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Adventurer's Vault.pdf

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ons, nor can the ritual imbue a pair of boots with an<br />

enchantment normally given to a hands slot item.<br />

Likewise, magic item properties and powers cannot<br />

be stacked, so that a character cannot imbue a suit of<br />

sylvan armor with the property and power of sunleaf<br />

armor as well.<br />

Moving Magic<br />

A rogue might find potent hide armor in an ogre’s<br />

horde, but she wears leather. The holy symbol taken<br />

from a fallen foe has formidable power, but the party’s<br />

cleric of Pelor doesn’t feel like clutching a symbol<br />

of Vecna as he prays. The Transfer Enchantment<br />

ritual helps you to customize magic items by moving<br />

enchantments from one magic item to another.<br />

Transfer Enchantment<br />

With great care and concentration, you carefully strip<br />

magical power from one object to imbue it in another.<br />

Level: 4 Component Cost: 25 gp<br />

Category: Creation Market Price: 175 gp<br />

Time: 1 hour Key Skill: Arcana (no check)<br />

Duration: Permanent<br />

You transfer the magical qualities (properties,<br />

powers, and enhancement bonus) of an enchanted<br />

item into another object. You must maintain physical<br />

contact with both items for the duration of the ritual.<br />

The receiving item must occupy the same magic item<br />

slot (head, waist, armor, and so on) and be the same<br />

type (wand, rod, weapon, and so on) as the original<br />

item. The enchantment to be moved must be valid for<br />

the receiving item, so that you cannot transfer ranged<br />

weapon properties to melee weapons, cloth-only<br />

armor properties to chainmail, and so on.<br />

You can transfer an enchantment to an item that<br />

already contains a lower-level enchantment, but the<br />

receiving item’s previous magic is lost. For example,<br />

the enhancement bonus and power of a suit of +1<br />

barkskin hide (5th level) could be placed into a suit of<br />

+1 curseforged scale (3rd level), but the scale armor’s<br />

existing power is lost in doing so. You cannot transfer<br />

an enchantment to an item that already has a higherlevel<br />

enchantment.<br />

Appendix 2: Magic Items<br />

The following section includes a master table of all<br />

magic items in Adventurer’s <strong>Vault</strong>. Items are sorted<br />

by level and alphabetized by name. An entry on the<br />

table includes an item’s level, its name, and the slot it<br />

occupies.<br />

LEVEL 1<br />

Lvl Name Slot Pg<br />

1 Belt of resilience Waist 164<br />

1 Distance +1 Weapon 68<br />

1 Eternal chalk Wondrous Item 171<br />

1 Floating shield Arms 117<br />

1 Headband of perception Head 142<br />

1 Impenetrable barding Mount Item 123<br />

1 Restful bedroll Wondrous Item 176<br />

LEVEL 2<br />

Lvl Name Slot Pg<br />

2 Amulet of mental resolve +1 Neck 148<br />

2 Amulet of physical resolve +1 Neck 148<br />

2 Amulet of resolution +1 Neck 149<br />

2 Armor of resistance +1 Armor 41<br />

2 Battle standard of honor Wondrous Item 179<br />

2 Bloodclaw +1 Weapon 65<br />

2 Bloodguard shield Arms 114<br />

2 Boots of adept charging Feet 126<br />

2 Bracers of respite Arms 115<br />

2 Darkleaf shield Arms 116<br />

2 Defensive +1 Weapon 67<br />

2 Defensive staff +1 Staff 104<br />

2 Eagle eye goggles Head 140<br />

2 Feyleaf sandals Feet 129<br />

2 Flesh seeker +1 Weapon 69<br />

2 Gambler’s +1 Weapon 69<br />

2 Gem of colloquy Head 141<br />

2 Holy healer’s +1 Weapon 70<br />

2 Hunter’s flint Wondrous Item 173<br />

2 Immunizing +1 Armor 46<br />

2 Jester shoes Feet 129<br />

2 Jousting shield Arms 118<br />

2 Mage’s +1 Weapon 72<br />

2 Martyr’s +1 Armor 47<br />

2 Mirrored comparison Mount Item 124<br />

2 Mnemonic staff +1 Staff 104<br />

2 Muleback harness Waist 166<br />

2 Orb of debilitating languor +1 Orb 93<br />

APPENDIX 2 | Magic Items<br />

APPENDIX 2<br />

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