Courses / AR / Arcane Infusion

Arcane Infusion

Code:
AR 117
Advised:
Required For:
Qualifies For:
Arcane Shell (Partially)
Level:
1
Study DC:
9

Spell (Undispellable)

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 additional elemental damage.
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:
Arcane Infusion is related to the permanent enchantments placed on items by artificers.
As such, it is harder to stop with anti magic than an ordinary temporary enchantment.
If an Arcane Infusion you cast would be dispelled, it is instead suppressed until the end of the target’s next turn.

Suggested Backfire: You break the weapon, or deal damage to the target creature.

Affinity:
When you learn this spell, choose which element your Arcane Infusions are.
Whenever you cast this spell, it will normally be of that element.
You can try to cast this spell using a different element, but must pass a DC 20 test of Spellcraft each time to change the element from what it normally is, or have the Adaptive upgrade.

Tags: Spellburn, Action, Spell, Melee, Enchantment, Buff, Elemental, Damage, Undispellable, Affinity

“Many underestimate this versatile, yet rudimentary bit of spellcraft.”


Upgrades
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
You may choose what type of elemental damage your Arcane Infusions deal when you cast them without needing to pass a test of Spellcraft.
You may also change the type of elemental damage each of your Arcane Infusions deals once on each of your turns.
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.
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