Armor Enhancement

School: Transmutation; Level: Artificer 2

Components: V,S,M (a prepared ointment costing 50 gp)

Source: ECB, 108

This infusion functions exactly like Lesser Armor Enhancement, except that you can select multiple armor or shield special abilities whose total market price is equal to or less than 30,000 gp.

Armor Enhancement, Greater

School: Transmutation; Level: Artificer 3

Components: V,S,M (a prepared ointment costing 100 gp)

Source: ECB, 109

This infusion functions exactly like Lesser Armor Enhancement, except that you can select multiple armor or shield special abilities whose total market price is equal to or less than 70,000 gp.

Armor Enhancement, Lesser

School: Transmutation; Level: Artificer 1

Casting Time: 1 round

Components: V,S,M (a prepared ointment costing 10 gp)

Range: Touch

Target: Armor or shield touched

Duration: 10 min. / level

Saving Throw: None (object) Spell Resistance: No

Source: ECB, pg. 109

This infusion allows you to select any combination of armor or shield special abilities at the time of casting, whose total market price is equal to or less than 3,500 gp, and apply it temporarily to a touched piece of armor or shield. The piece of armor or shield does not need to be enchanted, or even masterwork, for this temporary bonus to apply. For the purposes of this infusion, regular clothing counts as light armor with an Armor Class of 0 with no maximum Dexterity, Armor check penalty, weight, spell failure chance or reduction in movement. When determining the cost of these temporary special abilities, use only the gp value of the bonuses they are worth, not including the cost of any other enhancement bonuses the armor or shield might already have.

This infusion does not provide a enhancement bonus to Armor Class, unless it is detailed in the selected special abilities, nor does it change the material type or apply or remove any special conditions (broken, fragile, etc) to the armor or shield, unless specified otherwise in the chosen special abilities. Likewise, this infusion cannot mimic specific magic armor or shields, like Mistmail or a Fortress Shield. The special abilities chosen for this infusion must be valid armor or shield enchantment for the target equipment. For example, you cannot place Glamoured on a shield as there is no equivalent special ability for shields, nor can you place Bashing on a piece of armor. If a special quality requires a minimum enhancement bonus, the targeted piece of equipment must already have that enhancement bonus to be a valid target.

This temporary enchantment can be dispelled via Dispel Magic or similar effects, instead of the normal suppression of magical items. Likewise, a successful Spellcraft check to identify a spell will tell that this is a temporary infusion. In all other ways, treat the targeted piece of a equipment as a normally enchanted with the chosen special ability for the duration of the infusion. These special qualities stack with any other special qualities the armor or shield might already have.