Graft (Alteration, Necromancy) Level: 6 Range: Touch Components: V, S, M Casting Time: 1 turn Duration: Instantaneous Area of Effect: 1 creature Saving Throw: Special A spellcaster invoking a graft spell can attach an appendage of another creature to the recipient’s body in place of a missing limb. The appendage must take the place of a lost limb— that is, the caster cannot place the arm of another creature onto a body that had no such limb before, nor add an extra arm in the middle of its chest. Additionally, the limb to be grafted must also perform roughly the same function as the old one; consequently, a wizard cannot attach a foot to an arm stump. The appendage can be of any size, but the recipient must be able to manipulate it with his current Strength. If the limb is overly cumbersome or exceptionally different from the original, it may inhibit movement or limit spellcasting ability. The appendage to be replaced can be anywhere on the body: arms, legs, feet, hands, or parts thereof; but it cannot be the head. The replacement can be of any form, so a gargoyle’s claw, a bear’s forepaw, or a human hand could take the place of a lost hand, claw, or paw. The appendage to be grafted must have been alive within the hour before the spell is cast or the graft will not take. The member to be grafted can be successfully joined provided that the recipient of the limb makes a successful system shock roll upon completion of the casting. A failed roll indicates that the graft does not take, and the limb withers and dies in one day. If the graft does take, then the new member will remain in place and function normally. The recipient might receive Strength or Dexterity bonuses or penalties based on the grafted limb. The grafted appendage has its original immunities and weaknesses, including Armor Class and damage ability, so long as such bonuses and penalties were physical in nature and did not result from special characteristics of the limb’s original body. (Thus, innate spellcasting abilities, psionic ability, magic resistance, and Strength bonuses other than for grasping do not apply.) For example, if a wizard grafted on the hand of an arcanaloth, his new hand would be AC —2, would take only half damage from cold, and would inflict 1d4 points of clawing damage. The hand would no longer be magic resistant (as is an arcanaloth’s hand). A wizard grafting on the forefoot of a lizard might have an improved Armor Class for that hand, but probably would not be able to cast spells due to the low potential dexterity of a lizard’s claw. The hand of an ogre (the largest-size humanoid whose limbs can be so used) would allow for a grasping Strength of 18; however, the wizard could not lift weights as an ogre. The spell requires the appendage to be grafted and a prepared mixture made up of the blood of the being to which the member originally belonged, a [[Potion of Polymorph Self]] (self or other), a [[Potion of Extra Healing]], and at least 10,000 gp worth of powdered [[Moonstone]]. The prepared mixture is consumed when the spell is cast. Notes: Very rare spell. Known to be in Laeyndar’s Book of Metamorphoses. (Updated from DRAGON Magazine.)