Spellgraft (3.5e Equipment)

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Author: Zhenra-Khal (talk)
Date Created: 5/17/2017
Status: Completed
Editing: Clarity edits only please
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Spellgraft[edit]

Spellgraft
Price: Spell level x caster level x 2,000 GP.
Body Slot: None; See below
Caster Level: Varies.
Aura: Varies.
Activation: Usually standard.
Weight: -

The rogue rounded a corner saw the guard coming his way, and his fear caught in his throat; Immediately he touched the pawprint-shaped tattoo on the back of his hand and vanished from sight. As the guard walked right past the invisible scoundrel, he silently thanked his wizard friend - For possibly the millionth time - For inscribing the spell into his flesh.

These special grafts are part graft and part tattoo. A creature can have one Spellgraft for each body slot they have, but they do not otherwise take up a magic item space; However, Soulmelds bound to Chakras negate Spellgrafts the same way they negate magic items. Much like Wondrous Items, Spellgrafts whose spells don't match their body slot have their base cost increased by half; The table used to determine the appropriate body slot can be found here. Offensive spells generally belong on the arms - Such as the gauntlets slot. Defensive spells, like Stoneskin, belong across the chest, filling the Armor slot, and so forth.

Once the Spellgraft has been created, it is forever an integral part of the creature bearing it. It can be suppressed by dispelling and does not function within an antimagic sphere, just like any other magic item, but it cannot be removed from the creature.

Each Spellgraft contains a single spell. The bearer can use the spell within the Spellgraft at will as a spell-like ability. However, each time the Spellgraft is activated, the bearer must expend an amount of XP equal to the spell level multiplied by the caster level (A minimum of 10 XP). Furthermore, in order to even use the spell, the bearer must have an ability score - Constitution, Intelligence, Wisdom or Charisma, as determined at the time the Spellgraft was created - That is equal to the spell level +10, in order to activate it. While the caster level, spell level and metamagic all remain the same throughout the existence of the Spellgraft, for the purposes of determining the save DC and so forth, the bearer must use the ability score.

Just like with an Innate Spell, if the spell has an expensive material component (Worth more than 1 gp), you must use a focus in the crafting of the Spellgraft that is worth 50 times the cost of the component. Doing so destroys the focus. Furthermore, if the spell itself costs XP, you pay this price upon casting in addition to the XP cost of the Spellgraft.

Example #1: Jarek, a 10th-level Wizard, decides he'd love never running out of Magic Missiles, and decides to create a Spellgraft of Twinned Magic Missile (A 5th-level slot). So, he spends 50,000 gold, 4000 XP and 100 days inscribing a single tattoo onto his right arm. Once he's finished, he can use a Twinned Magic Missile at will (Producing 10 missiles), but he loses 50 XP each time he does so.

Exmaple #2: The party's Fighter tends to require healing quite often, so the party's healer, a 5th-level Cleric, decides to give him the ability to heal himself. By spending 15,000 gold, 1200 XP and 30 days, the Fighter now has a tattoo on his chest that he can touch to cast Cure Serious Wounds on himself. However, doing so costs him 15 XP each time - A small price to pay for much-needed sustenance.

Prerequisites: Imbue Spellgraft, and the spell to be imbued into the Spellgraft.
Cost to Create: 1/2 the base price in GP, 1/25th the base price in EXP, 1 day per 1,000 gp in the base price, minimum of 1 day.



Back to Main Page3.5e HomebrewEquipmentWondrous Items

AuthorZhenra-Khal +
Body SlotNone; See below +
CostSpell level x caster level x 2,000 GP. +
Identifier3.5e Equipment +
Rated ByFoxwarrior +
RatingRating Pending +
SummaryA spell imbued directly into a person, allowing them to cast it as a spell-like ability at the expenditure of XP. +
TitleSpellgraft +