Level
5th
Casting Time
1 Hour Ritual
Range/Area
Touch
Components
V, S, M *
Duration
8 Hours
School
Transmutation
Attack/Save
None
Damage/Effect
Creation (...)

You begin to alter the fundamental nature of an object enchanted or transmuted by magic. You select a single object under the effect of a spell of 3rd level or lower from the Enchantment or Transmutation schools with a duration of at least 1 minute, such as the magic weapon spell. Doing so allows you to attempt to strengthen the bindings of the magic affecting the object. If you are successful, the original spell's duration increases to 8 hours and if that spell previously required its caster's concentration, it no longer does. 

The type of objects you can transmogrify with this spell has some restrictions. The object can be no larger than 5ft in any dimension. Alternatively, you can transmogrify up to 20 pieces of ammunition affected by the same spell. If it is a magic object or wondrous items, the spell becomes more complicated, which is explained below. If you attempt to cast this spell on a object with a qualifying effect that would fade before you finish casting this spell, its duration is extended at least until you finish casting this spell.

Alternatively, you can cast this spell on an object conjured or created with magic, providing it has the appropriate minimum duration, it has no Intelligence, Wisdom, or Charisma scores, is not alive, and meets the other normal requirements of this spell. The conjured object cannot be used or wielded while you cast this spell. If the magic conjuring or creating the object requires it to remain in contact with its conjurer or creator, that creature must do so for the duration of your casting. 

To perform the transmogrification, you must supply material components which correspond to the magical effect you are targeting. The cost of the materials is based on the power and complexity of the spell. You can transmogrify an object conjured or affected by a spell of 1st level or higher by providing 75gp worth of materials per spell level. If the target spell was cast at a higher level, you must provide material components according to the level at which it was cast. 

The type of material components you must provide for the spell changes according to the nature of the spell. For magics of the Evocation and Enchantment schools, you can provide rubies, opals, fine quartz, or other similarly hued gems. For spells from the Abjuration or Divination schools of magic, you must provide pearls, clear crystals, or fine silver of appropriate value. For spells from the Transmutation or Illusion schools of magic, you may provide any fine material of appropriate value. 

Objects made of exquisite materials more readily accept the power of such spells and can retain them more easily. 

Unblessed or otherwise mundane wood, lead, iron, steel, or stone: DC 15
Objects ritually blessed or prepared for permanent enchantment, or an object of great significance to the creature who cast the original spell: DC 14
An object made wholly or partially of gold, silver, or electrum: DC 13
An object made wholly or partially of platinum, mithril, or adamantine: DC 12

When you finish casting this spell, you make a spellcasting ability check. You may apply any proficiency you have with Arcana, tinker's tools, jeweler's tools, or smith's tools. On a success, the magic is bound into the item for the duration of the spell. The magic cannot be dispelled by spells such as dispel magic. If the object enters an area that nullifies the effects of magic items, such as an antimagic field, it functions as a normal magical item would.

If the object is a wondrous or magic item already, you must make a Charisma saving throw as you alter the essence of a powerful magic object. The saving throw's DC is based on the object's rarity. An uncommon or common item requires a DC of 13. Rare items require a DC of 15, very rare items have a DC of 20. You cannot modify legendary items or artifacts with this spell. If your saving throw is successful, you need not make the spellcasting ability check as you weave the new magic into the existing properties of the item.

If you fail you ability check or saving throw, the spell slot is wasted, any effect you were attempting to make permanent is removed, and the provided materials are destroyed. 

Weapons, armor, or ammunition you successfully transmogrify are considered magical for the purposes of overcoming resistance to nonmagical weapon damage for the duration or ignoring effects that target nonmagical objects. The effect lasts for the duration of the spell or until you cast this spell again. If you do, the effect fades from the original object and you transmogrify the new object.

At higher levels: When you cast this spell using a spell slot of 7th level or higher, you can extend the duration of the transmogrification to 24 hours or until you cast this spell again. You can make the effect permanent by casting the spell on the same object every day for 1 year and 1 day. To do so, you must cast the spell on the same object before it ends as though targeting a 7th level transmutation effect, providing the appropriate material components. Expending a spell slot of 8th level counts as 30 days worth of casting. Expending a spell slot of 9th level this way counts as 120 days worth of casting.

* - (A number of precious gems as per the spell, each worth 75gp, which are consumed.)

Previous Versions

Name Date Modified Views Adds Version Actions
12/26/2018 6:15:03 PM
1074
8
1
Coming Soon
12/26/2018 7:29:10 PM
658
0
2
Coming Soon

Spell Tags: Creation Utility

Available For: Sorcerer (Legacy) Wizard (Legacy)

alphagray

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