2E -> 3.5 -> 10E (spell conversion)
So in 2E many of us remember this spell. Rumor has it there was a version of it in 4E that was called transfer enchantment.
For discussion, a 10e version
Transfer Enchantment (Formerly - Steal Enchantment)
Level: Alchemist 2, Artificer 2, Bard 4, Cleric 4, Druid 5, Sor/Wiz 3
Components: V, S, F, Special
Casting Time: 1 hour
Effect: Two items touched
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 transferred. 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, Artificer 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.
Curious as to where this is going.
@daermadm Nothing dastardly, something I wanted to integrate into Kargins - Tactics, Techniques, and Procedures of the Forge.
It was originally a 2e spell, so i converted it, if you agree then pop it over into house rules… if not, let me know what you would like changed and i’ll edit it.
It can in certain scenarios provide some use for the normal magic item fodder we pick up. An example of this would be you could transfer say a +5 off a dagger +5 we hypothetically have found, and drop it into a prepped longsword, and then if you wanted to make the longsword a +6. You only need to pay the difference between +5 to +6… versus starting from scratch.
it’s in the PFSRD…
as to the ability of a 3rd or 5th lvl caster having the knowledge, skills and arcane might to unwrap the enchantments from one device and bind them to another, i say horsefeathers. hence the 5% / lvl success modifier in the description.
originally, you’d have to access 6th level spells to Enchant an Item and 8th level spells to Permanency said item… shortcutting the permanency via theft made (arguable) sense for 7th level magics.