schnivelbiv
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Name: Transfer Enchantment
School: Universal
Level: Sor/Wiz 6, Artificer 5
Components: V, S, F, XP
Casting time: 8 hours
Range: Touch
Targets: One magical and one masterwork item
Duration: instantaneous
Saving Throw: None
Spell Resistance: None
This spell permanently transfers the magical qualities of one magical item into a different non-magical masterwork item of similar type. This spell is generally used to change the slot of a magical item (such as from belt to vest), to change the material of a magical item (such as from steel to adamantine) or to simply move the enchantment to an object with a more preferable appearance. The original author of this spell used it to color coordinate all of his party’s magical gear!
To cast this spell you need a magical item and the masterwork item that the enchantment will be transferred into. The original magical item is completely drained of all magical properties although it remains a fully functional masterwork item, and the original masterwork item gains all the magical properties that the first item lost. For example, if you started with a +3 holy adamantine heavy pick and a master work composite short bow (+2 strength bonus), you would end up with a non-magical adamantine heavy pick and a +3 holy composite short bow (+2 strength bonus). Transfer enchantment cannot add magical abilities to an already magical item.
In order for Transfer Enchantment to work the item the enchantment is transferred into must be of a similar type to the original item as explained below.
Armors and shields: Armor and shield enchantments can only be transferred into other armors or shields. Enchantments can be interchanged between armors and shields. Type specific enchantments like animated or slick are destroyed if transferred onto the wrong type although the rest of the enchantment remains intact. For example, a +1 slick chain shirt becomes a +1 large steel shield.
Weapons: Weapon enchantments can only be transferred to other weapons. Enchantments can be transferred between different sized weapons, melee and ranged weapons, different material types (see below), and between simple, martial and exotic weapons. Type specific enchantments like keen and disruption are destroyed if transferred onto the wrong type; +1 keen long sword becomes +1 heavy mace)
Armor and Shield Spikes: Magical spiked shields and spiked armors may have both defensive and offensive enchantments transferred to another spiked shield or armor. If transferred to a weapon the armor enhancement bonus is destroyed and if it is transferred to a shield or armor the weapon enhancement is destroyed. Only one enchantment may be transferred from a single weapon, shield, or armor into a masterwork spiked shield or armor.
Rings: Rings can be transferred only into other rings. Other item types cannot be transferred into rings. Charged rings like a ring of three wishes cannot be transferred.
Potions, scrolls, staves, wands: Charged or single use items cannot be affected by Transfer Enchantment.
Rods: Rods can only be transferred to other rods. Many rods are very dependent on their initial form as part of their function such as the buttons of a Rod of Lordly Might so the rod the enchantment is transferred into must have the same form for the spell to work.
Wondrous items: Single use or charged wondrous items cannot be affected by this spell. Items that take up a body slot can be transferred to an item that takes up a different body slot under the same guidelines that govern item creation. So gloves of strength +6 could become a belt of strength +6, however you cannot transfer the enchantment to your glasses to make Eyeglasses of Strength +6! Wondrous items that do not take up a body slot may only be transferred to items of the same type: bag to bag, instrument to instrument, ioun stone to ioun stone, etc. Items that are very dependent on their initial form, such as a Helm of Brilliance cannot have their enchantments transferred. Items that have large or very complex forms such as an Apparatus of Qualish or a Daren’s Instant Fortress cannot have their enchantments transferred.
Transfer enchantment cannot affect intelligent items, artifacts, charged and single use items cannot be transferred regardless of item type. Enchantments cannot be transferred into cold iron items with this spell due to its resistance to being enchanted. Enchantments can be removed from a cold iron item. The DM may also rule that unique or very important magical items are immune to this spell.
The experience point cost for casting this spell is equal to one fiftieth of the market value of the enchantment that is transferred.
The focus for this spell is the masterwork item that the enchantment is to be transferred into. For weapons and armor these cost as indicated in the PHB. For unusual small masterwork items assume a standard cost of 100gp. The DM will determine the costs of extraordinary masterwork items such as the aforementioned Rod of Lordly Might.
For Eberon campaigns,
Warforged Components: These follow the above guidelines based on the nature of the component in question (Weapon, wondrous item, etc). Warforged components can only have their enchantments transferred into other appropriate components and non-components cannot have their enchantments transferred into components.
Name: Transfer Enchantment
School: Universal
Level: Sor/Wiz 6, Artificer 5
Components: V, S, F, XP
Casting time: 8 hours
Range: Touch
Targets: One magical and one masterwork item
Duration: instantaneous
Saving Throw: None
Spell Resistance: None
This spell permanently transfers the magical qualities of one magical item into a different non-magical masterwork item of similar type. This spell is generally used to change the slot of a magical item (such as from belt to vest), to change the material of a magical item (such as from steel to adamantine) or to simply move the enchantment to an object with a more preferable appearance. The original author of this spell used it to color coordinate all of his party’s magical gear!
To cast this spell you need a magical item and the masterwork item that the enchantment will be transferred into. The original magical item is completely drained of all magical properties although it remains a fully functional masterwork item, and the original masterwork item gains all the magical properties that the first item lost. For example, if you started with a +3 holy adamantine heavy pick and a master work composite short bow (+2 strength bonus), you would end up with a non-magical adamantine heavy pick and a +3 holy composite short bow (+2 strength bonus). Transfer enchantment cannot add magical abilities to an already magical item.
In order for Transfer Enchantment to work the item the enchantment is transferred into must be of a similar type to the original item as explained below.
Armors and shields: Armor and shield enchantments can only be transferred into other armors or shields. Enchantments can be interchanged between armors and shields. Type specific enchantments like animated or slick are destroyed if transferred onto the wrong type although the rest of the enchantment remains intact. For example, a +1 slick chain shirt becomes a +1 large steel shield.
Weapons: Weapon enchantments can only be transferred to other weapons. Enchantments can be transferred between different sized weapons, melee and ranged weapons, different material types (see below), and between simple, martial and exotic weapons. Type specific enchantments like keen and disruption are destroyed if transferred onto the wrong type; +1 keen long sword becomes +1 heavy mace)
Armor and Shield Spikes: Magical spiked shields and spiked armors may have both defensive and offensive enchantments transferred to another spiked shield or armor. If transferred to a weapon the armor enhancement bonus is destroyed and if it is transferred to a shield or armor the weapon enhancement is destroyed. Only one enchantment may be transferred from a single weapon, shield, or armor into a masterwork spiked shield or armor.
Rings: Rings can be transferred only into other rings. Other item types cannot be transferred into rings. Charged rings like a ring of three wishes cannot be transferred.
Potions, scrolls, staves, wands: Charged or single use items cannot be affected by Transfer Enchantment.
Rods: Rods can only be transferred to other rods. Many rods are very dependent on their initial form as part of their function such as the buttons of a Rod of Lordly Might so the rod the enchantment is transferred into must have the same form for the spell to work.
Wondrous items: Single use or charged wondrous items cannot be affected by this spell. Items that take up a body slot can be transferred to an item that takes up a different body slot under the same guidelines that govern item creation. So gloves of strength +6 could become a belt of strength +6, however you cannot transfer the enchantment to your glasses to make Eyeglasses of Strength +6! Wondrous items that do not take up a body slot may only be transferred to items of the same type: bag to bag, instrument to instrument, ioun stone to ioun stone, etc. Items that are very dependent on their initial form, such as a Helm of Brilliance cannot have their enchantments transferred. Items that have large or very complex forms such as an Apparatus of Qualish or a Daren’s Instant Fortress cannot have their enchantments transferred.
Transfer enchantment cannot affect intelligent items, artifacts, charged and single use items cannot be transferred regardless of item type. Enchantments cannot be transferred into cold iron items with this spell due to its resistance to being enchanted. Enchantments can be removed from a cold iron item. The DM may also rule that unique or very important magical items are immune to this spell.
The experience point cost for casting this spell is equal to one fiftieth of the market value of the enchantment that is transferred.
The focus for this spell is the masterwork item that the enchantment is to be transferred into. For weapons and armor these cost as indicated in the PHB. For unusual small masterwork items assume a standard cost of 100gp. The DM will determine the costs of extraordinary masterwork items such as the aforementioned Rod of Lordly Might.
For Eberon campaigns,
Warforged Components: These follow the above guidelines based on the nature of the component in question (Weapon, wondrous item, etc). Warforged components can only have their enchantments transferred into other appropriate components and non-components cannot have their enchantments transferred into components.