Implants and Grafts

## **Spellweaver Arms**

   (Fleshcraft Graft)

This graft fuses small monstrous spiders to the subject's arms in an excruciating procedure. Afterwards, their arms are, for all intents and purposes, small monstrous spiders, which also allow the subject to weave magic more easily and effectively.

* Constant effect: +6 Use Device
* At Will: Spider Hand (BoVD104) (Spell Trigger)
* 2/day: Web, Spiderclimb (Spell Trigger)
* Penalty: -6 Diplomacy (even drow are put off by your spider arms, since overt spider traits are usually a sign of failure), Effects that would affect a vermin can target you, though you are allowed an appropriate save to resist them.

Moderate Conjuration and Transmutation, CL 3, Fleshwarper, *spider hand, web, spiderclimb,* Market Price: 6,500 cr

## **Warach Eye**

At any time, the bearer can direct the eye to crawl out of the housing and move about under it’s own power, using a move action to direct it.
This implant mimics the Warlock Invocation Crawling Eye (Complete Arcane), and can be used at will. However, if the eye is destroyed while outside its owner, it will reform over 1d4 hours (as the spell), but even after reforming, cannot be used again until the owner has had the appropriate amount of rest for their species (owners who do not sleep must rest for four hours as if they were elves).
Faint Transmutation, CL 6, Implant Spellware, *Crawling Eye,*Market Price 3240 cr

## **Restful Leg System**

These legs replace a person's normal legs rather extensively. At the least, their legs are entirely mechanized from the knees down, but even their thigh bones are replaced with mechanisms and magic. Those who opt to keep their flesh above the knee appear to be wearing knee-high boots or greaves at all times, and these legs can be made such that pants can be gathered at the knee and tucked inside easily for no extra cost.

Anyone who spends hours standing will enjoy these legs for replacing the weak flesh with unyielding metal and synthetic materials. But more than just replacing flesh that can become tired, these legs have a lesser restoration effect that the bearer benefits from once per day automatically, and a second time per day at their option.

When in use, the lower legs actually extend struts that hold the bearer up without direct strain.

Faint Conjuration, CL 2, Implant Spellware, *Lesser Restoration,*Market Price 1600 cr

## **Chip Setting**

A chip setting is a small port implanted on the head, usually the base of the skull, that allows a chip or cable to be plugged into the bearer, allowing them access to digital storage. The most common use of this is Skill Chips, but it can also be used to access computer systems mentally.

When a Skill Chip is slotted into the Chip Setting, the bearer is treated as having a half-rank in the corresponding skill, and gains a +10 competence bonus so long as the chip is inserted (the port is a Use Activated device, but the activation is using the corresponding skill, so it is in effect active on demand). Other chips also exist, such as those which grant proficiency in a specific weapon, armor or shield.

Faint Divination, CL 1, Implant Spellware, *Wieldskill,* Market Price 1800 cr

## **Skill and Proficiency Chips**

These chips slot into a port installed in a user's head, either conferring a +1 competence bonus to a specific skill which is eclipsed by the bonus granted by a standard Chip Setting, or indicating a weapon, armor or shield the bearer gains proficiency in.

Faint Divination, CL 1, Implant Spellware, Market Price 100 cr