I have a few examples elsewhere for arcane casters (find), but here are a few ideas for divine casters:
Arcane Spells:
Fabricate (New)
(Alteration)
Level: 3
Range: Touch
Duration: Permanent
Casting Time: 9
Area of Effect: 1 item
Saving Throw: None
By means of this spell, the wizard is able to convert material of one sort into a product that is of the same or different material. Living things cannot be created or altered by a fabricate spell. The quality and size of items made by this spell is commensurate with or less than the quality and amount of material used as the basis for the new fabrication. Thus, a wizard can fabricate a +1 longsword or dagger from a +1 bastard sword, but could not make a +2 weapon of any kind, nor a +1 greatsword. Unique magical items can be affected by this spell, but they will only produce basic (+x) magical items of (generally) lesser quality.
Notes:
Transfer Enchantment (New)
(Enchantment/Charm)
Level: 7
Range: 0
Duration: Instant
Casting Time: 9
Area of Effect: 1 item
Saving Throw: None
This spell "steals" the enchantment from a magical item and places it within another, non-magical item. Both objects must be touched by the wizard during casting. The two items must be of the same category (weapon, shield, armor, etc.). The enchantment can be transferred only to a nonmagical item. Only the energy of one item can be transferred; it is not possible to combine two magical items into one item. The new item has all the properties of the original magical item (including the same number of charges, if any). At the culmination of the spell, the original magical object is destroyed, and the new magical item has all of the properties of the original. So, for example, a short sword can be imbued with the properties of a dagger of venom becoming a "Short Sword of Venom".
The caster must also spend an amount of gold in materials equal to half the value of the original item. If does not have the gold, the spell fails.
Specific Additions
1) Add Transfer Enchantment: If CONTINUE is set to 1 in b_spells_settings.ini. If VAR is set to 2, then Transfer Enchantment will be installed without the gold material component (set to 1 by default).
Notes:
Divine Spells:
Holy weapon
Requires a good aligned divine caster. Changes a magic weapon into a holy weapon that does an additional 1d6 magic damage per (+) to evil creatures and an additional 1d6 magic damage per (+) to demons and undead. Can only be used by good creatures.
Can be cast on non magic weapons. Becomes usable only by good, gains +1 to hit and does an additional +1 dam to evil and/or undead.
Consumes an expensive item (diamond?) and will not work without it.
Unholy version. Does just an additional 1d6 dam to All (per +) and only usable by evil.
Loses any other enchantments (effectively replaces the weapon).
I have a few examples elsewhere for arcane casters (find), but here are a few ideas for divine casters:
Arcane Spells:
Fabricate (New)
(Alteration)
By means of this spell, the wizard is able to convert material of one sort into a product that is of the same or different material. Living things cannot be created or altered by a fabricate spell. The quality and size of items made by this spell is commensurate with or less than the quality and amount of material used as the basis for the new fabrication. Thus, a wizard can fabricate a +1 longsword or dagger from a +1 bastard sword, but could not make a +2 weapon of any kind, nor a +1 greatsword. Unique magical items can be affected by this spell, but they will only produce basic (+x) magical items of (generally) lesser quality.
Transfer Enchantment (New)
(Enchantment/Charm)
This spell "steals" the enchantment from a magical item and places it within another, non-magical item. Both objects must be touched by the wizard during casting. The two items must be of the same category (weapon, shield, armor, etc.). The enchantment can be transferred only to a nonmagical item. Only the energy of one item can be transferred; it is not possible to combine two magical items into one item. The new item has all the properties of the original magical item (including the same number of charges, if any). At the culmination of the spell, the original magical object is destroyed, and the new magical item has all of the properties of the original. So, for example, a short sword can be imbued with the properties of a dagger of venom becoming a "Short Sword of Venom".
The caster must also spend an amount of gold in materials equal to half the value of the original item. If does not have the gold, the spell fails.
Divine Spells:
Holy weapon Requires a good aligned divine caster. Changes a magic weapon into a holy weapon that does an additional 1d6 magic damage per (+) to evil creatures and an additional 1d6 magic damage per (+) to demons and undead. Can only be used by good creatures.
Can be cast on non magic weapons. Becomes usable only by good, gains +1 to hit and does an additional +1 dam to evil and/or undead.
Consumes an expensive item (diamond?) and will not work without it.
Unholy version. Does just an additional 1d6 dam to All (per +) and only usable by evil.
Loses any other enchantments (effectively replaces the weapon).