Celestial Grafts [Archive] - Wizards Community

Post/Author/DateTimePost
FenrysStar

11-26-05, 09:57 PM
I have been thinking a bit on grafts, already in the game there are fiendish grafts and those create by the aberrations to slot into the bodies of willing or unwilling hosts, but what about the flip side of all that in grafts or infusions if you prefer of Holy power. The most obvious graft of this type would be Angel Wings which would allow someone to fly among other things. But what other types of body parts might the paragons of good be willing to invest into mortal beings.
CryoSilver

11-26-05, 10:14 PM
I'm not so sure mutilation is something a celestial would approve of.
Vestigial_Thumb

11-26-05, 10:31 PM
I'm not so sure mutilation is something a celestial would approve of.
Maybe they're minor transformations on limbs and body parts.
FenrysStar

11-26-05, 10:38 PM
transformations is partially what I was thinking of, like gifts from the gods that transform the recipient altough in some ways of thinking this is essentially grafting a big set of wings onto your body or other things that have been handed down from the higher powers or their agents that feel a certain mortal has the purity and/or courage that they can handle the power and use it wisely.
Wyrd Bearer

11-27-05, 06:34 PM
The 3rd level exalted spell (whee, I spelled exalted correctly for a change), celestial aspect, lets you take on certain celestial traits temporarily, such as the armblade of a sword archon, the eyes of a firre, the horns of a cervidal or the wings of an astral deva. This could be the basis of a permanent, non-magical alteration granted to certain special heroes of good (no actual grafting involved but instead their body is "upgraded" to closer resemble the good monster the character looks up to).
Drewsus

11-27-05, 11:40 PM
Interesting Topic.. I've wanted to do this with an Exalted Monk that uses a Sunblade as well as his fists to smite evil do-ers... I wanted to give him celestial wings without twinking out and taking the Half-Celestial template.

I haven't read up on Grafts much.. I'm guessing they don't take an Item slot?
Are there penalties to most grafts? The easiest way to treat a "Celestial Gift" would be to treat it like a slotless magical item and then compare it to an item that already exists.
FenrysStar

11-28-05, 01:48 PM
Giving a a good aligned even Exalted if that is the case ranger wings is partially what got me started on this. And then I started thinking of what else could I do? In the end I looked at the back of the Fiend Folio and decided to make at least as many grafts as from the Fiendish side of things albeit craft by Celestials to combat these grafts for worthy heroes.
FenrysStar

11-28-05, 01:51 PM
Granted the ranger in question if made Exalted, might be confused for a Hound Archon in certain circles as he is a lupin
runestar

12-02-05, 08:29 AM
If poisons can be justified to be good(aka ravages), I don't see why grafts can be made good as well, it all depends on how you package it.
the Horc

12-02-05, 07:49 PM
I'm currently operating on a substandard level of sleep and some high pressure, so forgive me if my writing is less than stellar.

I would package them as celestial Symbiotics, things that attach to a worthy host and enhance their abilities. The Symbiont is removeable (to the point where it does not need any major surgery, except for a number of rare and powerful ones) and often will detach if they find the host not to their suitability (in fact, they feed off latent goodness, and find the taste of neutrality distasteful, and the taste of evil putrifying). They could be outsiders or celestial abberations, so they would be mobile (to a minor extent). They would quasi-mindless entities (except for some that might be, but these are rare), so their main interest is finding a suitable breeding area (they stay on the celestial planes or areas of high-intensity goodness, like around temples of good-aligned deities and Piffany :D) but as nigh-mindless creatures, they'll go with just about anyone with a certain level of an Aura of Good. Also, they can detect good/neutrality/evil in their hosts regardless of magical protections, so a mindblanked Drow wizard Shapechanged into a Solar will not be able to fool it (largely because they would be able to taste the goodness (or lack thereof) of its soul and immediately detach). Either that, or it would not attach in the first place because although it senses no evil, it also senses no good.

More or less, I envision them like Psychoactive skins but with different abilities, limitations, and other stuff that my exhausted brain can't deal with.

Also: they might not do any permanent harm, but as long as the creature is attached, you might face penalties, such as lowered stats, or quasi-permanent reduction in HP, but nothing that will cause long term ill effects long after the bonding has worn off (with the exception of a few powerful ones, especially if you turn evil while accepting a bond). For example, you are a mighty Paladin, who is bonded to the arc-skin that grants massive strength and encompasses your whole body, when your player decides to be a prick and proceeds to say you will now slaughter a busload of children. Your arc-skin rejects your sudden turn to the dark side, and not only refuses to grant you its boon, but also crushes your body or releases a corrosive substance or something similarly nasty before oozing off you.

Or you've attached the handgraft, a Symbiont that grants you some kind of powerful magics in your hand (like the ability to use Holy Smite x number of times a day), when you decide to use the magic to blow away some minorly-evil merchant who overcharged you a silverpiece. Instead, the handgraft explodes off your hand, potentially permanently ruining it.

Again, I apologize if my writing if not very coherent. Brain shutting down