Sorry to hijack this thread but Enchantment Transfusion not needing LOS reminds me of a memorable game anecdote I have to share...
Playing Earth Wizard in a teaching game, I had 4 Stone Golems with Pestilence Idol in my start corner trapped within 2 of my own Walls of Steel! I was in NC with Enchantment Transfusion, Force Hold and Nullify all hidden on me, enemy Priestess in his start corner with c.40 life (from Sunfire Amulet, Brogan had destroyed Deathlock and other conjurations before dying to Lightning Bolts from the toolbox Wizard's Tower). Going last, I moved to FC and cast Teleport Trap on NC then QC Teleport on his mage onto my trap which then teleported him to my corner Wall of Steel cell with 4 Golems (Teleport Trap needs no LOS). I had initiative next turn. He Early QC Eagleclaw Boots (he was 3 away from me). I moved back to NC, cast Jinx on myself then transfused all 3 other enchantments on me to his mage (Transfusion needs no LOS). Unable to escape (Force Hold now revealed), he cast his other spell Blinding Flash that did not Jinx, 3 Golems Dazed, 1 Golem Stunned (+2 vs. Nonliving). But over 2 turns of attacks from my Golems was just enough to kill him (next turn, he cast Dispel twice delayed by Jinx to break the Force Hold but the turn after, my first action Golem attack killed him just before he climbed out).
Yes, I know this was over-elaborate (it was a demo to a beginner who set up a strong fort of Archers + Guardian Angels + ToL that almost killed me, saved by Voltaric Shield and Force Orb). A Spike Pit and (already set-up) Enchantment Transfusion on Nullify plus Jinx does the same thing more efficiently. But I wanted to demo some of the potential trickery in the game as I knew he likes difficult to pull-off combos.
I half suspect that someone will now say that we played by the wrong rules!