INFUSE (WEAPON)
INFUSE (Weapon)
Paladins can use the INFUSE verb to place a single charge of the currently prepared spell into the weapon they have previously bonded with using Sanctify (1625). When the paladin makes a successful melee attack the infused spell will randomly trigger, expending the charge and costing the paladin mana equal to casting the spell normally. The effect is not subject to [[armor hinderance.
Infusing a spell
- Limitations
Any spell that can be prepared either from the paladins known spell list can be infused provided that:
- The paladin has achieved the 3 level of bonding
- The spell is offensive in nature, single target and a non-bolt/ball spell
- The spell is at or below the max INFUSE level for the paladin.
- Max infusion spell level
To calculate the maximium spell level that can be infused take:
(WeaponBondingLevel - 2) * 4
Add to that the number of bonus levels from Summoning Lore (+1 level at 2,5,9,14,...+18 at 189).
- Spell levels -- spiritual vs non-spiritual
- (Minor Spiritual and Paladin Base) use their normal spell level.
- Fully spirit based spells from an unavailable circle (Cleric Base and Major Spiritual) use their spell base level times 1.25
- Partially spiritual spells (Sorcerer Base) use their normal base times 1.5
- Non-spiritual spells (Wizard Base, Bard Base, etc) use their spell base level times 2
Infusing a spell
Once a spell is selected the paladin simply PREPAREs the spell and INFUSEs it into their sanctified weapon using the {weapon} argument. Infusing induces no round time and is not subject to spell hinderance.