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Pathfinderized Artificer - Another Take
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<blockquote data-quote="SteelDraco" data-source="post: 5571658" data-attributes="member: 359"><p><strong>Artificer Infusions</strong></p><p></p><p>I didn't bother to source these here - if it's not a Pathfinder spell from Core or the APG, it's probably either at the end of this list or from the Eberron campaign setting book.</p><p></p><p>Infusion List</p><p></p><p>0th</p><p>Arcane Mark</p><p>Dancing Lights</p><p>Detect Magic</p><p>Guidance</p><p>Light</p><p>Mending</p><p>Open/Close</p><p>Read Magic</p><p>Resistance</p><p>Virtue</p><p></p><p>1st</p><p>Alarm</p><p>Animate Rope</p><p>Ant Haul</p><p>Armor Augmentation, Lesser</p><p>Break</p><p>Crafter's Fortune</p><p>Dancing Lantern</p><p>Detect Secret Doors</p><p>Energy Alteration</p><p>Erase</p><p>Gravity Bow</p><p>Hold Portal</p><p>Identify</p><p>Inflict Light Damage</p><p>Keen Senses</p><p>Magic Aura</p><p>Magic Stone</p><p>Magic Vestments</p><p>Magic Weapon</p><p>Repair Light Damage</p><p>Resistance Item</p><p>Shield of Faith</p><p>Skill Enhancement</p><p>Unseen Servant</p><p>Weapon Augmentation, Personal</p><p></p><p>2nd</p><p>Align Weapon</p><p>Animate Shield</p><p>Arcane Lock</p><p>Armor Enhancement</p><p>Bear's Endurance</p><p>Bull's Strength</p><p>Caltrop Burst</p><p>Cat's Grace</p><p>Continual Flame</p><p>Darkvision</p><p>Eagle's Splendor</p><p>Find Traps</p><p>Fox's Cunning</p><p>Homunculus Link</p><p>Inflict Moderate Damage</p><p>Lead Blades</p><p>Locate Object</p><p>Make Whole</p><p>Obscure Object</p><p>Owl's Wisdom</p><p>Repair Moderate Damage</p><p>Resist Energy</p><p>Shield Other</p><p>Toughen Construct</p><p>Weapon Augmentation, Lesser</p><p>Weapon of Awe</p><p></p><p>3rd</p><p>Arcane Sight</p><p>Armor Enhancement, Greater</p><p>Binding Chain</p><p>Call Homunculus</p><p>Disable Item</p><p>Glyph of Warding</p><p>Guarding Blade</p><p>Hide from Constructs</p><p>Inflict Serious Damage</p><p>Keen Edge</p><p>Magic Weapon, Greater</p><p>Power Surge</p><p>Protection from Energy</p><p>Repair Serious Damage</p><p>Shrink Item</p><p>Stone Construct</p><p>Sundering Ray</p><p>Suppress Requirement</p><p>Twilight Knife</p><p>Versatile Weapon</p><p></p><p>4th</p><p>Ablative Shield</p><p>Caltrop Burst, Improved</p><p>Globe of Invulnerability, Lesser</p><p>Inflict Critical Damage</p><p>Iron Construct</p><p>Item Alteration</p><p>Magic Weapon, Mass</p><p>Minor Creation</p><p>Repair Critical Damage</p><p>Rusting Grasp</p><p>Sending Stone</p><p>Shield of Faith, Mass</p><p>Weapon Augmentation</p><p></p><p>5th</p><p>Animate Weapon</p><p>Disrupting Weapon</p><p>Dominate Construct</p><p>Fabricate</p><p>Major Creation</p><p>Passwall</p><p>Portal Stride</p><p>Revive Construct</p><p>Secret Chest</p><p>Slaying Arrow</p><p>Treasure Stitching</p><p>True Seeing</p><p>Wall of Force</p><p>Wall of Stone</p><p></p><p>6th</p><p>Bear's Endurance, Mass</p><p>Blade Barrier</p><p>Bull's Strength, Mass</p><p>Cat's Grace, Mass</p><p>Disable Construct</p><p>Eagle's Splendor, Mass</p><p>Globe of Invulnerability</p><p>Glyph of Warding, Greater</p><p>Hardening</p><p>Total Repair</p><p>Wall of Iron</p><p>Weapon Augmentation, Greater</p><p></p><p>Ablative Shield</p><p>Abjuration</p><p>Level: artificer 4</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 minute/level</p><p> You surround yourself with a flexible bubble of force that protects you against attacks. As you take damage, the spell's energy fails, and when it cannot take any more damage, the spell ends. Effectively, this grants you 1d4 temporary hit points per caster level. Any damage reduction or energy resistance you have is suppressed while this spell is in effect. If there is damage left over from an attack when the spell fails, damage reduction and energy resistance apply against the leftover damage. For example, if you have ten temporary hit points left from this spell and fire resistance 10 and take 25 points of fire damage, the spell absorbs ten points of damage and ends immediately. The fire resistance reduces the damage by a further ten, leaving five points of fire damage, which you take.</p><p></p><p>Animate Shield</p><p>Transmutation</p><p>Level: artificer 2</p><p>Components: V, S, F (a shield)</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 minute/level</p><p> You touch a shield in your possession, which animates and moves to defend you. For the duration of the spell, you gain a shield bonus to AC as though you were wielding the shield yourself, though you don't have to use a hand to do so. The shield is under your control, and moves out of your way as appropriate, allowing you to operate without penalties. Any magical properties the shield may have operate normally as though you were using it.</p><p></p><p>Animate Weapon</p><p>Transmutation</p><p>Level: artificer 5</p><p>Components: V, S, F (a melee weapon)</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Duration: 1 minute/level</p><p> You touch a melee weapon in your possession, which animates and moves to attack as you direct. For the duration of the spell, it acts as a creature on its own, with hit points as normal for a weapon of its type, an AC of 20 + your Intelligence or Charisma modifier, its normal reach, and a fly speed of 30' (perfect). It can make a single attack each turn, and its attack bonus is equal to your caster level plus your Intelligence bonus or Charisma bonus, whichever is higher. It deals normal damage for its weapon type plus your Intelligence or Charisma modifier, and all magical properties are active as though you were wielding the weapon. If you have any feats or special abilities that apply to that weapon type, they apply when you are wielding it through this spell. Directing the animated weapon requires a swift action on your part each turn - if you don't direct it, the weapon takes no actions.</p><p></p><p>Binding Chain</p><p>Conjuration</p><p>Level: artificer 3</p><p>Components: V, S, M (three links of a chain)</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: 1 creature</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p> You throw a few links of chain at the target, which expand in the air to a length of chain suitable to bind the target creature. If you succeed at a ranged touch attack, the chain hits the target and attaches to them. For the duration of the spell, they are entangled, and each round as a standard action you can direct the chain to make a grapple combat maneuver against them. Its CMB is equal to your caster level plus either your Intelligence or Charisma modifier (whichever is higher). A damaging grapple from the chain deals 1d6 + your Intelligence or Charisma bonus points of bludgeoning damage. If it performs the move grapple action, the chain moves the target 10' in any direction you specify.</p><p> On any round in which you don't direct the chain, it does not attempt a grapple check</p><p> The chain can be destroyed by physical attacks, which ends the spell. It has an AC of 16, hardness 10, and hit points equal to 5 + your caster level. It otherwise takes damage as a metal object.</p><p> If you miss with the initial ranged touch attack, the spell ends immediately.</p><p></p><p>Call Homunculus</p><p>Conjuration (teleportation)</p><p>Level: artificer 3</p><p>Range: 1 mile</p><p>Target: Your homunculus</p><p>Duration: Instantaneous</p><p> Your homonculus appears in a square adjacent to you if it is within a mile. If it is outside that range or there is no suitable area next to you, the spell fails.</p><p></p><p>Caltrop Burst</p><p>Conjuration</p><p>Level: artificer 2, sorcerer/wizard 2</p><p>Components: V, S, M (a caltrop)</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Area: 3 adjacent 5' squares, plus 1 per 2 levels</p><p>Duration: 1 minute/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p> You toss a caltrop at the first target square, which replicates many times in the air and spreads over the affected area. The caltrops are magically animated and move to attack the feet of anyone entering the area. They function as normal caltrops except that they have an attack bonus and deal damage equal to your Intelligence or Charisma modifier (whichever is better). They count as a magical weapon for the purposes of penetrating damage resistance. At the end of the spell's duration, they disappear.</p><p> The area of this spell starts at a target square within close range. Each additional square of the area must be adjacent to another square, and all must be within range and the caster's line of sight when the spell is cast.</p><p></p><p>Caltrop Burst, Improved</p><p>Conjuration</p><p>Level: artificer 4, sorcerer/wizard 4</p><p> This spell functions as caltrop burst, except that the caltrops created are larger and more active in attacking targets entering the area. They have an attack bonus of 1/2 your caster level plus your Intelligence or Charisma modifier, and deal an additional 1d6 points of damage.</p><p></p><p>Disable Item</p><p>Abjuration</p><p>Level: artificer 3, cleric 4, sorcerer/wizard 4</p><p>Casting Time: 1 standard action</p><p>Components: V, S</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Target: One object</p><p>Duration: 1d4 rounds + 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p> This functions as the targeted version of dispel magic that can only be used against items, except the duration is longer, as noted above. If the item has active infusions or spells placed on it, they are also suppressed for the duration, though the DC of the caster level check is the highest of the item's caster level and any effects active on it.</p><p></p><p>Dominate Construct</p><p>Enchantment</p><p>Level: artificer 5</p><p>Casting Time: 1 round</p><p>Components: V, S</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One construct</p><p>Duration: 10 minutes/level</p><p>Saving Throw: Will negates</p><p>Spell Resistance: No</p><p> This spell functions as dominate person, except that it functions only against constructs.</p><p></p><p>Guarding Blade</p><p>Abjuration</p><p>Level: artificer 3, sorc/wiz 3, summoner 3</p><p>Components: V, S, F (a miniature engraved dagger worth 50gp)</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 minute/level</p><p> You enchant the spell's focus, causing it to grow to the size of a longsword and animate to defend you. For the duration of the spell, the blade floats next to you, parrying attacks directed at you and striking at your enemies. Anyone striking you with a melee attack provokes an attack of opportunity from the blade. It threatens the area adjacent to you, and can make a number of attacks of opportunity per round equal to your Intelligence or Charisma modifier (whichever is higher). It strikes with an attack bonus equal to your caster level + your casting stat modifier. It deals 1d8 + your casting stat modifier damage per hit, and threatens a critical hit as a longsword (threat range 19-20, damage x2). It strikes as a magical weapon for the purposes of penetrating damage resistance.</p><p> Each round on your turn, the blade performs the Aid Another action to assist you. Normally it assists your AC, but you can direct it to assist you on attacks instead as a free action.</p><p></p><p>Hide from Constructs</p><p>Abjuration</p><p>Level: artificer 3</p><p>Components: V, S</p><p>Spell Resistance: No</p><p> This functions as hide from undead, except as noted above and that it conceals the caster and his allies from constructs, rather than the undead.</p><p></p><p>Homunculus Link</p><p>Divination</p><p>Level: artificer 2</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: 1 mile/level</p><p>Target: Your homunculus</p><p>Duration: 10 minutes/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p> You form a sensory link with your homunculus, allowing you to perceive everything that it does and communicate with it freely, as long as it is within the range of the spell. </p><p></p><p>Magic Weapon, Mass</p><p>Transmutation</p><p>Level: artificer 4, cleric 5, sorcerer/wizard 5</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Target: 1 weapon or group of ammunition per level, no two of which can be more than 30' apart at casting</p><p>Duration: 1 minute/level</p><p>Saving Throw: Will negates (harmless, object)</p><p>Spell Resistance: Yes (harmless, object)</p><p> This spell functions as greater magic weapon, except as noted above.</p><p></p><p>Sending Stone</p><p>Evocation</p><p>Level: artificer 4</p><p>Components: V, S, F</p><p>Casting Time: 1 minute</p><p>Range: Unlimited</p><p>Target: Another stone or stones</p><p>Duration: 1 minute/level</p><p> To use this spell, you must create at least two specially-prepared palm-sized stones carved with arcane sigils. Each stone costs 25gp and requires a Craft (Jeweler) or Craft (Stonecarving) check of DC 20 to make. When you cast the spell, you establish a temporary connection between one or more of these stones, allowing any sounds at one location to be heard at the other. You may establish a connection to any sending stone you have made or examined personally. When a stone is activated, it makes a noise that can be noticed with a DC 5 Perception check at its location.</p><p></p><p>Portal Stride</p><p>Conjuration (teleportation)</p><p>Level: artificer 5</p><p>Components: V, S</p><p>Casting Time: 1 minute</p><p>Range: Touch</p><p>Target: A portal or doorway</p><p>Duration: 1 round/level or until discharged</p><p> You touch a closed doorway and visualize a destination while casting this spell. When you open the door on this end, the far end will open at the door nearest the chosen destination, allowing you to step through the portal and arrive there. The trip can be problematic; roll on the table on the teleport spell to determine how successful each casting is. You may pass through the portal freely for the duration of the spell. The portal may also be used by one Medium or smaller creature for every three caster levels you possess. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so on. Each one-way trip per creature (besides the caster) counts as a creature transported. For example, a 15th level artificer could transport up to five Medium-sized creatures with this spell, or three could pass through one end and two could travel from the other direction. When the spell has transported as many creatures as it can, it ends immediately.</p><p></p><p>Revive Construct</p><p>Conjuration</p><p>Level: artificer 5, cleric 6, sorcerer/wizard 6</p><p>Components: V, S, M (diamond worth 5,000gp)</p><p>Casting Time: 1 minute</p><p>Range: Touch</p><p>Target: Target destroyed construct</p><p>Saving Throw: None (see text)</p><p>Spell Resistance: No</p><p> You restore animation to a construct that has been destroyed. The construct's parts reconstruct during the casting of the spell, and when the spell is completed, the construct returns to existence with a number of hit points equal to its Hit Dice. Until it is restored to full hit points, a construct that has been revived operates as though exhausted (movement reduce by half, can't run or charge, -6 penalty to Strength and Dexterity). If the construct has the Living subtype, it instead gains two permanent negative levels, as in the raise dead spell.</p><p></p><p>Sundering Ray</p><p>Evocation</p><p>Level: artificer 3, sorcerer/wizard 5</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Target: A single object or construct</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p> You fire a ray of rust-colored energy from your hand at a target object or construct.</p><p> If cast against an object, this ray act as a sunder combat maneuver, using your caster level plus either your Intelligence or Charisma modifier (whichever is higher) as the CMB roll against the target's normal CMD for a sunder attack. On a success, the ray deals 1d8 points of damage to the targeted object for every two caster levels you possess, ignoring hardness.</p><p> If used against a construct, the ray deals 1d6 points of damage per caster level, to a maximum of 10d6.</p></blockquote><p></p>
[QUOTE="SteelDraco, post: 5571658, member: 359"] [b]Artificer Infusions[/b] I didn't bother to source these here - if it's not a Pathfinder spell from Core or the APG, it's probably either at the end of this list or from the Eberron campaign setting book. Infusion List 0th Arcane Mark Dancing Lights Detect Magic Guidance Light Mending Open/Close Read Magic Resistance Virtue 1st Alarm Animate Rope Ant Haul Armor Augmentation, Lesser Break Crafter's Fortune Dancing Lantern Detect Secret Doors Energy Alteration Erase Gravity Bow Hold Portal Identify Inflict Light Damage Keen Senses Magic Aura Magic Stone Magic Vestments Magic Weapon Repair Light Damage Resistance Item Shield of Faith Skill Enhancement Unseen Servant Weapon Augmentation, Personal 2nd Align Weapon Animate Shield Arcane Lock Armor Enhancement Bear's Endurance Bull's Strength Caltrop Burst Cat's Grace Continual Flame Darkvision Eagle's Splendor Find Traps Fox's Cunning Homunculus Link Inflict Moderate Damage Lead Blades Locate Object Make Whole Obscure Object Owl's Wisdom Repair Moderate Damage Resist Energy Shield Other Toughen Construct Weapon Augmentation, Lesser Weapon of Awe 3rd Arcane Sight Armor Enhancement, Greater Binding Chain Call Homunculus Disable Item Glyph of Warding Guarding Blade Hide from Constructs Inflict Serious Damage Keen Edge Magic Weapon, Greater Power Surge Protection from Energy Repair Serious Damage Shrink Item Stone Construct Sundering Ray Suppress Requirement Twilight Knife Versatile Weapon 4th Ablative Shield Caltrop Burst, Improved Globe of Invulnerability, Lesser Inflict Critical Damage Iron Construct Item Alteration Magic Weapon, Mass Minor Creation Repair Critical Damage Rusting Grasp Sending Stone Shield of Faith, Mass Weapon Augmentation 5th Animate Weapon Disrupting Weapon Dominate Construct Fabricate Major Creation Passwall Portal Stride Revive Construct Secret Chest Slaying Arrow Treasure Stitching True Seeing Wall of Force Wall of Stone 6th Bear's Endurance, Mass Blade Barrier Bull's Strength, Mass Cat's Grace, Mass Disable Construct Eagle's Splendor, Mass Globe of Invulnerability Glyph of Warding, Greater Hardening Total Repair Wall of Iron Weapon Augmentation, Greater Ablative Shield Abjuration Level: artificer 4 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level You surround yourself with a flexible bubble of force that protects you against attacks. As you take damage, the spell's energy fails, and when it cannot take any more damage, the spell ends. Effectively, this grants you 1d4 temporary hit points per caster level. Any damage reduction or energy resistance you have is suppressed while this spell is in effect. If there is damage left over from an attack when the spell fails, damage reduction and energy resistance apply against the leftover damage. For example, if you have ten temporary hit points left from this spell and fire resistance 10 and take 25 points of fire damage, the spell absorbs ten points of damage and ends immediately. The fire resistance reduces the damage by a further ten, leaving five points of fire damage, which you take. Animate Shield Transmutation Level: artificer 2 Components: V, S, F (a shield) Range: Personal Target: You Duration: 1 minute/level You touch a shield in your possession, which animates and moves to defend you. For the duration of the spell, you gain a shield bonus to AC as though you were wielding the shield yourself, though you don't have to use a hand to do so. The shield is under your control, and moves out of your way as appropriate, allowing you to operate without penalties. Any magical properties the shield may have operate normally as though you were using it. Animate Weapon Transmutation Level: artificer 5 Components: V, S, F (a melee weapon) Casting Time: 1 standard action Range: Touch Duration: 1 minute/level You touch a melee weapon in your possession, which animates and moves to attack as you direct. For the duration of the spell, it acts as a creature on its own, with hit points as normal for a weapon of its type, an AC of 20 + your Intelligence or Charisma modifier, its normal reach, and a fly speed of 30' (perfect). It can make a single attack each turn, and its attack bonus is equal to your caster level plus your Intelligence bonus or Charisma bonus, whichever is higher. It deals normal damage for its weapon type plus your Intelligence or Charisma modifier, and all magical properties are active as though you were wielding the weapon. If you have any feats or special abilities that apply to that weapon type, they apply when you are wielding it through this spell. Directing the animated weapon requires a swift action on your part each turn - if you don't direct it, the weapon takes no actions. Binding Chain Conjuration Level: artificer 3 Components: V, S, M (three links of a chain) Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 round/level Saving Throw: None Spell Resistance: No You throw a few links of chain at the target, which expand in the air to a length of chain suitable to bind the target creature. If you succeed at a ranged touch attack, the chain hits the target and attaches to them. For the duration of the spell, they are entangled, and each round as a standard action you can direct the chain to make a grapple combat maneuver against them. Its CMB is equal to your caster level plus either your Intelligence or Charisma modifier (whichever is higher). A damaging grapple from the chain deals 1d6 + your Intelligence or Charisma bonus points of bludgeoning damage. If it performs the move grapple action, the chain moves the target 10' in any direction you specify. On any round in which you don't direct the chain, it does not attempt a grapple check The chain can be destroyed by physical attacks, which ends the spell. It has an AC of 16, hardness 10, and hit points equal to 5 + your caster level. It otherwise takes damage as a metal object. If you miss with the initial ranged touch attack, the spell ends immediately. Call Homunculus Conjuration (teleportation) Level: artificer 3 Range: 1 mile Target: Your homunculus Duration: Instantaneous Your homonculus appears in a square adjacent to you if it is within a mile. If it is outside that range or there is no suitable area next to you, the spell fails. Caltrop Burst Conjuration Level: artificer 2, sorcerer/wizard 2 Components: V, S, M (a caltrop) Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 3 adjacent 5' squares, plus 1 per 2 levels Duration: 1 minute/level Saving Throw: None Spell Resistance: No You toss a caltrop at the first target square, which replicates many times in the air and spreads over the affected area. The caltrops are magically animated and move to attack the feet of anyone entering the area. They function as normal caltrops except that they have an attack bonus and deal damage equal to your Intelligence or Charisma modifier (whichever is better). They count as a magical weapon for the purposes of penetrating damage resistance. At the end of the spell's duration, they disappear. The area of this spell starts at a target square within close range. Each additional square of the area must be adjacent to another square, and all must be within range and the caster's line of sight when the spell is cast. Caltrop Burst, Improved Conjuration Level: artificer 4, sorcerer/wizard 4 This spell functions as caltrop burst, except that the caltrops created are larger and more active in attacking targets entering the area. They have an attack bonus of 1/2 your caster level plus your Intelligence or Charisma modifier, and deal an additional 1d6 points of damage. Disable Item Abjuration Level: artificer 3, cleric 4, sorcerer/wizard 4 Casting Time: 1 standard action Components: V, S Range: Medium (100 ft. + 10 ft./level) Target: One object Duration: 1d4 rounds + 1 round/level Saving Throw: None Spell Resistance: No This functions as the targeted version of dispel magic that can only be used against items, except the duration is longer, as noted above. If the item has active infusions or spells placed on it, they are also suppressed for the duration, though the DC of the caster level check is the highest of the item's caster level and any effects active on it. Dominate Construct Enchantment Level: artificer 5 Casting Time: 1 round Components: V, S Range: Close (25 ft. + 5 ft./2 levels) Target: One construct Duration: 10 minutes/level Saving Throw: Will negates Spell Resistance: No This spell functions as dominate person, except that it functions only against constructs. Guarding Blade Abjuration Level: artificer 3, sorc/wiz 3, summoner 3 Components: V, S, F (a miniature engraved dagger worth 50gp) Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level You enchant the spell's focus, causing it to grow to the size of a longsword and animate to defend you. For the duration of the spell, the blade floats next to you, parrying attacks directed at you and striking at your enemies. Anyone striking you with a melee attack provokes an attack of opportunity from the blade. It threatens the area adjacent to you, and can make a number of attacks of opportunity per round equal to your Intelligence or Charisma modifier (whichever is higher). It strikes with an attack bonus equal to your caster level + your casting stat modifier. It deals 1d8 + your casting stat modifier damage per hit, and threatens a critical hit as a longsword (threat range 19-20, damage x2). It strikes as a magical weapon for the purposes of penetrating damage resistance. Each round on your turn, the blade performs the Aid Another action to assist you. Normally it assists your AC, but you can direct it to assist you on attacks instead as a free action. Hide from Constructs Abjuration Level: artificer 3 Components: V, S Spell Resistance: No This functions as hide from undead, except as noted above and that it conceals the caster and his allies from constructs, rather than the undead. Homunculus Link Divination Level: artificer 2 Components: V, S Casting Time: 1 standard action Range: 1 mile/level Target: Your homunculus Duration: 10 minutes/level Saving Throw: None Spell Resistance: No You form a sensory link with your homunculus, allowing you to perceive everything that it does and communicate with it freely, as long as it is within the range of the spell. Magic Weapon, Mass Transmutation Level: artificer 4, cleric 5, sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 weapon or group of ammunition per level, no two of which can be more than 30' apart at casting Duration: 1 minute/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) This spell functions as greater magic weapon, except as noted above. Sending Stone Evocation Level: artificer 4 Components: V, S, F Casting Time: 1 minute Range: Unlimited Target: Another stone or stones Duration: 1 minute/level To use this spell, you must create at least two specially-prepared palm-sized stones carved with arcane sigils. Each stone costs 25gp and requires a Craft (Jeweler) or Craft (Stonecarving) check of DC 20 to make. When you cast the spell, you establish a temporary connection between one or more of these stones, allowing any sounds at one location to be heard at the other. You may establish a connection to any sending stone you have made or examined personally. When a stone is activated, it makes a noise that can be noticed with a DC 5 Perception check at its location. Portal Stride Conjuration (teleportation) Level: artificer 5 Components: V, S Casting Time: 1 minute Range: Touch Target: A portal or doorway Duration: 1 round/level or until discharged You touch a closed doorway and visualize a destination while casting this spell. When you open the door on this end, the far end will open at the door nearest the chosen destination, allowing you to step through the portal and arrive there. The trip can be problematic; roll on the table on the teleport spell to determine how successful each casting is. You may pass through the portal freely for the duration of the spell. The portal may also be used by one Medium or smaller creature for every three caster levels you possess. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so on. Each one-way trip per creature (besides the caster) counts as a creature transported. For example, a 15th level artificer could transport up to five Medium-sized creatures with this spell, or three could pass through one end and two could travel from the other direction. When the spell has transported as many creatures as it can, it ends immediately. Revive Construct Conjuration Level: artificer 5, cleric 6, sorcerer/wizard 6 Components: V, S, M (diamond worth 5,000gp) Casting Time: 1 minute Range: Touch Target: Target destroyed construct Saving Throw: None (see text) Spell Resistance: No You restore animation to a construct that has been destroyed. The construct's parts reconstruct during the casting of the spell, and when the spell is completed, the construct returns to existence with a number of hit points equal to its Hit Dice. Until it is restored to full hit points, a construct that has been revived operates as though exhausted (movement reduce by half, can't run or charge, -6 penalty to Strength and Dexterity). If the construct has the Living subtype, it instead gains two permanent negative levels, as in the raise dead spell. Sundering Ray Evocation Level: artificer 3, sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: A single object or construct Duration: Instantaneous Saving Throw: None Spell Resistance: No You fire a ray of rust-colored energy from your hand at a target object or construct. If cast against an object, this ray act as a sunder combat maneuver, using your caster level plus either your Intelligence or Charisma modifier (whichever is higher) as the CMB roll against the target's normal CMD for a sunder attack. On a success, the ray deals 1d8 points of damage to the targeted object for every two caster levels you possess, ignoring hardness. If used against a construct, the ray deals 1d6 points of damage per caster level, to a maximum of 10d6. [/QUOTE]
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