Slayer's Inc.

Infusions

Arcane enhancements crafted by Slayer’s Inc. artificers, empowering armor, weapons, and natural abilities with mystical properties.

Grants a +1 equivalent armor or shield special ability for 10 minutes/level. Requires a +1 enhancement bonus, which this infusion bypasses for the duration.

  • Acidic: Deals 1d6 acid damage to a creature that grapples you.
  • Anchoring: Prevents teleportation and dimensional travel for adjacent enemies.
  • Anchoring, Greater: As Anchoring, plus blocks planar travel more strongly.
  • Arrow Catching (Shield): Ranged attacks against adjacent allies target you instead.
  • Bashing (Shield): Increases shield bash damage (as if shield were two sizes larger) and counts as a +1 enhancement for attacks.
  • Blinding (Shield): 3/day, blind an opponent you hit with a shield bash (Reflex DC 14 negates).
  • Blurring (Armor): Blur effect (20% miss chance) 3/day.
  • Death Ward: 1/day automatic death ward effect.
  • Displacement (Armor): 1/day displacement effect (50% miss chance, 5 rounds).
  • Dragondodger (Light Armor): Dodge bonus to AC vs. dragon breath.
  • Ectoplasmic Feedback (Armor): Damages ethereal creatures attacking you.
  • Energy Defense: 1/day gain resistance 10 against one energy type.
  • Focused: +2 AC vs. one designated opponent.
  • Fortification, Light: 25% chance to negate critical hits/sneak attacks.
  • Ghost Ward: Enhancement bonus applies to touch AC.
  • Malleable: Negates armor check penalties in confined spaces.
  • Mobility (Light Armor): Grants the Mobility feat.
  • Nacreous: DR 5/bludgeoning while underwater.
  • Nimbleness (Armor): +1 max Dex bonus and –1 armor check penalty.
  • Paired: +1 AC when adjacent to an ally with the same feat/ability.
  • Ranged (Shield): Can throw shield as a ranged weapon (20 ft. range increment).
  • Sanctuary: 1/day sanctuary (Will DC 11 negates).
  • Soulbound: Increases essentia capacity by +1 (Magic of Incarnum).
  • Styptic (Armor): Stabilizes you automatically at 0 hp.
  • Twilight (Armor): Reduces arcane spell failure by 10%.
  • Variable: Allows resizing of tower shield.

Grants a +1 equivalent weapon ability when you use the weapon, lasting 10 minutes/level.

  • Flaming: +1d6 fire damage on hit.
  • Keen: Doubles threat range (slashing or piercing weapons only).
  • Frost: +1d6 cold damage on hit.
  • Shock: +1d6 electricity damage on hit.
  • Ghost Touch: Can hit incorporeal creatures normally.

Grants a +1, +2, or +3 equivalent armor or shield special ability for 10 minutes/level (30 min at level 3). Bypasses the need for a +1 enhancement bonus.

+1 Equivalent Abilities
  • Ablative: Grants DR 5/– against ranged attacks. Loses 1 point of DR each time it’s used; regenerates daily.
  • Adorable: Enemies must succeed on a Will save (DC 14) or be unable to attack you for 1 round.
  • Aeon Nix: Constant protection from evil effect.
  • Antifreeze: Grants immunity to cold environmental damage and +10 circumstance bonus on saves vs. cold effects.
  • Antistrain: Reduces armor check penalty by 2 and max Dex bonus increases by 1.
  • Bulletproof: DR 5/piercing vs. firearms.
  • Comfort: Eliminates armor check penalty to certain skill checks; armor can be slept in comfortably.
  • Compression: Armor resizes to fit wearer perfectly; can be worn under clothes.
  • Compression Matrix: As Compression, plus +2 AC vs. grapples.
  • Critical Recovery: 1/day heal 1d8+5 HP when struck by a confirmed critical hit.
  • Dauntless: +4 bonus on saves vs. fear effects.
  • Durable: Armor hardness +5 and +10 hit points.
  • Facade: Can change appearance to any other armor of similar size.
  • Fiendhide: DR 2/good.
  • Form Fitting: Automatically adjusts to fit the wearer perfectly.
  • Full Speed: No speed reduction from armor.
  • Gravity Resistant: +4 bonus to resist bull rush and trip attempts.
  • Graze: Negates 1 point of damage from every attack.
  • Insulated: +5 resistance bonus on saves vs. electricity.
  • Luminous: Sheds light like a torch.
  • Material Composite: Grants resistance to certain types of weapon damage (choose material: adamantine, cold iron, etc.).
  • Mirage: 1/day create an illusionary double for concealment (20% miss chance, lasts 3 rounds).
  • Monarch’s Courage: +2 morale bonus on saves vs. charm and compulsion.
  • Monarch’s Fortune: 1/day reroll a failed saving throw.
  • Monarch’s Indomitability: 1/day gain temporary hit points equal to 2 × HD.
  • Nimble: +2 max Dex bonus and –1 armor check penalty.
  • Noble Perfumed Regalia: Creates pleasant aroma; +2 circumstance bonus on Charisma-based checks.
  • Pearly Protection: DR 2/– against slashing.
  • Phantom Weight: Armor weighs 50% less.
  • Prismshine: +2 circumstance bonus on Diplomacy checks.
  • Rocket Charge: 1/day move ×3 speed as a charge.
  • Sacrificial Bloodhide: 1/day as immediate action, take 10 damage to negate one critical hit.
  • Secure: +4 bonus to resist being disarmed.
  • Shapecloth: Armor folds flat; can be hidden in small spaces.
  • Shield Resistance (Fire): Grants resistance 10 vs. fire.
  • Shield of Elements: Choose an energy type; resistance 5 vs. that type.
  • Shocktouch: 1/day deals 1d8 electricity damage to a creature touching armor.
  • Spell Invulnerability: Grants SR 13 against one school of magic.
  • Spellshield Lesser: SR 13 against spells from one caster.
  • Steelwood: DR 2/adamantine.
  • TRON Light: Glows brightly; +2 on Intimidate checks.
  • Unblemished: Always appears clean and perfect.
  • Weightless: Armor weight reduced to zero.
+2 Equivalent Abilities
  • Balorscale: Resistance 10 to fire and acid.
  • Cleansing: 1/day remove disease.
  • Dauntless Improved: As Dauntless, plus immunity to fear 1/day.
  • Defiant: +2 bonus on opposed rolls against grapples, trips, and bull rushes.
  • Devoted: 1/day cast shield other.
  • Flameguard: Resistance 20 vs. fire.
  • Helpless Guile: Enemies take –2 on attack rolls against you when prone.
  • Iceguard: Resistance 20 vs. cold.
  • Inertial Plating: Resistance 10 to all physical ranged damage.
  • Juking: +4 dodge bonus to AC when fighting defensively.
  • Life Support: Provides breathable air in hostile environments for up to 1 hour.
  • Lightweight: Armor counts as one category lighter.
  • Monarch’s Persistence: DR 5/– for 1 minute when reduced to 0 hp.
  • Sacrificial Lifelock: Negates a death effect once per day (takes 20 damage instead).
  • Sacrificial Swiftskin: Negates a slow effect once per day (takes 10 damage instead).
  • Sanctified: Counts as good-aligned for overcoming DR.
  • Speed Booster: +10 ft. enhancement bonus to land speed.
  • Stormguard: Resistance 10 to electricity and sonic.
+3 Equivalent Abilities
  • Ability Shield: Grants immunity to ability damage from one ability score.
  • Hyperpoised: Cannot be flat-footed.
  • Invulnerable: DR 5/–.
  • Magne-Flight: 1/day levitate for 10 minutes.
  • Meditative: +4 bonus on Concentration checks.
  • Nullstrain: Immunity to poison.
  • Pictograph: Can record visual images 3/day.
  • Spellshield: SR 19 against all spells.

Applies a +1 equivalent enhancement to one natural weapon (bite, claw, gore, tail slap, etc.) for 10 minutes/level.

  • Air Elemental Power (Large): Deals extra damage as if weapon were an air elemental’s attack.
  • Aptitude Weapon: Can use weapon as though it qualified for any feat you have for other weapons.
  • Arcane Might: Grants +1d6 damage against arcane spellcasters.
  • Bane: +2 attack/+2d6 damage vs. chosen foe type.
  • Berserker: +2 attack while raging.
  • Binding: Target struck is subject to dimensional anchor 1/day.
  • Blessed: Counts as good-aligned; extra 2d6 vs. evil outsiders.
  • Blood Seeking (Ranged Only): Projectile curves toward target.
  • Bloodfeeding: Gains +1 enhancement per successful hit (max +5) for 1 min.
  • Brash: +2 attack on charge.
  • Brutal Surge: Can bull rush on hit.
  • Chargebreaker: Readied attack against charging foe deals +4 damage.
  • Charging: +2d6 damage on a charge.
  • Corrosive: +1d6 acid damage.
  • Deadly Precision: Improves critical multiplier.
  • Defending: Can transfer enhancement bonus to AC.
  • Defensive Surge: +4 AC for 1 round after hit.
  • Desiccating: +1d6 desiccation damage.
  • Diseased: Inflicts disease on hit (Fort DC 14 negates).
  • Dissipater: +1d6 damage vs. constructs.
  • Dislocator: Can teleport target 10 ft. on hit (Will negates).
  • Dispelling: Casts dispel magic on hit.
  • Divine Wrath: +1d6 vs. evil creatures.
  • Distance (Ranged Only): Doubles range increment.
  • Doomstrike: Target must make Will save or be shaken.
  • Dragonhunter: +2 AC and Reflex saves vs. dragons.
  • Dragondoom: +2 attack/+2d6 damage vs. dragons.
  • Drowcraft: Bonus effects underground.
  • Eager: +2 initiative.
  • Earth Elemental Power (Large): Extra damage like an earth elemental.
  • Earthbound: Extra damage when both you and target are in contact with the ground.
  • Enfeebling: Target takes –1 Strength damage on hit.
  • Exhausting: Target becomes fatigued.
  • Fire Elemental Power (Large): Extra fire damage like a fire elemental.
  • Flaming: +1d6 fire damage.
  • Frost: +1d6 cold damage.
  • Ghost Touch: Can hit incorporeal.
  • Harmonizing: Can maintain bardic music effects automatically.
  • Hunting: +1 attack/+1d6 damage vs. quarry.
  • Homeland Champion: Bonus in native terrain.
  • Illusion Bane: +2d6 damage vs. creatures under an illusion effect.
  • Impact: Increases critical multiplier.
  • Impaling: Deal extra damage vs. flat-footed foes.
  • Keen: Doubles crit range.
  • Ki Focus: Can use ki abilities through weapon.
  • Knockback: Push target back on hit.
  • Last Resort: If broken, deals 1d6 to nearby foes.
  • Lucky: 1/day reroll an attack.
  • Magebane: +2d6 vs. arcane casters.
  • Maiming: Extra damage on critical hits.
  • Martial Discipline Weapon: Weapon counts for martial maneuvers.
  • Merciful: Deals nonlethal damage +1d6.
  • Mighty Cleaving: Grants Cleave feat.
  • Mighty Smiting: +2d6 damage on smite attacks.
  • Mindfeeder: Gain temporary power points on crit.
  • Morphing: Can change into another weapon of similar size/type.
  • Power Storing: Store 1 spell up to 3rd level.
  • Precise: Ignores cover bonuses to AC.
  • Profane: Counts as evil-aligned; extra 2d6 vs. good outsiders.
  • Psychokinetic: +1d4 force damage.
  • Quick Loading: Reloads crossbows instantly.
  • Resounding: Sonic damage on crit.
  • Returning: Returns to wielder when thrown.
  • Revealing: Negates invisibility effects on struck target.
  • Rusting: Rusts ferrous metal on hit.
  • Sacred: Counts as good-aligned; +2d6 vs. evil outsiders.
  • Sacrificial Smiting: Sacrifice HP for extra damage.
  • Screaming: +1d6 sonic damage.
  • Seeking: Ignores concealment miss chance.
  • Shattermantle: Lowers target’s SR.
  • Shielding: Grants shield bonus to AC.
  • Shock: +1d6 electricity damage.
  • Smoking: Creates concealment cloud.
  • Sonic: +1d6 sonic damage.
  • Soulbound: Increases essentia capacity.
  • Spell Storing: Store 1 targeted spell up to 3rd level.
  • Spellstrike: Channel touch spell through attack.
  • Stygian: Extra damage to living creatures.
  • Sundering: +4 on sunder attempts.
  • Sure Striking: Ignores DR/magic.
  • Sweeping: Bonus on trip attacks.
  • Teleporting: Can teleport weapon back to hand.
  • Throwing: Weapon can be thrown (10 ft. increment).
  • Thundering: Sonic damage on crit.
  • Valorous: Double damage on charge.
  • Vicious: +2d6 damage to target, 1d6 to wielder.
  • Venomous: Poison on hit.
  • Viper: +2 attack vs. certain foes (blades/whips only).
  • Warning: +5 initiative when wielded.
  • Whirling: Extra attack once per day.
  • Water Elemental Power (Large): Damage like water elemental.
  • Waterborn: Swim speed + resistance to cold.
  • Weakening: Target takes –1 Strength damage.

Imbues an item (typically a weapon or armor) with the ability to store a single spell of up to 1st level, which can be cast later. The spell remains stored until triggered or the infusion’s duration expires (10 minutes/level). Triggered by a specified action (e.g., striking with a weapon, wearing armor). Standard action to cast, using the original caster’s DC and level.

Add New Spell
0-Level Spells (Cantrips/Orisons)

Quick utilities, no real combat power but great for investigation & convenience.

Detection/Information
  • Detect Magic (PHB): Identify magical auras.
  • Detect Poison (PHB): Spot toxins or venom in food/drink.
  • Read Magic (PHB): Read scrolls and magical writing.
  • Guidance (PHB): +1 to a single skill check.
  • Light (PHB): Instant flashlight.
  • Message (PHB): Short-range radio.
Utility & Tricks
  • Mending (PHB): Repair damaged gear, broken tech.
  • Prestidigitation (PHB): Flavor text king, minor tricks, clean evidence, mark objects.
  • Mage Hand (PHB): Remote manipulation.
  • Open/Close (PHB): Manipulate latches or containers from a distance.
  • Resistance (PHB): +1 on saving throws for 1 min.
  • Create Water (PHB): Handy for survival or forcing invisible foes to reveal themselves.
Minor Combat/Disruption
  • Daze (PHB): Stun a weak target for 1 round.
  • Ray of Frost (PHB): Minor ranged cold damage.
  • Acid Splash (PHB): Minor acid damage, can destroy small objects.
  • Disrupt Undead (PHB): 1d6 to undead, no save.
  • Touch of Fatigue (PHB): Weaken enemy melee output.
1st-Level Spells
Detection & Investigation
  • Detect Undead (PHB): Locate undead creatures.
  • Detect Evil (PHB): Sense evil presences (can reveal certain monsters).
  • Detect Secret Doors (PHB): Find hidden entrances in lairs.
  • Detect Snares and Pits (PHB): Find physical traps.
  • Comprehend Languages (PHB): Read/listen to any language.
  • Detect Thoughts (PHB II / SC): Short-range mind reading for interrogation.
  • Detect Aberration (SC): Find aberrations like mind flayers, aberrant monsters.
  • Detect Chaos/Evil/Good/Law (PHB): Moral/ethical alignment detection.
Utility & Buffs
  • Shield (PHB): +4 AC, negates magic missiles.
  • Mage Armor (PHB): +4 armor bonus, stacks with tech armor.
  • Protection from Evil (PHB): Blocks mental control from monsters.
  • Feather Fall (PHB): Stop falling damage.
  • Expeditious Retreat (PHB): Big speed boost.
  • Jump (PHB): Big vertical/horizontal leaps.
  • Enlarge Person (PHB): Buff melee fighters in the team.
  • Magic Weapon (PHB): Temporarily make weapons magical.
  • Endure Elements (PHB): Survive in extreme environments.
Debuffs & Control
  • Grease (PHB): Area control, disarm enemies.
  • Obscuring Mist (PHB): Smoke-like concealment.
  • Entangle (PHB): Root enemies in place (great vs. fast monsters).
  • Ray of Enfeeblement (PHB): Sap monster strength.
  • Command (PHB): Force single-word commands on enemies.
  • Sleep (PHB): Drop weak monsters instantly.
  • Color Spray (PHB): Stun/knock out low-HD foes.
  • Hold Person (SC): Paralyze humanoid monsters.
Direct Damage
  • Magic Missile (PHB): Auto-hit ranged force damage.
  • Burning Hands (PHB): Small cone fire burst.
  • Ice Dagger (SC): Piercing + cold damage + splash.
  • Lesser Orb of Acid/Cold/Fire/Sound (SC): Scales well at low level, no save.
  • Shocking Grasp (PHB): Melee electric hit.
Healing & Recovery
  • Cure Light Wounds (PHB): Basic healing.
  • Remove Fear (PHB): Neutralize supernatural fear effects.
  • Sanctuary (PHB): Protect a non-combatant.