New Artificer spells: They get many more already in game like the repair damage line. These are only the brand new spells.
Ablative Armor
School: Abjuration [Force]
Level: Art 1
Cost: 10 SP
Components:, V, S, M
Target: Friend, Self
Cooldown: 60 seconds.
Effect: Wards an ally against physical damage. Once this infusion has prevented a total of 5 points per caster level (max 50) it is discharged.
Curative Admixture: Cure Light Wounds
School: Conjuration [Healing]
Level: Art 1
Cost: 4 SP
Components: S, M
Target: Friend, Self, Directional
Cooldown: 6 seconds.
Effect: Infuses a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d8+1 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Light Wounds. This infusion is affected by Artificer Knowledge: Potions.
Enchant Armor
School: Transmutation
Level: Art 1
SP Cost: 5
Components: V, S, M
Target: Friend, Self
Effect: Increases the Enhancement Bonus of your targets' currently equipped armor by 1. An item can have only one temporary item enchantment at a time.
Enchant Weapons
School: Transmutation
Level: Art 1
SP Cost: 5
Components: V, S, M
Target: Friend, Self
Effect: Increases the Enhancement Bonus of your target's currently equipped weapons or shields by 1. An item can have only one temporary item enchantment at a time.
Inflict Light Damage
School: Transmutation [Repair]
Level: Art 1
Cost: 6 SP
Components: V, S
Effect: Transmutes the structure of a construct enemy to deal 3 to 8 damage plus an additional 1 to 4 for every caster level up to caster level 5.
Byeshk Weapons
School: Transmutation
Level: Art 2
Cost: 15 SP
Components: V, S, M
Effect: Your target's currently equipped weapons gain the ability to bypass Byeshk damage reduction. An item can have only one temporary item enchantment at a time.
Curative Admixture: Cure Moderate Wounds
School: Conjuration [Healing]
Level: Art 2
Cost: 8 SP
Components: S, M
Target: Friend, Self, Directional
Cooldown: 8 seconds.
Effect: Infuses a Cure Moderate Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 2d8+3 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Moderate Wounds. This infusion is affected by Artificer Knowledge: Potions.
Elemental Prod
School: Evocation
Level: Art 2
Cost: 4 SP
Components: V, S, M
Effect: Deals 4 to 6 damage per caster level (up to a max of 80 to 120 at caster level 20) to any elemental you touch. Half the damage is electric, the other half is force. The target of the spell is also dazed. A successful Will save halves the damage and negates the daze.
Elemental Weapons
School: Evocation
Level: Art 2
Description: Spell Selector for Corrosive Weapons, Frost Weapons, Shocking Weapons, and Flaming Weapons:
Corrosive Weapons
School: Evocation
Level: Art 2
Components: 15 SP, V, S, M
Effect: Your target's currently equipped weapons gain Hit Effect: 1 to 6 acid damage. An item can have only one temporary item enchantment at a time.
Frost Weapons
School: Evocation
Level: Art 2
Components: 15 SP, V, S, M
Effect: Your target's currently equipped weapons gain Hit Effect: 1 to 6 cold damage. An item can have only one temporary item enchantment at a time.
Shocking Weapons
School: Evocation
Level: Art 2
Components: 15 SP, V, S, M
Effect: Your target's currently equipped weapons gain Hit Effect: 1 to 6 electrical damage. An item can have only one temporary item enchantment at a time.
Flaming Weapons
School: Evocation
Level: Art 2
Components: 15 SP, V, S, M
Effect: Your target's currently equipped weapons gain Hit Effect: 1 to 6 fire damage. An item can have only one temporary item enchantment at a time.
Inflict Moderate Damage
School: Transmutation [Repair]
Level: Art 2
Cost: 8 SP
Components: V, S
Effect: Transmutes the structure of a construct enemy to deal 6 to 16 damage plus an additional 1 to 4 for every caster level up to caster level 10.
Insightful Strikes
School: Divination
Level: Art 2
Cost: 15 SP
Components: V, S, M
Target: Self
Effect: Enchants a crossbow or one handed melee weapon to permit the use of the equipper's Intelligence modifier for attack rolls instead of Strength or Dexterity, if it is the only weapon (other than a Rune Arm) equipped. An item can have only one temporary item enchantment at a time.
Lightning Sphere
School: Evocation
Level: Art 2
Cost: 10 SP
Components: V, S, M
Effect: Launches an electrical orb that explodes on impact, dealing 5 to 8 electrical damage per two caster levels (up to a max of 25 to 40 damage at caster level 10) to targets in the area. The targets of this spell will also be dazed for a short period of time or until they take damage. A successful Fortitude save reduces the damage by half and negates the daze. Unlike most other projectile spells, the caster can arc the orb if no target is selected.
Lucky Cape
School: Abjuration
Level: Art 2
Cost: 15 SP
Components: S, M
Effect: Your target's cloak grants a +1 Luck bonus to saving throws. An item can have only one temporary item enchantment at a time.
Reinforce Construct
School: Transmutation
Level: Art 2
Cost: 15 SP
Components: V, S, M
Effect: Reinforces the target ally construct or living construct, giving a bonus of 10 temporary hit points plus 1 additional one per caster level up to caster level 10.
Toughen Construct
School: Transmutation
Level: Art 2
Cost: 15 SP
Components: V, S, M
Effect: Toughens the skin of an ally construct, giving a +2 natural armor bonus to AC with an additional +1 bonus for every 3 caster levels above 3rd, to a maximum of +5 at caster level 12.
Adamantine Weapons
School: Transmutation
Level: Art 3
Cost: 20 SP
Components: V, S, M
Effect: Your target's currently equipped weapons gain the ability to bypass Adamantine damage reduction. An item can have only one temporary item enchantment at a time.
Blast Rod
School: Evocation
Level: Art 3
Cost: 15 SP
Components: V, S, M
Effect: A blast of electricity bursts from your outstretched hand, dealing 5 to 8 electrical damage per caster level (up to a max of 50 to 80 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.
Curative Admixture: Cure Serious Wounds
School: Conjuration [Healing]
Level: Art 3
Cost: 12 SP
Components: S, M
Target: Friend, Self, Directional
Cooldown: 10 seconds.
Effect: Infuses a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d8+5 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Serious Wounds. This infusion is affected by Artificer Knowledge: Potions.
Curative Admixture: Remove Disease
School: Conjuration
Level: Art 3
Cost: 10 SP
Components: S, M
Target: Friend, Self, Directional
Cooldown: 10 seconds.
Effect: Infuses a Remove Disease potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes diseases from nearby allies. Special material component: Potion of Remove Disease.
Flame Turret
School: Conjuration [Fire]
Level: Art 3
Cost: 20 SP
Components: V, S, M
Effect: Conjures a destroyable turret that fires jets of flame at nearby enemies. You can have only one summoned creature at a time.
Inflict Light Damage, Mass
School: Transmutation [Repair]
Level: Art 3
Cost: 25 SP
Components: V, S
Effect: Transmutes the structure of construct enemies to deal 3 to 8 damage plus an additional 1 to 4 for every caster level up to caster level 25.
Inflict Serious Damage
School: Transmutation [Repair]
Level: Art 3
Cost: 12 SP
Components: V, S
Effect: Transmutes the structure of a construct enemy to deal 9 to 24 damage plus an additional 1 to 4 for every caster level up to caster level 15.
Positive Energy Infusion
School: Transmutation
Level: Art 3
Cost: 15 SP
Components: V, S, M
Effect: You enhance an ally with some of your life force, giving them a 10% enhancement bonus to maximum hit points. You suffer a stacking maximum hit point penalty of 10% for each time this spell has been cast. The effect lasts for five minutes before expiring.
Armor of Speed
School: Transmutation
Level: Art 4
Cost: 25 SP
Components: V, S, M
Effect: Your target's currently equipped armor gains Equip Effect: Quickens the wearer, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. An item can have only one temporary item enchantment at a time.
Cold Iron Weapons
School: Transmutation
Level: Art 4
Cost: 25 SP
Components: V, S, M
Effect: Your target's currently equipped weapons gain the ability to bypass Cold Iron damage reduction. An item can have only one temporary item enchantment at a time.
Curative Admixture: Remove Poison
School: Conjuration
Level: Art 4
Cost: 20 SP
Components: S, M
Target: Friend, Self, Directional
Cooldown: 12 seconds.
Effect: Infuses a potion of Poison Neutralization with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes poisons from nearby allies. (It does not confer immunity to poisons.) Special material component: Potion of Poison Neutralization.
Inflict Critical Damage
School: Transmutation [Repair]
Level: Art 4
Cost: 16 SP
Components: V, S
Effect: Transmutes the structure of a construct enemy to deal 12 to 32 damage plus an additional 1 to 4 for every caster level up to caster level 20.
Inflict Moderate Damage, Mass
School: Transmutation [Repair]
Level: Art 4
Cost: 35 SP
Components: V, S
Effect: Transmutes the structure of construct enemies to deal 6 to 16 damage plus an additional 1 to 4 for every caster level up to caster level 30.
Thundering Armor
School: Evocation
Level: Art 4
Cost: 25 SP
Components: V, S, M
Effect: Your target's currently equipped armor gains Retributive Hit Effect: Attacker takes 1 to 6 sonic damage and has a 5% chance to take an additional 8 to 48 sonic damage (Fortitude DC: 25 save for half damage). An item can have only one temporary item enchantment at a time.
Curative Admixture: Remove Curse
School: Conjuration
Level: Art 5
Cost: 30 SP
Components: S, M
Target: Friend, Self, Directional
Cooldown: 14 seconds.
Effect: Infuses a Remove Curse potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes curses from nearby allies. Special material component: Potion of Remove Curse.
Inflict Serious Damage, Mass
School: Transmutation [Repair]
Level: Art 5
Cost: 40 SP
Components: V, S
Effect: Transmutes the structure of construct enemies to deal 9 to 24 damage plus an additional 1 to 4 for every caster level up to caster level 35.
Planar Weapons
School: Transmutation
Level: Art 5
Description: Spell Selector for Good Weapons, Evil Weapons, Lawful Weapons, and Chaotic Weapons:
Good Weapons
School: Transmutation
Level: Art 5
Cost: 30 SP
Components: V, S, M
Effect: Your target's currently equipped weapons gain the ability to bypass Good damage reduction. An item can have only one temporary item enchantment at a time.
Evil Weapons
School: Transmutation
Level: Art 5
Cost: 30 SP
Components: V, S, M
Effect: Your target's currently equipped weapons gain the ability to bypass Evil damage reduction. An item can have only one temporary item enchantment at a time.
Lawful Weapons
School: Transmutation
Level: Art 5
Cost: 30 SP
Components: V, S, M
Effect: Your target's currently equipped weapons gain the ability to bypass Lawful damage reduction. An item can have only one temporary item enchantment at a time.
Chaotic Weapons
School: Transmutation
Level: Art 5
Cost: 30 SP
Components: V, S, M
Effect: Your target's currently equipped weapons gain the ability to bypass Chaotic damage reduction. An item can have only one temporary item enchantment at a time.
Radiant Forcefield
School: Abjuration [Force]
Level: Art 5
Cost: 30 SP
Components: V, S, M
Effect: Your target is surrounded in a sphere of magical force that reduces all damage they take by 25% for a short period of time.
Silver Weapons
School: Transmutation
Level: Art 5
Cost: 30 SP
Components: V, S, M
Effect: Your target's currently equipped weapons gain the ability to bypass Silver damage reduction. An item can have only one temporary item enchantment at a time.
Deconstruct
School: Transmutation
Level: Art 6
Cost: 35 SP
Components: V, S
Effect: Greatly damages an enemy construct, dealing 10 damage per caster level (max 150), slows their move and attack speed, reduces fortification by 25%, and inflicts a 25% penalty to Repair effects. Reconstruction will remove this penalty. A successful Will save halves this damage and prevents the debuff portion.
Inflict Critical Damage, Mass
School: Transmutation [Repair]
Level: Art 6
Cost: 45 SP
Components: V, S
Effect: Transmutes the structure of construct enemies to deal 12 to 32 damage plus an additional 1 to 4 for every caster level up to caster level 40.
Tactical Detonation
School: Transmutation
Level: Art 6
Cost: 40 SP
Components: V, S, M
Effect: Causes an unstable ball of plasma to streak towards your enemy. The ball explodes on impact, knocking enemies to the ground and dealing 4 to 6 fire damage per two caster levels (a successful Reflex save reduces the fire damage by half and negates the knockdown effect) and 3 to 4 force damage per caster level (no save) to targets in the area. Unlike most other projectile spells, the caster can arc this sphere if they have no target selected.