Sunday, January 2, 2011

Campaign Design - Spells: Graft Limb

Graft Limb (from Gods)
Necromancy (Evil)

Level: Composition 8, Sorcerer/Wizard 9
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target, Effect, or Area: One willing creature
Duration: Permanent
Saving Throw: See below
Spell Resistance: No

This spell grafts a limb onto the subject. Any body part other than a torso can be grafted onto another willing creature, although limbs from a creature more than one size category larger than the subject can't be used as they simply won't fit. The grafted limb is fully functional and retains all extraordinary, supernatural, and spell-like abilities associated with it. For example, grafting as beholder's eyestalk grants the subject the ability to use the ray attack generated by that eye.

If grafting wings for flight, both wings must be grafted for the subject to be able to fly. Entire heads can be grafted, granting any powers associated with the head such as gaze attacks, breath weapons, and sensory related bonuses, but not skills or memories. If a head is grafted, the recipient must make a Will save with a DC equal to the Intelligence of the "donor" or be afflicted with insanity as the spell.

Creatures with no discernible "limbs" such as oozes, cannot be used as "donors" for this spell. Only creatures with organic, solid bodies can be subjects of this spell.

Material component: The limb to be grafted plus 100 shillings worth of herbs and alchemical components to treat the limb with. The previous owner of the limb must be dead when the spell is cast, but cannot have been dead for longer than one day per caster level of the caster. Regardless of the state of the "donor", the limb cannot have been severed for more than one week per caster level. The limb is perfectly preserved until that time. The limb can also be reattached to the "donor" within one week per caster level by use of lesser restoration, if for some reason they are alive.

Home     Three Worlds     Spell List

No comments:

Post a Comment