You can infuse the essence of a spell into ammunition items by channeling the spells arcane energy into that piece of ammunition. The spell will activate upon impact and release the infused spell using the spell-caster's (not attackers) ability modifier. Any effects will originate at the point of impact and will follow the trajectory of the infused ammunition.
Casting Time: Same as spell chosen for infusion
Duration: If you cast this spell again or take a long rest, the spell will end on any currently infused items.
- You can choose during infusion if the normal damage from ammunition is included or canceled. If no choice is made, the normal damage will be included by default.
- Due to having to maintain an active arcane link while this spell is in effect, this spell cannot be cast using Ritual casting.
The number of items this spell can be used on simultaneously increases by 1 when you reach 5th level (2 Items), 11th level (3 Items), and 17th level (4 Items).
* - Reaction to casting spell choice of infusion ** - (Item with Ammuninition property in addatin to any material components required to cast intended infusion spell)Sometimes a spellcaster wants a better delivery method for their spell, or maybe the archer wants a little more bang for their buck... This little cantrip provides a method of delivery.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/22/2024 6:13:08 AM
|
4
|
1
|
1.0
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Apr 12, 2024Please note that whatever the infused spells casting cost is will still need to be paid, if the infused spells would normally cost a spell slot, that spell slot will have been used. If there is a component cost, that will be made unavailable until the ammo has been used (component cost is consumed) or infusion has been cancelled (resources released unconsumed).