Wizard Spell - level 5
Range: Touch
Components: V,S,M
Duration: Special
Casting Time: 1 turn
Area of Effect: One magic item
Saving Throw: None or special (see below)
By the use of this spell, a wizard can allow a magical item with specific bonuses to retain its normal enchantment, even when taken from its plane of origin; the magic effectively negates the plane's influence on magic items.
To work properly, this spell must be cast on the item when it is on its plane of origin. Furthermore, the effects of this spell apply only when the item resides on the specific plane named during the casting of the spell. This plane is called the "Destination Plane" and only one such plane can be specified per item. For example, a longsword +3 forged on the Prime Material Plane would normally have its enchantment reduced to +1 if taken to the Abyss -- one of the Outer Planes (see Manual of the Planes for details); however, if the spell were cast on this weapon first, while it was still on the Prime Material Plane, then it would remain a +3 weapon while in the Abyss only.
The effects of this spell can last up to one day for every two levels of the caster to a maximum duration of 10 days at 20th level. The "day" is calculated as normal time and would be on the casters plane of origin. However, the spell ends the moment the item is removed from its destination plane; at that point, all normal rules for enchantment reduction again take effect. Note that this does not apply if the item is taken into planes before it reaches its destination plane. The spells magic remains effectively inert until this plane is entered -- at which point the Retain Enchantment is activated and all of the above rules governing duration begin. For example, say the owner of the sword +3 from the previous example decided to travel to the Astral Plane before entering the Abyss. In this case, the sword would be a +2 weapon in the Astral Plane (following the regular rules) but would regain its +3 enchantment once it is taken into the Abyss (as this spell now takes effect). Should the blade be taken out of the Abyss at this stage, the spell immediately expires. Entering the Astral Plane again makes the sword a +2 weapon, but re-entering the Abyss renders it a +1 sword (again following the normal rules). There is no limit on how long this spell will remain inert once cast. Furthermore, Retain Enchantment has no effect on items while they remain in their plane of origin.
The caster of this spell can only effect one magic item per casting, but is allowed to so effect any number of such items as he or she desires. A mage could, with the right amount of time and materials, use this spell to retain the enchantment of every magic item he or she owns. However, it should be noted that this spell can be dispelled through normal means (such as a Dispel Magic spell), but that each item under the effects of the spell must be checked individually to see if they are indeed dispelled.
Finally, this spell has a special effect on a Sword of the Planes. Since this item is already tuned to the planes, a Retain Enchantment spell cast on such a sword causes it to gain one "plus" in the specific type of plane specified by the caster; for example, this blade could become a +4 on the Outer Planes instead of +3. Only one type of plane can be specified per casting and cumulative castings will have no additional effect. Duration is handled as above with all limitations still in effect. Note that a sword of the planes can also be so affected by this spell while on its plane of origin because it has the essence of many planes tied to it: A Sword of the Planes which has Retain Enchantment cast upon it and is kept on the Prime Material Plane, for example, could effectively remain a +2 weapon (as opposed to +1) for up to 10 days.
Lastly, intelligent weapons or items are allowed a saving throw vs. spell (using the values of a fighter at a level equal to one half the ego score of the item, rounded up) to avoid the effects of this spell should they, for whatever reasons, object to being "modified" through this magic.
The material components for this spell are a pinch of material collected from the Destination Plane (ground, liquid, air, etc. contained in a vial), a handful of crushed diamond dust found on the caster's plane of origin of no less than 1,000 g.p. value, and a drop of the caster's blood.
(c) 1994 by Dave Pindel