Graft

Revision as of 17:10, 15 February 2025 by Andi (talk | contribs) (Created page with "{| class="creature" |+ | == <big>'''Graft'''</big> == |- |''Arcane Ritual, Arcane Spell, Altering, Conjuring 360 (1 hour)'' |- |'''APC:''' 1 |- |'''SPC:''' 35 |- |'''Range:''' Touch |- |'''Requires:''' Gesture |- |'''Duration:''' Instantaneous |- !Spell Description |- |When you begin conjuring this spell, the target creature (which can be you) takes 2d8 sharp damage and loses one arm or leg of your choice unless it was already missing a limb. Then, over the course o...")
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Graft

Arcane Ritual, Arcane Spell, Altering, Conjuring 360 (1 hour)
APC: 1
SPC: 35
Range: Touch
Requires: Gesture
Duration: Instantaneous
Spell Description
When you begin conjuring this spell, the target creature (which can be you) takes 2d8 sharp damage and loses one arm or leg of your choice unless it was already missing a limb. Then, over the course of the spell, graft the limb of another creature onto the stump limb. The target creature gains one of the following benefits as is most appropriate given the nature of the new limb.

Note that this spell does not increase the number of total limbs that you already had. You may not cast this spell to gain an additional limb, but you may cast it to remove a previously grafted limb in favor of a new limb.

  • Claws (Arm). Gain Claws. Claws: (2 AP) Reach 5 ft Natural Weapons. +STR or DEX vs AR. Hit: 1d4+STR or DEX sharp damage.
  • Hooves (Leg). Your walking speed and jump distance each increase by +5 ft.
  • Prehensile Foot (Leg). You gain a foot as capable of manipulating its digits as your hands. Gain a climb speed equal to your walking speed while not wearing shoes.
  • Stinger (Arm). When you make an unarmed or natural weapon attack, you may make a secondary attack. Make an END attack against the creature’s FORT. On a hit, the target’s speed is reduced by 5 ft until the end of its next turn.
  • Tentacle (Arm or Leg). You gain a tentacle. Gain +4 to Grappling checks.