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WizardLv. 4

Transfuse

Dragon Magazine

A more potent version of transpose, this spell allows the transfer of specific parts of a person with those of another human, demihuman, or humanoid. For anyone willing to take the risk, heightened strength, increased willpower, or even a new set of abilities can be magically gained. Unlike transpose, however, there is no reciprocity. Instead of an exchange between two, this spell simply moves something from one person to the other. The recipient's gain is the donor's loss.

Some transfusions are easier than others. At 7th level, the caster can move one of the physical attributes (Strength, Constitution, or Dexterity). At 9th level, he can move one mental attribute (Intelligence, Wisdom, or Charisma). In either case, for each point gained by the recipient, the donor loses a point, up to a limit of six points by one casting. All benefits or penalties of the altered ability scores apply. (Of course, gaining a mage's high Intelligence does not also confer the mage's spells—but see below.)

Finally, at 12th level, the caster may move one complete ability from one person to another. One ability is defined as one proficiency (weapon or nonweapon); one language; the ability to cast one priest or mage spell once; or one thief or bard ability (Pick Pockets, Open Locks, Find/ Remove Traps, Move Silently, Hide in Shadows, Detect Noise, Climb Walls, or Read Languages).

In each case, the success chance for the recipient with a new ability is the same as for the donor who gave that ability, modified by situation. For example, a thief with an 80% chance to Move Silently gives this skill to a fighter in studded leather armor—which drops the 80% to 50% (PHB, Table 29).

This spell is not without risks. When the spell expires, the transfused material attempts to return to its natural place—but it might not make it. If the donor is more than three yards away from the recipient, the donor must make a successful saving throw vs. death magic to regain what he donated, with a -1 penalty to the roll for each 100 yards. If the saving throw fails, not only does the donor never regain the lost material, but he must also make an immediate saving throw vs. spells or lose a point of Constitution. The recipient suffers no ill effects from this loss beyond the material originally gained, but he may have alignment problems if he knowingly avoided the donor.

The material component of this spell is diamond dust worth at least 250 gp, consumed in the casting. Casting this spell on an unwilling donor is an evil act.

Wizard's Spell Compendium

Lost Spell, reputed to allow the transfer of an ability score, class ability, or proficiency from another individual, with the recipient's gain the donor's loss.

Sources: Dragon Magazine · Wizard's Spell Compendium

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