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Buffeting Wings
donor creature, though some wyrmgrafters prefer to take donations from dead donors for their own safety.
Grafts are diffi cult to remove. Grafts have no statistics of their own and can’t be attacked or damaged separately from the creature to which they are grafted. A character with the Wyrmgrafter feat can remove a draconic graft safely from a living creature; this requires 8 hours of work in a quiet setting (similar to creating a graft). A graft that has been safely removed can be applied to another character, though this application must take place within 24 hours of its removal and deals 4d6 points of Constitution damage to the receiving character. Without the proper feat, a graft can be removed only if the body part to which it is grafted is removed (a grisly task to be sure); even then, the graft tissue instantly dies and can’t be reused. Similarly, a graft on a creature that is killed also dies instantly and can’t be harvested and reused. Among other effects, this means that an NPC’s graft probably can’t be recovered as treasure. For tips on dealing with this in the game, the DM should consult the Draconic Grafts as Treasure sidebar (see page 129). A graft should, however, be treated as part of a creature for the purpose of being brought back from the dead, so a character who is killed and resurrected returns with her grafts intact.
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A graft is not a magic item. It does not radiate a magical aura once completed, and it does not take up space on the body as a magic item would. A graft can’t be suppressed with dispel magic, nor is it affected by an antimagic fi eld or similar effect.
Multiple draconic grafts bestow a cumulative benefi t upon their host. A character with at least two draconic grafts gains damage reduction x/magic, where x equals the number of draconic grafts he has minus one (DR 1/magic for two draconic grafts, DR 2/magic for three, and so on). In addition, if the character has at least two draconic grafts, his natural attacks are treated as magic weapons for the purpose of overcoming damage reduction.
CREATING A DRACONIC GRAFT
The creation of a draconic graft must be done in a quiet and comfortable setting and requires a supply of materials, including the donated tissue sample or body part (see below). The cost of the materials is subsumed in the cost of creating the graft. Creating a graft otherwise works like crafting a wondrous item, including the cost to create, time required, preparation of spells required, and expenditure of components, focuses, or XP required by the spells (except as noted below). If a graft incurs extra costs in material components or XP, as noted in its description, these costs are in addition to those derived from the graft’s base price. Unlike with creating normal magic items, draconic grafts need not be crafted over consecutive days. A wyrmgrafter can spend a day here and there tending to a growing graft. It is not functional until the total time necessary to complete the graft is spent. However, he cannot skip more than 7 days during his work on an incomplete graft; doing so means the incomplete graft dies, and he loses a portion of the gp involved in the graft’s creation equal to the amount of time spent working on it. No XP is lost until the graft is completed. A wyrmgrafter must devote 8 hours to the task on any day when he works on a graft. Failure to do so means the day’s work is wasted, and no gp or XP are spent. The recipient of a draconic graft doesn’t incur any of the costs involved with acquiring a graft until it is attached during the second phase of the procedure. A completed graft can be attached to a recipient in a procedure that takes 8 hours, during which time both the grafter and the recipient must be present. If a graft is not attached to a recipient within 1 day of when it is completed, the graft requires 1 hour of care from the wyrmgrafter each day thereafter to keep it from dying.
Draconic Grafts
Graft Market Price
Dragonbone legs 8,000 gp
Gleaming scales 9,000 gp
Glaring eye 10,000 gp
Dragonheart presence 12,000 gp
Frightful crest 28,000 gp
Smashing tail 30,000 gp
Taloned arm 34,000 gp
Metabolic fi re 56,000 gp
Resilient scales 70,000 gp
Buffeting wings 100,000 gp
BUFFETING WINGS
Your arms sprout veined membranes, granting you the power of fl ight and allowing you to strike your enemies.
Location: Arms.
Description: Each of your arms sprouts rays of cartilage supporting fi ns (if from a metallic dragon) or long bone projections connected by taut fl esh (if from a chromatic dragon). The membranes of your buffeting wings fold down when not in use. You can still wear and benefi t from clothing and armor, though wearing a shield limits your wings’ effectiveness (see below).
Activation: Using buffeting wings to fly requires a move action, as normal for any move. Using a wing to make a slam attack is an attack action, or part of a full attack action if you are using both wings or additional natural weapons.
Effect: You gain a fl y speed equal to your base land speed with average maneuverability. You can’t carry aloft more than a light load. If you already have wings, this benefi t replaces your original fl y speed and maneuverability. You can’t use your buffeting wings to fl y if you are wearing a shield (other than a buckler).
You can also use buffeting wings to make up to two secondary slam attacks, but only while standing on the ground. Each attack deals damage as a wing attack made by dragon of your size (1d4 points for a Medium creature). You cannot attack with weapons held in your hands during the same round that you use buffeting wings (though you can use other natural attacks), and you can’t use a wing to attack if that arm wears a shield (other than a buckler). In addition to the hit point cost, these wings reduce your overall agility, resulting in a permanent –2 penalty to Dexterity.
Construction: Wyrmgrafter, overland fl ight or fl ight of the dragon*, 50,000 gp, 4,000 XP, 100 days. *Spell described in Draconomicon, page 113.