Transferring Enchantments


Rules Questions


Is there a way to transfer magical bonuses and/or special abilities to another magic item? For example, if the party obtained a +1 flaming spiked chain from an enemy, and no one in the party can use it effectively, is there a way to transfer either the +1 or the flaming ability to a masterwork longsword?


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Yes, sell it, find someone to entchant the sword with the gold.


Lord Kakabel wrote:
Is there a way to transfer magical bonuses and/or special abilities to another magic item? For example, if the party obtained a +1 flaming spiked chain from an enemy, and no one in the party can use it effectively, is there a way to transfer either the +1 or the flaming ability to a masterwork longsword?

There is no way to just transfer an enchantment (or part of one) from one item directly to another.

As DEXRAY said, sell the item. You'll get half price for it. Then, enchant the other item yourself. It costs you half the price to make. So you break even.


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Can you imagine what would happen if you could? "I have a +1 spike chain, a +1 keep longsword and a +1 flaming spear. By there powers combined, I have a +3 Flaming Keen Greatsword! BWAHAHAHAHA!" You would have to have one hell of a cost to offset the kinda firepower you could get.


DM fiat by allowing a magic ritual or some such. As long as you aren't making equivalent wealth I don't see a problem with it.

Silver Crusade

You could also try some Diplomacy (or Suggestion spellwork, depending on alignment/class) to convince a NPC merchant to allow you to trade, 'My +1 flaming weapon for that one you have', perhaps with some gold thrown in to cover the difference (more people want a +1 flaming longsword then a +1 flaming spiked chain...)

However, as was said. No, there is no way to just transfer the enchantment.


Cool, thanks all.


4e has a ritual to do just this, but it was very limited. You essentially could only transfer the entire enchantment, and the target had to be non-magical, so no merging of magical items. Also, any enchantments that no longer meet their requirements ceased to function. Transferring a +3 bow with bow-specific enchants to a longsword made it essentially just a regular +3 longsword.


Paying half the price of the enchantment seems reasonable to me, if your group were willing to allow a house rule.

Liberty's Edge

I was just looking into this myself.
No crafters in my party and running an AP so all the magic treasure ends up sold for half. As a result it will take twice as many magic items for the party to get +1 weapons, and their wealth-by-level suffers.

I did find this item from RPG Superstar:
http://paizo.com/threads/rzs2hofm?Arcane-Anvil

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

In Pathfinder there isn't; at most there is something to transfer a magical tatto, but that's it.


I've house ruled to allow magic item crafters to make purely cosmetic changes for just the cost of the new masterwork item (old item is destroyed). If you're not trying to change the slot of a magic item, or the type of weapon, but simply would prefer that the +2 breastplate you looted from that demonic cleric not look like you pulled it out of GWAR's wardrobe? Then by all means, buy (or make) a new masterwork breastplate and go to town.


Sorry to resurrect this thread but I was just curious if the rules for this have changed (FAQ, new rule from a new book, etc.) since the question was last asked?

Grand Lodge

No.


10,000 to add Transformative but that keeps the weapon size. Ie. the spiked chain could become a greatsword but not a long sword.

Got a +2 unholy Wounding spiked chain I had planned on turning into a lance but the game died.


technically there are spells for doing the transfer of enchantments, they come from dnd 3.5 (and i think 3.0) and since you still have the option of 'creating new spells' as a spell caster, then their is nothing stoping you from creating said spell. the one from the dnd game will transfer the enchantment of the item to another like item, weapon to weapon armor to armor. if the targeted item has an enchantment, it simple trades the enchantments so you can transfer the +2 cursed beserking longsword enchantment for the +3 holy longsword enchantment. just to mess with the party.

this was found doing a google search for 'tansfer enchantment spell
https://www.dandwiki.com/wiki/Transfer_Enchantment_(3.5e_Spell)

hope this helps you.

(it actually goes back to advanced dnd i think but cant swear to that)


Three years.


You found something from the homebrew section of the wiki, strmchasr. Not a bad item, mind; good jumping off point for a way to do it.


Actually it is possible to add enchantments from weapon A to weapon B. You just need access to the Artifice Major Blessing. At level 10 a character with this blessing can Transfer Magic.

Transfer Magic (major): At 10th level, you can temporarily transfer a weapon special ability from one weapon to another. The bearers of each of the weapons must be willing, and you must be touching both weapons to activate this ability. You can transfer a weapon special ability with a base price modifier of +1 or +2. If you are using this ability on a double weapon, only one end of the double weapon is affected. The transfer lasts for 1 minute, after which the transferred weapon special ability automatically returns to the source weapon. You can use this ability multiple times on the same weapon or weapons. Alternatively, you can use transfer magic to move a +1 or +2 armor special ability from one touched suit of armor to another, or move a +1 or +2 armor or weapon enhancement bonus to another armor or weapon.

My question is how many times a day can you use this?


Three more years! Wonderful sale!

The third party Artisan class can swap enchanments around starting, I think, at 8th level as a class feature.

Tomaselguapo wrote:


My question is how many times a day can you use this?

3 + 1/2 warpriest level times a day.

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