Transfer Dweomer

Nareau

Explorer
I'm thinking of introducing this spell to my campaign. What do you think? Has this effect been printed in a sourcebook somewhere?

Transfer Dweomer
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 8 hours
Range: Touch
Targets: Two Items
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: No

You transfer all enhancements from a magical weapon or suit of armor to a non-magical, masterwork one. The caster must remain in contact with both items during the full casting time of the spell. Upon completion of the spell, the original item becomes non-magical.

An intelligent item may attempt a Will save to resist this effect if it so desires. If the save succeeds, the spell fails.

Transfer Dweomer does not function when used on an artifact.

Material Component
Appropriate materials worth the value of the enchantment to be transferred. For example: transferring the enchantment from a +2 Flaming Longsword to a masterwork scythe would require 18,000gp worth of materials.

Nareau
 

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The material component seems excessive. 3.5 seems to assume that the magic item marketplace is pretty free, so you could simply buy the weapon in the first place for the cost given, and still have the old item left over. There'd never be a case when using this spell would be a good idea.

Now, if you're running a campaign with no magic item shops, then it becomes a really expensive alternative to crafting your own, and does have its place. The price still seems really high, though... since you're destroying an already existing item, I wouldn't place it higher than half the cost of the item. (It's still more expensive than crafting your own, since you're destroying an already existing item, and works out as if you had sold the old item for half and bought the new one for full.)
 

Actually, I'd probably go the other way. Remove the material component entirely, but add in an XP component equivalent to half(?) the XP required to craft the item in the first place.
 

Part of my desire here is to reduce the time constraint for creating magical items. I'm the DM in this campaign, and it's working out to be difficult to give the PC's enough downtime to make everything they want. The campaign world does not allow for "magic item shops" either.

I think the suggestion to divide the cost in half makes sense. Thanks!

Nareau
 

Pyrex said:
Actually, I'd probably go the other way. Remove the material component entirely, but add in an XP component equivalent to half(?) the XP required to craft the item in the first place.


I kind of agree with Pyrex...get rid of most the material costs. Require just a masterwork weapons, and add an XP component in.
 

here is a 3.5 version of the tome of magic steal enchantment.



Steal Enchantment
Enchantment
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 Hour
Range: Touch
Duration: Permanent
Effect: 1 magic item
Saving Throw: Willing Only
Spell Resistance: Yes
This spell "steals" the enchantment from a magical item and places it within another, non-magical item (the material component). Both objects must be touched by the wizard during casting. The two items must be of the same category (blunt weapon, edged weapon, ring, amulet, shield, armour, wand, etc.).
The enchantment can be transferred only to a non-magical item. Only the energy of one item can be transferred; it is not possible to combine two magical items into one item. The new item has all the properties of the original magical item (including the same number of charges, if any).
At the culmination of the spell, the original magical object is left non-magical but unharmed.
Only un-attended or willing attended objects may be effected by this spell.
The success of this spell is not guaranteed. There is a chance that the enchantment might be lost during transfer. The chance of success is 75% + 1% per level of the caster, to a maximum of 95% at 20th level. If the transfer fails, the enchantment is lost, both items become non-magical.
The material component is the non-magical item which is to receive the enchantment. It must be of masterwork quality, and of equal or greater value than the object to be drained.
 


kirstar said:
here is a 3.5 version of the tome of magic steal enchantment.
Thanks! This is exactly the kind of thing I was looking for.

Well, I introduced my version to the PC's last night and they clearly liked it (using it to finally give the front-line fighters level-appropriate enchantments to their melee weapons).

Were I suggesting this as something to be used by a PC wizard, I'd probably go with an XP cost. However, it's a cohort using it, and we don't use XP in our game anyways.

Nareau
 

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