
exequiel759 |
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After the good reception I had with the Ultimate Rogue thread I decided to dust off an old project of mine: a conversion of the artificer class from D&D 3.5. There's a ton of conversions and 3pp classes already that try to capture that craftsman's feel in PF1e, but IMO they make the class too complicated without a reason or add so many class features that they make an already really strong class into a class that could probably go toe to toe with the strongest of wizards.
This conversion aims to keep the chassis of the class mostly intact, while also giving it a "Pathfinder overhaul" to remove dead levels and make it talent-based like many other classes that were ported from D&D 3.5 to PF1e. Some class features became talents as well.
Artificer — An Eberron/Pathfinder Conversion
Hit Die: d8
Starting Wealth: 3d6 x 10.
Class Skills
The artificer's class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int) and Use Magic Device (Cha).
Skill Points per Level: 4 + Int modifier.
Base Attack Bonus: 3/4
Good Saves: Fortitude, Will
Bad Saves: Reflex
CLASS FEATURES
Weapon and Armor Proficiency: Artificers are proficient with all simple weapons and all crossbows and firearms, light armor, medium armor, and shields (except tower shields).
Infusions: An artificer is not a spellcaster, but she does have the ability to imbue items with magic. Infusions are drawn from the artificer infusion list. They function just like spells and follow all the rules for spells. An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, she does not select a subset of the available infusions as her known infusions; she has access to every infusion on the list that is of a level she can use. To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level. The DC for a saving throw against an infusion is 10 + the infusion level + the artificer's Intelligence modifier.
Should an artificer encounter some rare or ancient infusion that does not appear on the normal infusion list, she can learn it by studying it for 8 hours and making a Spellcraft check with a DC equal to 20 + the infusion level. However, this is specifically not intended for artificers to reverse engineer normal spells to become infusions.
Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. Her base daily infusion allotment is given on the accompanying table. In addition, she receives extra infusions per day if she has a sufficiently high Intelligence score.
An artificer's infusions can only be imbued into an item or a construct. She cannot, for example, simply imbue an ally with bull's strength. She must instead imbue that ability into an item her ally is wearing. She can, however, imbue bull's strength directly on a construct or a character with the android or inevitable subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters.
An artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on her infusion list. For example, an artificer must still employ the Use Magic Device skill to use a wand of break, even though break appears on her infusion list.
Each day, an artificer must focus her mind on her infusions. She needs 8 hours of rest, after which she spends 1 hour concentrating. During this period, the artificer readies her mind to hold her daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots she used up the day before. Any infusions used within the last 8 hours count against the artificer's daily limit.
Cantrips: An artificer automatically knows all 0-level infusions that appear on the infusion list, but unlike normal infusions, they do not require spell slots and can all be used repeatedly.
Artificer Knowledge (Su): An artificer can automatically identify the properties of a magic item due to her expertise. She must spend 1 minute handling the item to learn its properties and command word as if she had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the artificer’s class level is equal to or greater than the caster level of the item.
Artisan Bonus: An artificer adds 1/2 her level on Spellcraft to create a magic item and on Use Magic Device checks (minimum +1). She can use Disable Device to disarm magic traps.
Item Creation (Ex): An artificer may use her artificer level as her caster level when creating magic items and meeting item creation feat prerequisites. An artificer may create potions, spell completion items, magic device traps, or spell trigger items, even if she does not have access to the prerequisite spells. An artificer still increases by 5 the DC when creating magic items for every prerequisite spell she does not have access to as normal.
Bonus Feats: An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. She gains Scribe Scroll as a bonus feat at 1st level, Brew Potion as a bonus feat at 2nd level, Craft Wondrous Item as a bonus feat at 3rd level, Craft Construct as a bonus feat at 4th level, Craft Magic Arms and Armor as a bonus feat at 5th level, Craft Wand as a bonus feat at 6th level, Forge Ring as a bonus feat at 7th level, Craft Rod as a bonus feat at 9th level, and Craft Staff as a bonus feat at 11th level.
Artificer Talent: At 2nd level, an artificer gains one artificer talent. She gains an additional artificer talent for every 2 levels of artificer attained after 2nd level. An artificer cannot select an individual talent more than once. Once a talent has been selected, it can’t be changed.
Master Artisan (Ex): At 3rd level, when an artificer creates a mundane item with the Craft skill, she uses the item’s gp value as its sp value when determining crafting progress (an artificer doesn’t multiply the item’s gp cost by 10 to determine its sp cost).
Swift Artisan (Ex): At 5th level, an artificer can create mundane or magical items with astounding speed. It takes an artificer half the normal amount of time to create items.
Advanced Learning (Su): At 11th level, an artificer can add a new spell to her infusion list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of a level she can cast. Once a new spell is selected, it is forever added to the artificer’s infusion list and can be cast just like any other infusion on her list. These infusions follow the same restrictions as the other infusions the artificer has, so if the chosen spell cannot be imbued into an item or construct it can’t be selected with this class feature. An artificer can instead select two spells to add in this way, but both must be at least one level lower than the highest-level infusion she can cast. At 13th, 15th, 17th, and 19th level, an artificer adds another spell from sorcerer/wizard spell list to her infusion list.
Instant Artisan (Ex): At 20th level, an artificer can create mundane or magical items with almost supernatural speed. She can create an item as a full-round action if she succeeds at the Craft or Spellcraft check and has the appropriate resources at hand to fund the creation.
Artificer Talents : An artificer has access to the following artificer talents.
Alchemist Discovery (Ex): The artificer can select one of the following alchemist discoveries as an artificer talent: combine extracts (which she can use with her infusions instead), concentrate poison, dilution, elixir of life, enhance potion, eternal potion, extend potion, and poison conversion. When selecting an alchemist discovery, she must be high enough level to qualify for that discovery, using her artificer level as her alchemist level to determine if she qualifies. This talent can be selected multiple times; each time grants a new discovery.
Attune Magical Amulet (Su): An artificer can grant any piece of equipment in the neck slot she is wearing a +1 enhancement bonus to natural armor. These bonuses can be added to that piece of equipment in the neck slot, stacking with existing enhancement bonuses to a maximum of +5. For every six levels beyond 4th, that piece of equipment in the neck slot gains another +1 enhancement bonus to natural armor, to a maximum of +3 at 16th level. An artificer must be at least 4th level and have the Craft Wondrous Item feat to select this talent.
Attune Magical Armor (Su): An artificer can grant any armor she is wearing a +1 enhancement bonus. These bonuses can be added to the armor, stacking with existing armor enhancements to a maximum of +5. For every six levels beyond 6th, the armor gains another +1 enhancement bonus, to a maximum of +3 at 18th level. An artificer must be at least 6th level and have the Craft Magic Arms and Armor feat to select this talent.
Attune Magical Belt (Su): An artificer can grant any belt she is wearing a +2 enhancement bonus to one physical ability score of her choice. These bonuses can be added to the belt, stacking with existing ability score enhancements to a maximum of +6. For every six levels beyond 4th, the belt gains another +2 enhancement bonus to another physical ability score of her choice, up to three physical ability scores. An artificer must be at least 4th level and have the Craft Wondrous Item feat to select this talent.
Attune Magical Cloak (Su): An artificer can grant any piece of equipment in the shoulder slot she is wearing a +1 resistance bonus on all saving throws. These bonuses can be added to the piece of equipment in the shoulder slot, stacking with existing resistance bonuses to a maximum of +5. For every six levels beyond 4th, the piece of equipment in the shoulder slot gains another +1 resistance bonus on all saving throws, to a maximum of +3 at 16th level. An artificer must be at least 4th level and have the Craft Wondrous Item feat to select this talent.
Attune Magical Headband (Su): An artificer can grant any headband she is wearing a +2 enhancement bonus to one mental ability score of her choice. These bonuses can be added to the headband, stacking with existing ability score enhancements to a maximum of +6. For every six levels beyond 4th, the headband gains another +2 enhancement bonus to another mental ability score of her choice, up to three mental ability scores. An artificer must be at least 4th level and have the Craft Wondrous Item feat to select this talent.
Attune Magical Ring (Su): An artificer can grant any ring she is wearing a +1 deflection bonus to AC. These bonuses can be added to the ring, stacking with existing deflection bonuses to a maximum of +5. For every four levels beyond 8th, the ring gains another +1 deflection bonus to AC, to a maximum of +3 at 16th level. An artificer must be at least 8th level and have the Forge Ring feat to select this talent.
Attune Magical Shield (Su): An artificer can grant any shield she is wearing a +1 enhancement bonus. These bonuses can be added to the shield, stacking with existing shield enhancements to a maximum of +5. For every six levels beyond 6th, the shield gains another +1 enhancement bonus, to a maximum of +3 at 18th level. An artificer must be at least 6th level and have the Craft Magic Arms and Armor feat to select this talent.
Attune Magical Weapon (Su): An artificer can grant any weapon she is holding a +1 enhancement bonus. These bonuses can be added to the weapon, stacking with existing weapon enhancements to a maximum of +5. For every six levels beyond 6th, the weapon gains another +1 enhancement bonus, to a maximum of +3 at 18th level. An artificer must be at least 6th level and have the Craft Magic Arms and Armor feat to select this talent.
Cooperative Craftsman: An artificer gains the Cooperative Crafting feat as a bonus feat without needing to meet its prerequisites. In addition, an artificer can share her skill ranks, item creation feats, and the effects of the Cooperative Crafting feat with any one ally that she designates at the moment of crafting mundane and magical items.
Craft Companion (Su): This function as craft mount as per the construct rider class feature of the same name, except an artificer isn’t limited to a few animals and can use her infusions instead of spells to meet spell prerequisites when crafting constructs. In addition, she can take any construct rider discoveries as artificer talents if she meets the prerequisites.
Craft Familiar (Ex): This function as clockwork bond and familiar tinkering as per the clocksmith class features of the same name, except an artificer can use her infusions instead of spells to meet spell prerequisites when crafting constructs.
Craft Homunculus (Ex): This function as homunculus familiar and experimentation as per the homunculist class feature of the same name or as homunculus companion as per the promethean alchemist class feature of the same name (artificer’s choice), except an artificer can use her infusions instead of spells to meet spell prerequisites when crafting constructs.
Craft Weapon Familiar (Ex): This functions as black blade as per the bladebound class feature of the same name, except an artificer can use her infusions instead of spells to meet spell prerequisites when crafting weapons. An artificer is always considered proficient with her black blade, and she can also add weapon properties to it as normal.
Double Item Wielder (Ex): As a full-round action, an artificer can use two potions, two wands, or two scrolls. Each item is expended or loses a charge as if used normally. The artificer must still succeed at a Use Magic Device check to operate scrolls or wands unless some other ability allows her to do so, but makes only one skill check to operate both items.
Exceptional Artisan (Su): An artificer who selects this talent chooses one item creation feat she possesses. Whenever the artificer crafts an item using that feat, the amount of progress she makes is accelerated to 4 hours per 1,000 gp in the item’s base price. This process can be accelerated again to 2 hours per 1,000 gp in the item’s base price by increasing the DC to create the item by 5. An artificer may select this talent multiple times; its effects do not stack. Each time she selects this talent, it applies to a different item creation feat.
Expert Gunsmith: An artificer with this talent gains Create Enhanced Firearm and Gunsmithing as bonus feats without needing to meet their prerequisites.
Extra Rings: An artificer who selects this talent can wear up to four magic rings, two on each hand. An artificer must have the Forge Ring feat to select this talent.
Extraordinary Artisan (Su): An artificer selects one item creation feat. Whenever the artificer creates an item using that feat, she reduces the cost of creating magic items to three quarters of the construction price. An artificer may select this talent multiple times; its effects do not stack. Each time she selects this talent, it applies to a different item creation feat.
Item Creation: An artificer gains a bonus item creation feat. She must meet the requirements of the item creation feat as normal. An artificer can pick this talent more than once.
Item Mastery: An artificer gains a bonus item mastery feat. She must meet the requirements of the item mastery feat as normal. An artificer can pick this talent more than once.
Legendary Artisan (Su): An artificer selects one item creation feat. Whenever the artificer creates an item using that feat, the DC does not increase by 5 for each prerequisite the artificer does not meet. An artificer may select this talent multiple times; its effects do not stack. Each time she selects this talent, it applies to a different item creation feat.
Metamagic: An artificer gains a bonus metamagic feat. She must meet the requirements of the metamagic feat as normal. An artificer can pick this talent more than once.
Metamagic Rod Mastery (Su): When wielding a wand or scroll in one hand and a metamagic rod in the other, an artificer may use the metamagic rod on spells fired from the wand or scroll. An artificer must have the Craft Rod feat to select this talent.
Modification Adept: An artificer gains the Creative Armorsmith and Creative Weaponsmith feats as bonus feats without needing to meet their prerequisites. An artificer is treated as if she meets all the prerequisites for Modification Master, and if she already has the Modification Master feat, she no longer suffers the drawbacks of wearing armor with modifications and treats weapons with modifications as being of their normal category.
Potion Glutton: An artificer gains Potion Glutton as a bonus feat. She must have the Brew Potion feat but otherwise she doesn’t need to meet other prerequisites of this feat.
Recharge Wand (Su): An artificer can regain one use of wand by spending 1 hour of work and gp equal to the market price of the wand halved by 50. For example, an artificer that wants to recharge a wand with a 1st-level wizard spell has to spend 15 gp per charge. She can restore multiple charges by spending the appropriate amount of gp without requiring extra hours of work. An artificer must have the Craft Wand feat to select this talent.
Retain Essence (Su): When an artificer that selects this talent tries to salvage the raw materials from items for the creation of new ones or repair of existing ones, she yields raw materials worth the full creation cost of the destroyed item. If she fails the skill check by 9 or less, the item is destroyed but the materials can still be salvaged in the future. If she fails the skill check by 10 or more, the item is destroyed and the materials are ruined.
Scroll Mastery (Su): Whenever an artificer uses a scroll, she use her own Intelligence score and relevant feats to set the DC for saves against spells she casts from a scroll, and she can use her artificer level when activating the power of a scroll if it’s higher than the caster level of the scroll. An artificer must have the Scribe Scroll feat to select this talent.
Skillful Activator (Ex): An artificer can activate a magic item as if she had succeeded at an Use Magic Device check if the artificer’s class level is equal to or greater than the caster level of the item. This doesn’t avoid artificers from making Use Magic Device checks to decipher a written spell, or to emulate an ability score, alignment, class feature, or race.
Sunderer: An artificer who selects this talent gains Improved Sunder as a bonus feat without meeting its prerequisites. At 8th level, she also gains Greater Sunder without meeting its prerequisites. In addition, whenever the artificer deals damage to constructs or objects, it bypasses an equal amount of damage reduction or hardness equal to her artificer level.
Wand Mastery (Su): Whenever an artificer uses a wand, she use her own Intelligence score and relevant feats to set the DC for saves against spells she casts from a wand, and she can use her artificer level when activating the power of a wand if it’s higher than the caster level of the wand. An artificer must have the Craft Wand feat to select this talent.
Technologist: An artificer gains the Technologist feat and every feat that lists it as a prerequisite at or near the level at which it becomes available to other classes. An artificer gains Craft Technological Item as a bonus feat at 5th level, Craft Pharmaceutical as a bonus feat at 6th level, Craft Technological Arms and Armor as a bonus feat at 7th level, Craft Robot as a bonus feat at 8th level, and Craft Cybernetics as a bonus feat at 9th level.

OmniMage |
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I took a look over your work a few times. I haven't read the talents much. Here is my feedback.
Artificer Talent: At 2nd level, an artificer gains one artificer talent. She gains an additional artificer talent for every 2 levels of artificer attained after 2nd level. An artificer cannot select an individual talent more than once. Once a talent has been selected, it can’t be changed.
You should rephrase it so it says "Unless noted otherwise, an artificer can't select an individual talent more than once." There are artificer talents that says they can be picked more than once.
Master Artisan (Ex): At 3rd level, when an artificer creates a mundane item with the Craft skill, she uses the item’s gp value as its sp value when determining crafting progress (an artificer doesn’t multiply the item’s gp cost by 10 to determine its sp cost).
Swift Artisan (Ex): At 5th level, an artificer can create mundane or magical items with astounding speed. It takes an artificer half the normal amount of time to create items.
Between Master Artisan and Swift Artisan, I think there are too many class features that increases crafting speeds. I think you should drop master artisan. Crafting mundane items 10 times faster is difficult to believe let alone 20 times with swift artisan.
Item Creation (Ex): An artificer may use her artificer level as her caster level when creating magic items and meeting item creation feat prerequisites. An artificer may create potions, spell completion items, magic device traps, or spell trigger items, even if she does not have access to the prerequisite spells. An artificer still increases by 5 the DC when creating magic items for every prerequisite spell she does not have access to as normal.
I don't see anything about needing to make UMD checks to craft magic items. I think this is a good thing as I thought that was a bad defect back in the Eberron version.
Skipping spell prerequisites for spell completion and spell trigger items is not normally allowed, but I would make an exception since artificers can make magic items they can't normally use (without UMD).

exequiel759 |
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I took a look over your work a few times. I haven't read the talents much. Here is my feedback.
Quote:Artificer Talent: At 2nd level, an artificer gains one artificer talent. She gains an additional artificer talent for every 2 levels of artificer attained after 2nd level. An artificer cannot select an individual talent more than once. Once a talent has been selected, it can’t be changed.You should rephrase it so it says "Unless noted otherwise, an artificer can't select an individual talent more than once." There are artificer talents that says they can be picked more than once.
Quote:Master Artisan (Ex): At 3rd level, when an artificer creates a mundane item with the Craft skill, she uses the item’s gp value as its sp value when determining crafting progress (an artificer doesn’t multiply the item’s gp cost by 10 to determine its sp cost).Quote:Swift Artisan (Ex): At 5th level, an artificer can create mundane or magical items with astounding speed. It takes an artificer half the normal amount of time to create items.Between Master Artisan and Swift Artisan, I think there are too many class features that increases crafting speeds. I think you should drop master artisan. Crafting mundane items 10 times faster is difficult to believe let alone 20 times with swift artisan.
Quote:Item Creation (Ex): An artificer may use her artificer level as her caster level when creating magic items and meeting item creation feat prerequisites. An artificer may create potions, spell completion items, magic device traps, or spell trigger items, even if she does not have access to the prerequisite spells. An artificer still increases by 5 the DC when creating magic items for every prerequisite spell she does not have access to as normal.I don't see anything about needing to make UMD checks to craft magic items. I think this is a good thing as I thought that was a bad defect back in the Eberron version.
Skipping spell prerequisites for spell completion and spell...
Master Artisan was taken from the aphorite's eternal smith racial trait, but made slighty better (since this is a class feature and not a racial trait). I don't think its that broken because mundane crafting sucks a little tbh. You could have a +100 Craft bonus and still spend like a month to craft a fullplate. At that point you will likely just buy it or ask your wizard friend to make you one. For a class that is all about crafting I believe it makes sense to have an ability to accelerate crafting times, though I can agree that probably Master Craftsman and Swift Craftsman are probably too close to each other.
UMD checks to craft magic items aren't a thing in PF1e as far as i'm aware since everybody can skip crafting prerequisites (except the Item Creation feat) by adding a +5 to the DC for each prerequisite that you don't meet. The only exceptions to this rule are those listed under the Item Creation class feature, but as it says there there DC still increases by 5 if you lack a prerequisite.
Thanks for the feedback!

Faolán Maiali the Azure Abjurer |
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What a coincidence! I myself have been working on an Artificer conversion for Pathfinder, except I haven't been looking at the 3.5e Artificer class (yet). Instead I was making the artificer a hybrid class of alchemist and magus.
So instead of bombs, I gave my artificer the arcane pool and ability to enhance both weapons and armor.
And instead of mutagens, I had the idea to give the artificer talismans, which function like mutagens, but provide more of an abjuration effect rather than a transmutation effect. The class is almost done, just been having trouble figuring out effects for the talismans and one or more capstones for the class.
I'll have to come back to this topic after I get off of work.

OmniMage |
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I've been poking around with the numbers for the Eberron Artificer. Trying to craft magic items is hard; more so at 1st level. If you maxed out UMD and Cha, you would still need the skill focus feat to even get a 50/50 chance to craft a level 1 scroll (4 + 4 + 3 = 11). You can't take 10 on this (at least not until level 13), hence why the odds are 50%. If you factor in the last ditch roll, then the odds are pushed to 75%. If you are human, you could put the bonus feat into magical aptitude for a +2 bonus.
This problem is further compounded by the fact that a level 1 artificer has 20 points of craft reserve. You use them or lose them; you can't keep them for later levels. So to use them up, you need to make 20 scrolls, which has a total price of 500 gp. Getting half off for crafting yourself saves you 250 gp. With 75% odd of success means 25% rate of failure. That failure will cost you 62.5 gp.
Sorry about the rant. I'm kinda mystified as to why the writers thought artificers needing to use UMD to craft magic items was a good idea. The DCs were way too high. You have to be very committed to get good odds on your UMD rolls. You could not reliably craft level 1 scrolls until level 11 (or lower if you continued to optimize your character). At level 13 you gained the ability to take 10 on USD which made things much easier.
Long story short; I like the magic item creation rules pathfinder has more than the rules for DND 3.5 had.

OmniMage |
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Skill Mastery. This class feature from the old artificer class allowed the artificer to take 10 on Spellcraft and Use Magic Device checks. I think you should keep it for UMD checks. Spellcraft is okay, but not seriously needed (you can already take 10 on spellcraft checks when crafting magic items).
Instant Artisan (Ex): At 20th level, an artificer can create mundane or magical items with almost supernatural speed. She can create an item as a full-round action if she succeeds at the Craft or Spellcraft check and has the appropriate resources at hand to fund the creation.
Umm... does this do what I think it does? It looks like you can craft a lowly level 1 scroll or a 200,000 gp magic sword as a full-round action. I think this is too powerful.

exequiel759 |
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Skill Mastery. This class feature from the old artificer class allowed the artificer to take 10 on Spellcraft and Use Magic Device checks. I think you should keep it for UMD checks. Spellcraft is okay, but not seriously needed (you can already take 10 on spellcraft checks when crafting magic items).
Quote:Instant Artisan (Ex): At 20th level, an artificer can create mundane or magical items with almost supernatural speed. She can create an item as a full-round action if she succeeds at the Craft or Spellcraft check and has the appropriate resources at hand to fund the creation.Umm... does this do what I think it does? It looks like you can craft a lowly level 1 scroll or a 200,000 gp magic sword as a full-round action. I think this is too powerful.
Skill Mastery became the Skillful Activator talent in the conversion.
Skillful Activator (Ex): An artificer can activate a magic item as if she had succeeded at an Use Magic Device check if the artificer’s class level is equal to or greater than the caster level of the item. This doesn’t avoid artificers from making Use Magic Device checks to decipher a written spell, or to emulate an ability score, alignment, class feature, or race.
And about Instant Artisan, its the same as the 18th-level alchemist ability Instant Alchemy. Its this one more broken? Yes, but it's also a capstone. Less than 5% of the players get to those levels anyways, and I didn't want to make a shitty capstone like those that every class gets that always get replaced by the alternate capstones presented in Chronicle of Legends that allow you to get a +8 to one stat or wish 1/day if you have a familiar.

exequiel759 |
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I have a few questions.
Can an object be the target of 2 or more infusions? For instance, a belt with bull's strength and bear's endurance.
Can an object be imbued with a poorly matched infusion? For instance, a pair of goggles imbued with bull's strength.
If you can benefit from both spells at the same timme, the answer is yes. There are multiple magic items that grant the benefits of multiple spells at the same time (belts of physical perfection or headbands of mental perfection come to mind).
Honestly, the "imbue into an item" restriction is there more for flavor than as a restriction per se, since items aren't restricted to a particular type of infusion since custom magic items exist as well.