Courses / AR / Arcane Infusion
Arcane Infusion
Required For:
Qualifies For:
Level:
1
Study DC:
9
Code:
AR 117
Arcane Infusion Spell
Time:
Action (upgrades to fast action)
Target:
Melee:touch
Cost:
Limit:
Once per rest
Duration:
Until the caster rests
This spell temporarily enchants a weapon, set of dual wielded weapons, or creature within 5 ft. of you.
The target’s attacks and damage dealing spells deal 1 additional elemental damage, and 1 more elemental damage if the target is or is using a Heavy weapon.
The target casts dim light in a 5 ft. radius.
Arcane Infusion stacks.
A target enchanted by multiple Arcane Infusions adds the effects of each Arcane Infusion, to a maximum of 10 Arcane Infusions.
You can end this spell as a fast action (which could be useful if an infused weapon is taken by an enemy).
Dispel:
If an Arcane Infusion would be dispelled, it is instead suppressed until the end of the target’s next turn.
Arcane Infusion is closer to the permanent enchantments placed on items by artificers than most spells. As such, it is harder to stop with anti magic than an ordinary temporary enchantment.
Suggested Backfire: You break the weapon, or deal damage to the target creature.
(This ability does not affect buff spells which make something do additional damage.)
(Ex: If someone hits with a sword with Gleam and uses Wrath, this spell would increase the damage of the hit, but would not also increase the damage granted by Gleam or Wrath.)
The target’s attacks and damage dealing spells deal 1 additional elemental damage, and 1 more elemental damage if the target is or is using a Heavy weapon.
The target casts dim light in a 5 ft. radius.
Arcane Infusion stacks.
A target enchanted by multiple Arcane Infusions adds the effects of each Arcane Infusion, to a maximum of 10 Arcane Infusions.
You can end this spell as a fast action (which could be useful if an infused weapon is taken by an enemy).
Dispel:
If an Arcane Infusion would be dispelled, it is instead suppressed until the end of the target’s next turn.
Arcane Infusion is closer to the permanent enchantments placed on items by artificers than most spells. As such, it is harder to stop with anti magic than an ordinary temporary enchantment.
Suggested Backfire: You break the weapon, or deal damage to the target creature.
(This ability does not affect buff spells which make something do additional damage.)
(Ex: If someone hits with a sword with Gleam and uses Wrath, this spell would increase the damage of the hit, but would not also increase the damage granted by Gleam or Wrath.)
“Many underestimate this versatile, yet rudimentary bit of spellcraft.”
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 30 | You can cast Arcane Infusion +1 elemental damage with weapons and spells +1 elemental damage with heavy weapons, and spells cast using a heavy weapon |
|
Fast Cast | 5 | Unlock | You may cast Arcane Infusion as a fast action. |
Extra Credit
Adaptive
Effort: 10
Requires: Unlock
Residual Charge
Effort: 35
Requires: Mastery
Whenever you spend an action casting an elemental spell, you may give yourself or one ally you can see one stack of Arcane Infusion until you rest.
You do not need to pay the casting cost of Arcane Infusion when you do this.
You do not need to pay the casting cost of Arcane Infusion when you do this.
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