Infusions

== Overview ==
Artificers of the Mapheus University have developed a method of replacing the magical properties of items with different infusions, altering the arcane energy the weapon produces. Any magical items with a +1, +2, or +3 bonus can be infused. Once an item is infused it loses its +1, +2, or +3 bonus and instead gains the effects of the infusions used on the item. 
Items can hold a number of infusions equal to their bonus. To infuse an item, it takes 1 hour of work per infusion and expending gemstones equal to the gold cost listed below. At the end of the process a tool check must be made with an infusion kit.
Item Bonus	Passive Infusion Die	# Of Infusions it can hold	Cost	DC
1d4 	1 Infusion 	50g per infusion 	10 	
1d6 	2 Infusion 	100g per infusion 	12 	
1d8 	3 Infusions 	200g per infusion 	14 	
All Infusions
Infusion 	Weapon Effect 	1 Slot 	2 Slots 	3 Slots 	Armor Effect 	1 Slot 	2 Slots 	3 Slots
Fire 	Deal bonus fire damage hit 	1 die 	2 die 	3 die 	Frost resistance 	Damage resistance	n/a 	n/a
Lightning 	Deal bonus lightning damage on hit 	1 die 	2 die 	3 die 	Lightning Resistance 	Damage Resistance	n/a 	n/a
Frost 	Deal bonus frost damage on hit 	1 die 	2 die 	3 die 	Fire Resistance 	Damage Resistance	n/a 	n/a
Radiant 	Deal bonus radiant damage on hit 	1 die 	2 die 	3 die 	Necrotic Resistance 	Damage Resistance	n/a 	n/a
Thundering 	Deal bonus Thunder damage on hit 	1 die 	2 die 	3 die 	Deafens all creatures within 10ft for one round when struck 	Con Save dc 12 	Con Save dc 14	Con Save dc 16
Pain rending 	Deal bonus psychic damage on hit 	1 die 	2 die 	3 die 	n/a 	 	 	
Dripping 	Deal bonus poison damage on hit 	1 die 	2 die 	3 die 	poison resistance 	 	 	
Keen 	reroll attack roll results once 	Reroll 1s 	Reroll 1-2 results	Reroll 1-3 results	 	 	 	
Sinister 	reroll damage die results 	Reroll 1 die 	Reroll 2 die 	Reroll 3 die 	 	 	 	
Gleaming 	Deals additional weapon damage 	2 	3 	4 	Bonus AC against attacks of opportunity 	 	 	
Retributive 	Deal additional force damage when you critically strike. 	5 	10 	20 	Deal force damage when struck 	1 	3 	5
Elusive 	Gain bonus to resist sunder & flanking attempts 	1d4 	2d4 	3d4 	Gain bonus to escape attempts to break grapples or avoid shoves 	1d4 	2d4 	3d4
Magnetic 	Gain bonus to sunder & flanking attempts 	1d4 	2d4 	3d4 	Gain Bonus to grapple, shove, and flanking attempts 	1d4 	2d4 	3d4
Enchanting 	As a bonus action draw the attention one creature you can see within 30ft and create difficult terrain around the weapon for 1 min. Dc 12 wisdom save	10 ft sphere 	15 ft sphere 	20 ft sphere 	As a bonus action draw the attention one creature you can see within 30ft and create difficult terrain around the armor for 1 min. Dc 12 wisdom save	10 ft sphere 	15 ft sphere 	20 ft sphere
Moon Drenched	On hit cause dispel illusions and cause shapechangers to revert to their normal form. 	Cha save dc 13	Cha Save 15 	Cha Save 17 	Bonus to save throws against magical effects 	 	 	
Sun Drenched 	Gain Bonus to attack rolls. 	2 	4 	6 	Gain Bonus Movement Speed 	5ft 	10ft 	15ft
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