Weapon Augmentation

School: Transmutation; Level: Artificer 4

Components: V,S,M (ointment worth 100 gp)

Target: Weapon touched or up to 50 pieces of ammunition of the same type within 30' of each other

Source: ECB, pg. 117

This infusion functions exactly like Lesser Weapon Augmentation, except you can select multiple weapon special abilities whose total market price is equal to or less than 30,000 gp.

Weapon Augmentation, Greater

School: Transmutation; Level: Artificer 6

Components: V,S,M (ointment worth 200 gp)

Target: Weapon touched or up to 50 pieces of ammunition of the same type within 30' of each other

Source: ECB, pg. 117

This infusion functions exactly like Lesser Weapon Augmentation, except you can select multiple weapon special abilities whose total market price is equal to or less than 70,000 gp.

Weapon Augmentation, Lesser

School: Transmutation; Level: Artificer 2

Components: V,S,M (ointment worth 20 gp)

Target: Weapon touched or up to 50 pieces of ammunition of the same type within 30' of each other

Source: ECB, pg. 117

This infusion functions exactly like Personal Weapon Augmentation, except you can apply it to any weapon, not just your own, or up to 50 pieces of ammunition, provided that they are all of the same type and within 30' of each other. The special abilities chosen do not disappear when the caster is no longer holding it, however.

Weapon Augmentation, Personal

School: Transmutation; Level: Artificer 1

Casting Time: 1 round

Components: V,S,M (a patch of rabbit fur)

Range: Touch

Target: Weapon touched

Duration: 10 min. / level

Saving Throw: None; Spell Resistance: No

Source: ECB, pg. 117

This infusion allows you to select any combination of weapon special abilities at the time of casting, whose total market price is equal to or less than 7,500 gp and apply it temporarily to a touched weapon. The weapon does not need to be enchanted, or even masterwork, for these temporary bonuses to apply. 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 weapon might already have. Likewise, special qualities that need to be applied to each end of a double-ended weapon are applied separately.

For example, a single casting this infusion is enough to place Flaming on a light crossbow, +1 bonus worth 2,000 gp, with 5,500 gp to spare. It could also apply Flaming on one end of a double-ended weapon and a Frost to the other, which would be 2 +1 bonuses worth a total of 4,000 gp. It then could also apply a flat gp bonus special quality, like Impervious which is worth 3,000 gp. It could not, however, apply a +2 bonus to a weapon as that would cost 8,000 gp.

This infusion does not provide a enhancement bonus to attack or damage, unless it is detailed in a selected special ability, nor does it change the material type or apply or remove any special conditions (broken, fragile, etc) to the weapon, unless it is detailed otherwise in a selected special ability. Likewise, this infusion cannot mimic specific magic weapons, like an Javelin of Lightning or an adamantine dagger. All special abilities chosen for this infusion must be valid enchantments for the target equipment. For example, you cannot place Keen on a club, nor can you place Ki Focus on a bow. 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. Because this infusion must be cast on a weapon, it cannot be applied to natural weapons, including unarmed strikes. Likewise, it only has these special abilities while wielded by the caster, losing the abilities the instant the artificer is no longer wielding it, and regaining the moment it is returned. These special qualities are in addition to and stack with any other special qualities the weapon might have,