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.
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.