[/B]: S, XP [B]Casting Time[/B]: 1 minute [B]Range[/B]: Touch [B]Target[/B]: Item touched [B]Duration[/B]: 1 hour per level or until discharged [B]Saving Throw[/B]: None (object) [B]Spell Resistance[/B]: No (object) This infusion allows you to place a spell effect into an item to draw it forth later, at your command. The item becomes, in effect, a command-word item with a single charge, which only you can use. You can imbue any spell of 4th level or lower into the item, as long as its spell level is no greater than one-half your artificer level. Your artificer level is the spell’s caster level (though you can voluntarily reduce this, but no lower than required to cast the spell in question). You must make a successful Use Magic Device check (DC 20+(spell level×3)) to emulate the spell and store it in the item, but you don’t need to make another check to later use the item. If you fail this check by 10 or more, you suffer a mishap. The DM determines the result of a mishap, as with scroll mishaps. As a default, either the spell is activated immediately instead of being placed in the item, affecting you if possible, or the spell erupts in a burst of uncontrolled energy, dealing 2d6 points of damage to you. An item can only carry one spell at one time. You must provide any expensive material components or XP components the spell requires at the time you imbue it into the item. You must provide any focus the spell requires at the time you cast it from the item. [I]XP cost[/I]: Your caster level × the spell level. For example, to place a scorching ray cast at 3rd level into an item, you need to spend 6 XP. [/QUOTE]
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