Pilpin's Power
(Enchantment)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  Special
Area of Effect:  Person touched
Saving Throw:  None

Pilpin, a greedy and jealous individual, saw that priests could imbue spells upon their followers. He decided that this ability could be used to increase his personal power and reach, as it has. This spell allows the wizard to transfer a number of spells, and the ability to cast them, to a another person. Only non-wizards (including rangers under eighth level and paladins under ninth) with a minimum Intelligence of 9 and at least one Hit Die can receive this enchantment. The number and level of the spells transferred depend on the recipient's level as follows:

	Level of Recipient	Spells transferred
	1-2	One 1st-level spell
	3-4	Two 1st-level spells
	5-6	Two 1st- and one 2nd-level spells
	7+	Two 1st- and two 2nd-level spells

Only spells with casting times up to 1 round can be transferred (i.e., find familiar, identify, Leomund's trap, strength, etc. cannot be transferred). The transferred spells variable characteristics (range, duration, area of effect, etc.) function according to the level of the wizard originally transferring the spell.
A wizard who transfers spells to another creature loses the number of spells he has transferred until the recipient casts the transferred spells or is slain. For example, a 9th-level wizard with four 1st- and three 2nd-level spells transfers magic missile, charm person, and invisibility to a 6th-level thief. The wizard now has only two 1st- and two 2nd-level spells, until the thief casts some of the transferred spells. If the thief casts magic missile and invisibility, the wizard now has three 1st- and all his 2nd-level spells (three).
The casting time is 1 turn plus 1 round for every spell transferred. The material components are a drop of the wizard's and recipient's blood.

