Transfer Enchantment (D&D spell)

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Unofficial rules compendium

Transmutation
Level: Alchemist 2, Bard 4, Cleric 4, Druid 5, Sor/Wiz 3
Components: V, S, F, Special
Casting Time: 1 hour
Range: Touch
Effect: Two items touched
Duration: instantaneous)
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes

This spell transfers all magical properties from one item to another, destroying the first item while making the second item magical. The two items must be identical in function; such as two masterwork longswords, but can differ in size and immaterial details, such as decoration. The item to receive the enchantment must be nonmagical, but capable of holding the enchantment to be transfered. In the case of arms and armor, it must be a masterwork item.

The magic item gets a saving throw to resist the effect, and if this succeeds, it is immune to further castings of this spell from this caster until the caster advances in caster level.

Focus: A cauldron of cold iron costing no less than 1,000 gp.

Special component: The caster must be able to craft the item in question, fulfilling all prerequisites: feats, spells, and special prerequisites. Just like item creation, a team of spellcasters can pool their abilities to fulfill the prerequisites, but the caster must have the relevant item creation feat.


Transfer Enchantment, Greater

Level: Alchemist 4, Cleric 6, Druid 6, Sor/Wiz 5

This is the same as transfer enchantment, above, except that items can be different, as long as they are of the same basic kind. A light weapon enchantment can be transfered onto another light weapon, a one-handed weapon, two-handed weapon, suit of light armor, medium armor, or heavy armor enchantment can each be transfered onto an item of the same kind. Any other near matches have to be adjudicated by the DM. In no case can an item be given an enchantment not suited to its form.

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