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Warlock Infusions

Essence Infusions

Bowling Infusion
Level: 2nd
Prerequisite(s): none
Associated Blast(s): autumn, gravity, magma, sparking
Saving Throw: Will negates
You bowl your foes over with the sheer mass of your mystic blast.   Attempt a trip combat maneuver check against each target damaged by your infused blast, using your Charisma modifier instead of your Strength modifier to determine your Combat Maneuver Bonus.  
Brilliant Infusion
Level: 6th
Prerequisite(s): none
Associated Blast(s): eldritch, fire, hellfire, positive, summer
Saving Throw: Will negates
Your mystic blast leaves an afterglow that banishes the darkness.   Treat each square of the path of your ranged attack mystic blast, the target square of your melee attack mystic blast, or the area of your area of effect mystic blast as the center of a continual flame effect that lasts until the end of your next turn. This effect counts as a 6th-level spell with the light descriptor.  
Burning Infusion
Level: 1st
Prerequisite(s): none
Associated Blast(s): Incandescent, fire, hellfire, magma, summer
Saving Throw: Will negates
Your mystic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage.   A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire mystic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.  
Cage of Souls
Level: 7th
Prerequisite(s): none
Associated Blast(s): dread, eldritch, fire
Saving Throw: Will negates
Those you kill tend to stay dead.   When your blast kills a living creature, it helps drags the creature’s soul to Hell or the Abyss, warding against effects of spells that would attempt to restore the creature to life. Spellcasters attempting to bring the creature back from the dead using raise dead or similar magic must succeed at a caster level check (DC = 11 + your warlock level) or the spell fails and the material component is wasted.  
Chilling Infusion
Level: 5th
Prerequisite(s): none
Associated Blast(s): eerie, winter
Saving Throw: Will negates
Your mystic blast chills your foes to the bone, making their movements sluggish. Whenever an infused blast deals cold damage to a foe, that foe is staggered for 1 round.  
Dampening Infusion
Level: 1st
Prerequisite(s): none
Associated Blasts: arcane, negative
Saving Throw: Will negates
Your blast swirls with darkness, making it harder for your foes to see. This otherwise functions as dazzling infusion.  
Darkness Infusion
Level: 3rd
Prerequisite(s): none
Associated Blasts: arcane, gravity, negative, winter
Saving Throw: none
Your blast creates darkness. Treat each square of the path of your ranged attack blast, the target square of your melee attack blast, or the area of your area of effect blast as the center of a darkness effect that lasts until the end of your next turn. This effect counts as a 3rd-level darkness spell.  
Darkness Infusion, Greater
Level: 6th
Prerequisite(s): darkness infusion
Associated Blasts: arcane, gravity, negative
Saving Throw: none
Your blast creates supernatural darkness, as per the darkness infusion, except it acts as deeper darkness and counts as a 6th-level darkness spell.  
Dazzling Infusion
Level: 1st
Prerequisite(s): none
Associated Blasts: eldritch, fire, hellfire, positive, summer
Saving Throw: Will negates
Your blast shines brightly, making it harder for your foes to see. If your blast hits a foe (and penetrates SR if applicable), that foe must succeed at a Will save or be dazzled for 1 minute, whether or not it takes damage from the blast. You can reduce the blast’s damage by half to increase the DC of this save by 2.  
Disintegrating Infusion
Level: 6th
Prerequisite(s): none
Associated Blasts: force
Saving Throw: Fortitude partial; see text
You can use force to rip your targets apart. Against creatures, your blast deals double its normal amount of damage, but targets receive a saving throw to reduce the damage to half the blast’s normal amount of damage (for a total of 1/4 of the blast’s increased damage). Any creature reduced to 0 or fewer hit points by the blast is disintegrated, as the spell disintegrate. You can use the infused blast to destroy force effects or objects as disintegrate, but for each force effect or 10-foot cube of nonliving matter you destroy in this way, you must accept 1 point of burn, which can’t be reduced by effects such as infusion specialization or gather power.  
Enervating Infusion
Level: 7th
Prerequisite(s): none
Associated Blast(s): negative
Saving Throw: Will negates
Your mystic blast drains life force. Foes that take damage from your infused blast also take 1 temporary negative level. Negative levels from this infusion fade after 24 hours and never become permanent.  
Entangling Infusion
Level: 2nd
Prerequisite(s): none
Associated Blasts: corrupting, eerie, spring, sylvan, verdant, winter
Saving Throw: Reflex negates
Your blast surrounds your foes in elemental matter.   Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your mystic blast) or by dealing an amount of damage to the entangling matter equal to double your warlock level (the matter has hardness 0).   If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.  
Eroding Infusion
Level: 6th
Prerequisite(s): none
Associated Blast(s): autumn, corrupting
Saving Throw: Will negates
Your mystic blast corrodes your target. Whenever a blast with this infusion deals damage to a foe, that foe covered in this eroding energy. A foe that is covered in this energy takes 2d6 points of acid damage for one round for every 5 warlock levels.  
Flash Infusion
Level: 4th
Prerequisite(s): none
Associated Blast(s): eldritch, fire, hellfire, incandescent, summer
Saving Throw: Will negates
Your mystic blast is so bright that it blinds your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe must succeed at a Will save or be blinded for 1 round, regardless of whether it takes damage from the blast. You can reduce the blast’s damage by half to increase the DC of this save by 2.  
Foxfire Infusion
Level: 3rd
Prerequisite(s): none
Associated Blast(s): autumn, force, magma, spring, summer, sylvan, verdant, winter
Saving Throw: Will negates
Your blast leaves behind flickering flames that reveal the target’s location as per faerie fire for 1 minute (or until your next turn if the target succeeds at its save). This effect occurs even if the foe doesn’t take damage, as long as the attack overcomes spell resistance (if any). You can reduce the blast’s damage by half to increase the DC of this saving throw by 2. A creature can remove the revealing flames early by taking a full-round action to extinguish them.  
Grappling Infusion
Level: 5th
Prerequisite(s): none
Associated Blasts: corrupting, eerie, gravity, incandescent, magma, sparking, spring, sylvan, verdant, winter
Saving Throw: none
Your cloud, deadly earth, or wall blast grows tendrils that hold your enemies in place. Whenever a creature takes damage from the infused blast, you can attempt a combat maneuver check to have the blast grapple that opponent. Your bonus on this check is equal to 2 + your warlock level + your Constitution modifier (treat the blast as a Huge creature). The blast only grapples opponents; it can’t perform other functions of grapple maneuvers such as pinning or moving the opponent. If the blast is already grappling an opponent, it receives a +5 bonus on its combat maneuver check to maintain the grapple, as normal. You can use this infusion only if you also use the cloud, deadly earth, or wall form infusion.  
Gusting Infusion
Level: 1st
Prerequisite(s): none
Associated Blasts: sparking, spring
Saving Throw: Fortitude negates
The wind from your infusion causes your blast to act as an instantaneous gust of wind. If your blast has a clear path, you can accept 2 additional points of burn or reduce the damage to 0 in order to cause the gust of wind effect to persist for 1 round along that path.  
Penetrating Infusion
Level: 2nd
Prerequisite(s): none
Associated Blasts: autumn, corrupting, eerie, fire, hellfire, incandescent, magma, sparking, spring, summer, winter
Saving Throw: none
The intensity of your blasts allows you to break through your foes’ resistances. Treat your foe’s cold, or fire resistance as if it were 5 lower for the purpose of determining the infused blast’s damage; this doesn’t stack with the reduction from searing flame.   You can increase the burn cost of this infusion to further reduce the foe’s resistance against the infused blast by 5 per additional point of burn accepted. This has no effect on creatures with immunity.  
Pulling Infusion
Level: 1st
Prerequisite(s): none
Associated Blast(s): gravity
Saving Throw: Will negates
Your mystic blast pulls foes toward you. Attempt a drag combat maneuver check against each target damaged by your infused blast (the blast always drags the foe closer to you), using your Charisma modifier instead of your Strength modifier to determine your CMB. This infusion can pull a foe a maximum of 5 feet. You can increase the maximum distance pulled by 5 feet per additional point of burn accepted.  
Pure-Flame Infusion
Level: 7th
Prerequisite(s): none
Associated Blasts: arcane, force, hellfire
Saving Throw: none
You open a direct conduit to the deepest pits of hell and send it surging forth. Your infused blast ignores spell resistance.  
Pushing Infusion
Level: 1st
Prerequisite(s): none
Associated Blast(s): dread, eldritch, gravity, magma, summer, sylvan, verdant, winter
Saving Throw: Will negates
The momentum of your mystic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Charisma modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion that causes your mystic blast to lack a clear direction to push. When using the pushing infusion a physical blast always deals bludgeoing damage.  
Radiant Infusion
Level: 1st
Prerequisite(s): none
Associated Blasts: positive, verdant
Saving Throw: none
Your blast damages living creatures with light. This deals normal damage to undead creatures but also deals minimum damage (1 point of damage per d6, can’t be increased by the 9th-level improvement to amplify blast) to living creatures. Undead creatures that are particularly vulnerable to sunlight, such as vampires, take 1 extra point of damage per die from the infused blast.  
Slick Infusion
Level: 2nd
Prerequisite(s): slick invocation
Associated Blasts: eerie, winter
Saving Throw: Reflex negates
Your blast leaves behind slippery water or ice in its area for as long as the blast is in that area and for 1 round thereafter, making the area difficult terrain and increasing the DC of Acrobatics checks attempted in the area by 5. You can use this infusion only if you also use a form infusion that has an area of effect.  
Spore Infusion
Level: 5th
Prerequisite(s): none
Associated Blasts: autumn, corrupting, dread, eldritch, winter
Saving Throw: Fortitude negates
Creatures that take slashing or piercing damage from your blast are infected with spores. If the target fails its Fortitude save, it takes 1d6 points of damage per round for 10 rounds as plants and fungi grow out of its body. At the end of that time, the target is exposed to the pulsing puffs disease. This infusion is a disease effect. When using a fey blast against a creature infected by this infusion, you gain a +2 bonus on attack rolls, to saving throw DCs, and on caster level checks to overcome spell resistance.   Pulsing Puffs: Blast—injury; save Fort DC 18; onset 1 minute; frequency 1/day; effect 1d6 Dex damage; cure 2 consecutive saves.  
Stylish Infusion
Level: 3rd
Prerequisite(s): brawler’s flurry or flurry of blows class feature, mystic fist
Associated Blasts: corrupting, dread, incandescent, sparking
Saving Throw: none
When you learn this infusion, select a monk style strike. You can use that style strike during a flurry of blows with your infused blast, though you must still follow the limitation of one style strike per flurry of blows (or two if you are a 15th-level monk).   If you select flying kick, the distance is equal to your elemental overflow bonus on attack rolls × 10 feet. You can use this infusion only while also using the mystic fist form infusion.   Special: You can select this infusion multiple times. Each time, you must select a different style strike.  
Synaptic Infusion
Level: 3rd
Prerequisite(s): none
Associated Blasts: sparking, spring
Saving Throw: Will negates
Your blast sends strange electric signals through the target’s body, scrambling its synapses and causing it to become staggered for 1 round. The target is aware it can choose to take a move action to remove the staggered condition inflicted by this infusion. This infusion is a mind-affecting effect.  
Thundering Infusion
Level: 1st
Prerequisite(s): none
Associated Blast(s): sparking, spring
Saving Throw: Will negates
Your lightning brings with it a peal of thunder. Whenever your infused blast hits a foe and penetrates spell resistance, that foe becomes deafened, even if the blast doesn’t deal damage.  
Toxic Infusion
Level: 4th
Prerequisite(s): none
Associated Blast(s): arcane, autumn, dread
Saving Throw: Will negates
The plants in your blast are mildly toxic. All creatures that take piercing or slashing damage from your blast are sickened for 1 round.  
Toxic Infusion, Greater
Level: 7th
Prerequisite(s): none
Associated Blast(s): arcane, autumn, dread
Saving Throw: Will negates
Your plant toxin is more virulent. Each time you use this infusion, choose a physical ability score. All creatures that take piercing or slashing damage from your blast are exposed to your poison.   Blast— injury; save Fort; frequency 1/round for 6 rounds; effect 1d2 damage to the chosen ability score; cure 2 consecutive saves.  
Turning Infusion
Level: 4th
Prerequisite(s): none
Associated Blast(s): positive, verdant
Saving Throw: Will negates
Your mystic blast causes undead creatures to flee in terror. Undead that take damage from a turning blast must succeed at a Will save or flee for 1 round. An undead creature that succeeds at its saving throw against a turning blast is immune to this effect for 24 hours.  
Unnerving Infusion
Level: 3rd
Prerequisite(s): none
Associated Blast(s): arcane, dread, eerie, eldritch
Saving Throw: Will negates
Your mystic blast sends the fear of oblivion into your foes. Whenever an infused blast deals damage to a living foe, it is shaken for 1 round. This shaken condition doesn’t stack with itself.  
Unraveling Infusion
Level: 5th
Prerequisite(s): none
Associated Blasts: arcane, eldritch, force, hellfire
Saving Throw: none
Your mystic blast burns so hot that it melts away your foe’s magical effects. Whenever your infused blast hits a foe and penetrates its spell resistance, you can attempt a caster level check as if using a targeted dispel magic before determining whether the foe takes damage from the blast. You can choose to reduce the blast’s damage by half to increase your bonus on the caster level check by 2. If you don’t choose a specific spell effect to attempt to dispel, you automatically attempt to dispel effects that would protect the target from fire damage before other spells.  
Vampiric Infusion
Level: 5th
Prerequisite: void healer
Associated Blasts: negative
Saving Throw: none
Your mystic blast can drain your foes’ vitality to replenish your own. If your blast hits (or the enemy fails its saving throw against a blast without an attack roll), you can activate the void healer utility wild talent on yourself by accepting its burn cost; you don’t need to take an action to do so. The void healer utility wild talent heals you when used in this way even if you are a living creature.  
Weighing Infusion
Level: 2nd
Prerequisite(s): none
Associated Blasts: gravity
Saving Throw: Reflex negates
This infusion functions as entangling infusion, except it entangles and immobilizes a foe by increasing its weight, rather than surrounding it in elemental matter.  

Shape Infusions

Chain
Level: 5th
Prerequisite(s): none
Saving Throw: none
Your mystic blast leaps from target to target. When you hit a target with your infused blast, you can attempt a ranged touch attack against an additional target that is within 30 feet of the first. Each additional attack originates from the previous target, which could alter cover and other conditions. Each additional target takes 2d6 fewer points of damage than the last (for example, 5d6 becomes 3d6), and you can’t chain the blast back to a previous target. You can continue chaining your blasts until a blast misses or fails to deal damage, or until your blast is reduced to a single or double damage die.  
Cleave
Level: 1st
Prerequisite(s): none
Saving Throw: none
You invoke your mystic blast as a cone of energy or elemental matter, damaging all creatures and objects in a 15-foot cone.  
Extended Range
Level: 1st
Prerequisite(s): none
Saving Throw: none
Your mystic blast can strike any target within 120 feet.  
Extreme Range
Level: 3rd
Prerequisite(s): extended range
Saving Throw: none
Your mystic blast can strike any target within 480 feet.  
Flurry of Blasts
Level: 3rd
Prerequisite(s): extended range
Saving Throw: none
Instead of a single mystic blast, you shoot two mystic blasts at targets within 120 feet that each deal damage as if your warlock level were 1st (effects or abilities that increase your mystic blast’s damage don’t apply). At 10th level, you can shoot three blasts with flurry of blasts; this increases to four blasts at 16th level and to five blasts at 20th level. If you are under the effect of haste or similar magic that increases your number of attacks in a full-attack action, the number of mystic blasts in your flurry of blasts increases by 1.   No two targets can be more than 30 feet apart. You must assign the targets of all your blasts before rolling any of the attacks. Any blast beyond the first that hits the same target adds 1d6 points of damage; bonuses and penalties to damage don’t apply. If you are using an essence infusion that requires a saving throw, a target attempts its save only once (even if it was hit multiple times), but it takes a penalty on the save equal to the number of times it was hit beyond the first. If you are using a essence infusion that requires a caster level check or combat maneuver check, you roll the check only once against each target, but you gain a bonus on the check equal to the number of times that target was hit beyond the first. If you are using the pushing substance infusion, the maximum distance of the push increases by 5 feet for each time the target was hit beyond the first.  
Focused Blast
Level: 1st
Prerequisite(s): none
Saving Throw: none
You focus your blast in a concentrated attack. You gain a +1 enhancement bonus on your attack roll with the blast and your caster level check to overcome spell resistance. You can increase the burn cost of this infusion by 2 to increase the enhancement bonus by 1, to a maximum of +5 for 10 burn. You can reduce your blast’s total damage by half to reduce the burn cost of this infusion by half as well.  
Fragmentation
Level: 7th
Prerequisite(s): none
Saving Throw: none or Reflex half, see text
You throw a volatile sphere of solid matter that shatters into countless shards. Attempt a ranged attack roll against a target within 120 feet. If you hit, the target takes your mystic blast damage with no saving throw. All other creatures and objects within a 20-foot burst take half the normal amount of damage and can attempt a Reflex save to reduce that damage by half again. If the attack misses its target, the blast has no effect.  
Hideous Blow
Level: 1st
Prerequisite(s): none
Saving Throw: none
Choose a manufactured weapon in your hand (not an unarmed strike or natural attack if the weapon is a double weapon, you must choose one of its ends to receive this benefit. You imbue the chosen weapon with your mystic energy as part of an attack action, charge action, or full-attack action to add extra damage to each of your attacks with that weapon until the beginning of your next turn. Your attacks with the chosen weapon during that action deal 1d6 additional points of damage. At 7th level and every 6 levels thereafter, this bonus damage increases by 1d6 points.   The additional damage is of the same type as the infused blast’s damage. This additional damage ignores spell resistance and doesn’t apply any modifiers to your mystic blast’s damage.  
Impale
Level: 3rd
Prerequisite(s): none
Saving Throw: none
You extend a long, sharp spike of pure energy or elemental matter along a line, impaling multiple foes. Make a single attack roll against each creature or object in a 30-foot line, starting with the closest target. If the result is a critical threat, roll to confirm against only the first target you hit. Calculate damage against each target you hit, starting from the closest. If your attack hits a target but fails to deal physical damage to that target, the spike fails to penetrate and the infused blast doesn’t continue. A blast with the impale infusion can penetrate solid barriers, but it must deal enough damage to destroy the barrier in order to continue through. Physical type mystic blasts always deal piercing damage.  
Mystic Blade
Level: 1st
Prerequisite(s): none
Saving Throw: none
You form a weapon using your mystic abilities. You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter depending on the types of blast you have access. The mystic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the mystic blade, nor does it grant the mystic blade any weapon special features. The object held by a warlock for this form infusion doesn’t prevent her from using gather power.   You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your mystic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The mystic blade deals your mystic blast damage on each hit (applying any modifiers to your mystic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your mystic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The mystic blade doesn’t add the damage bonus from ancestral overflow.  
Mystic Fist
Level: 1st
Prerequisite(s): none
Saving Throw: none
You surround your body with energy or elemental matter from your mystic abilities. You can use this form infusion as part of an attack action, a charge action, or a full-attack action to add damage to each of your natural attacks and unarmed strikes until the beginning of your next turn. Since mystic fist is part of another action, using this wild talent doesn’t provoke any additional attack of opportunity. You deal an additional 1d6 points of damage per 3 dice of your mystic blast’s damage (minimum 1d6), and this damage is of the same type as your mystic blast’s damage. This extra damage ignores spell resistance and doesn’t apply any modifiers to your mystic blast’s damage.  
Mystic Glaive
Level: 3rd
Prerequisite(s): mystic blade
Saving Throw: none
You form a long tendril of energy or elemental matter. This functions as mystic blade but counts as a reach weapon appropriate for your size. Unlike most reach weapons, the mystic whip can also attack nearby creatures. The mystic whip disappears at the beginning of your next turn, but in the intervening time, it threatens all squares within its reach, allowing you to make attacks of opportunity that deal the whip’s usual damage.  
Snake
Level: 3rd
Prerequisite(s): none
Saving Throw: none
You have fine control over your mystic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see.  
Spindle
Level: 2nd
Prerequisite(s): none
Saving Throw: Reflex negates, see text.
You throw a long, roughly 5-foot-by-10-foot spindle of elemental matter or energy up to 30 feet away, damaging all creatures and objects within any two adjacent 5-foot squares unless they succeed at a Reflex save. An energy blast infused with spindle deals its normal damage to each target, while a physical blast infused with spindle deals half its normal damage to each target.  
Spray
Level: 4th
Prerequisite(s): none
Saving Throw: Reflex half
You diffuse your mystic blast to spray out wildly. All creatures and objects in a 30-foot cone take half your normal amount of blast damage.  
Torrent
Level: 3rd
Prerequisite(s): none
Saving Throw: Reflex half
A torrent of energy buffets or burns all foes in a 30-foot line, dealing half your normal amount of blast damage (or full damage for energy blasts).  
Whirlwind
Level: 4th
Prerequisite(s): none
Saving Throw: Reflex half
Energy explode outward from your body, dealing your blast damage to all creatures and objects within a 20-foot radius.  

Section 15: Copyright Notice

Original version:Pathfinder Roleplaying Game Occult Adventures. 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
Modified version: Modified by Roberto Sanches.

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