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unseenmage
2018-02-02, 12:57 AM
Say the party finds a piece of Intelligent Magic Item Wondrous Architecture (SBG), Lair Ward (Dr), Magic Trap, or sentient Stronghold. The structure is immobile regardless.

Say some unavoidable natural calamity is imminent and will destroy the Int Magic Item structure.

Is there a way for the magical intelligence inhabiting the structure to be "saved"? Could it be transferred somehow to another object?

PrismCat21
2018-02-02, 01:21 AM
I see no reason why it would be impossible.
Actually pulling it off is something else entirely.

peacenlove
2018-02-02, 03:11 AM
If you somehow make that intelligence a creature (say with animate object...), have an hour free and don't mind casting [Evil] 6th level wizard spells (or reduce the cast time with Rapid Spell), then Nybor's Psychic imprint is the spell for you.
http://archive.wizards.com/default.asp?x=dnd/mb/20041215a
Otherwise if you have access to epic magic, Proctiv's Move Mountain is an extreme solution to move the whole stronghold.

Blue Wizard
2018-02-02, 03:46 AM
One brute force method is to simply move the place. This destroys Wondrous Architecture, but broken magic items can be fixed under several rule sets. It costs a portion of the original creation costs, but nothing terrible.

You might want to try the step of saving the castle's memories into a Thought Bottle first.

Jowgen
2018-02-02, 05:18 AM
One way this would be possible is if the item were powered by an Eberron Dragonshard and said shard survived the destruction, assuming the bound elemental is in fact the items consciousness. Installing one post initial creation might possibly work too, provided you upgrade the item to also be some variety of dragonshard item (e.g. airship).

Jack_Simth
2018-02-02, 06:42 AM
Say the party finds a piece of Intelligent Magic Item Wondrous Architecture (SBG), Lair Ward (Dr), Magic Trap, or sentient Stronghold. The structure is immobile regardless.

Say some unavoidable natural calamity is imminent and will destroy the Int Magic Item structure.

Is there a way for the magical intelligence inhabiting the structure to be "saved"? Could it be transferred somehow to another object?
Yes, but the question is mostly "How much time do you have?"

If you have enough time to, say, disconnect that room and make it mobile (also an option in SBG), then you can do it that way. If you can disconnect the room, and have a high enough caster level for Animate Objects, you can do it that way, too.

unseenmage
2018-02-02, 07:18 AM
If you somehow make that intelligence a creature (say with animate object...), have an hour free and don't mind casting [Evil] 6th level wizard spells (or reduce the cast time with Rapid Spell), then Nybor's Psychic imprint is the spell for you.
http://archive.wizards.com/default.asp?x=dnd/mb/20041215a
Otherwise if you have access to epic magic, Proctiv's Move Mountain is an extreme solution to move the whole stronghold.

Yes, but the question is mostly "How much time do you have?"

If you have enough time to, say, disconnect that room and make it mobile (also an option in SBG), then you can do it that way. If you can disconnect the room, and have a high enough caster level for Animate Objects, you can do it that way, too.
Animate Objects won't function on "magical materials" which I've always read to include Magic Items which Wondrous Architecture is a larger immobile version of.

Intelligent Magic Items are described as Constructs at some point IIRC so Psychic Imprint might work as is without the need for animation.
Additionally, PF Int Magic Items have a 'grow legs and walk' optional superpower so they're even closer to Constructs.

Though if Int Magic Items count as Constructs then Greater Humanoid Essence probsbly opens up more solutions.

Calthropstu
2018-02-03, 07:53 AM
Put it into a giant bag of holding.
Increase someone's carrying capacity to the point they can carry it and teleport.
Line the entire thing with walls of force so it survives the ensuing catastrophe.
Add a form of mobility to it through adding enchantments to it.
Turn it into an artifact so it becomes indestructable.
Plane shift the whole room.
Research a spell to move this specific item.
Summon something large and strong enough to carry it.

Jack_Simth
2018-02-03, 09:12 AM
Animate Objects won't function on "magical materials" which I've always read to include Magic Items which Wondrous Architecture is a larger immobile version of.

Intelligent Magic Items are described as Constructs at some point IIRC so Psychic Imprint might work as is without the need for animation.
Additionally, PF Int Magic Items have a 'grow legs and walk' optional superpower so they're even closer to Constructs.

Though if Int Magic Items count as Constructs then Greater Humanoid Essence probsbly opens up more solutions.
Oh, there we go. It's a creature (treated as a construct if it's intelligent)! Plane shift doesn't care about size.

unseenmage
2018-02-03, 10:05 AM
Oh, there we go. It's a creature (treated as a construct if it's intelligent)! Plane shift doesn't care about size.

Honestly this is far more useful outside of this corner case too. An Int Magic Item can activate its own superpowers so ones with Plane Shift and/or G. Teleport can hound the party something fierce.

Zanos
2018-02-03, 03:15 PM
One brute force method is to simply move the place. This destroys Wondrous Architecture, but broken magic items can be fixed under several rule sets. It costs a portion of the original creation costs, but nothing terrible.

You might want to try the step of saving the castle's memories into a Thought Bottle first.
I mean, how much do you have to disturb to constitute moving it? if you carve out a 1000 feet under and around it and lift that away with suspension or something, is it good?

Bohandas
2018-02-03, 03:52 PM
If you somehow make that intelligence a creature (say with animate object...)

IIRC intelligent items are already considered creatures by default

Blue Wizard
2018-02-04, 03:46 AM
I mean, how much do you have to disturb to constitute moving it? if you carve out a 1000 feet under and around it and lift that away with suspension or something, is it good?

The rules in SBG simply say moving Wondrous Architecture destroys it. So picking it up along with the hill that it stands on is the same as running a million pixies with chainsaws through the place and mailing the bits via trained parrots.

Frankly, disassembling the place brick by brick then reassembling it at the location you want has been done to French villas and the like, so is far more likely for a DM to allow, since it happens IRL. And if a mix of commoners and experts can do it, why not high-power, high-fantasy types with access to loads of skills, feats, and so on to go with their fantastic, cosmic powers?

Seriously, hire yourself a dwarf Artificer who has some decent ranks in Knowledge Architecture and Engineering if you want to be nice and respectful about it. Or, if you are in a hurry, try Rock to Mud on the entire structure and let it fall into a couple of Enveloping Pits you positioned to catch it. Then, on the other end, suck up that muck up out of the pits with hoses, spray it onto the new foundation, and dispel the rock to mud.

You might want to slip a "Make Whole" in there somewhere to make certain all of the bits end up where they are supposed to. Get an artificer to restore the magic function, apply Thought Bottle so your item friend regains its memories, and you're done.

Bohandas
2018-02-04, 10:27 AM
On the other hand some of it is inherently mobile. Plus, in Forgotten Realms and Dragonlance it moves relative to the sun