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Imbue With Spell Ability in Advanced Dungeons & Dragons

Imbue With Spell Ability

Name
Imbue With Spell Ability
Type of Magic
Priest
Spell Level
4th
School
Enchantment and Charm (House Spurius)
Sphere
Charm
Reversible?
No
Range
​Touch​
Components

Material, Somatic, Verbal

The material components for this spell are the priest's holy symbol, plus some minor item from the recipient that is symbolic of his profession (a lockpick for a thief, etc.). This item, and any material component for the imbued spell, is consumed when the imbue with spell ability spell is cast.

Duration
Until used ​
Casting Time
​1 turn ​
Area of Effect
​Person touched ​
Saving Throw
None
Effects
​By the use of this spell, the priest can transfer a limited number and selection of his currently memorized spells, and the ability to cast them, to another person. Only nonspellcasters (including rangers under 8th level and paladins under 9th level) can receive this bestowal; the imbue with spell ability enchantment does not function for those belonging to spellcasting classes, for unintelligent monsters, nor for any individual with less than 1 full Hit Die. In addition, the person thus imbued must have a Wisdom score of 9 or higher. Only priest spells of an informational or defensive nature or a cure light wounds spell can be transferred. Transferring any other spell type negates the entire attempt, including any allowable spells that were chosen. Higher level persons can receive more than one spell at the priest's option:​ Level of Recipient Spells Imbued 1 One 1st-level spell 3 Two 1st-level spells 5+ Two 1st- and one 2nd-level spells​ The transferred spell's variable characteristics (range, duration, area of effect, etc.) function according to the level of the priest originally imbuing the spell. A priest who casts imbue with spell ability upon another character loses the number of 1st- and 2nd-level spells he has imbued until the recipient uses the transferred spells or is slain. For example, a 7th-level priest with five 1st- and four 2nd-level spells imbues a 10th-level fighter with a cure light wounds spell and a slow poison spell. The cleric now can have only four 1st-level spells memorized until the cure is cast and only three 2nd-level spells until the slow poison is cast, or until the fighter is killed. In the meantime, the priest remains responsible to his ethos for the use to which the spell is put. ​

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