Duke Malagigi
2007-07-12, 12:23 AM
The original thread is here (http://boards1.wizards.com/showthread.php?t=830680).
Hi there. I would like some help reestablishing necromancy as the school of healing and bring back the distinctions between White, Gray and Black Necromancy. We will also allow arcanists (other than bards) to cast such healing spells using their own power. First let's cover White Necromancy.
White Necromancy
White Necromancy is the branch of the necromantic arts and sciences which covers healing and biological improvements upon the living. It also involves using the caster's own life force (read as health) to the benefit of the caster or others, to protect from harm due to necromantic attacks or effects or to combat the undead. In Second Edition the only methods that mages could use to heal others was to take that damage themselves. While I wish to allow mages in this Edition to do the same I also want to develop methods that require material components instead. I've already started this process. Will any one help me with this?
Arcane White Necromancy spells so far.
0 Level spells
Disrupt Undead
Necromancy
Level: Sor/Wiz 0
Least Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 0
Preserve Organ
Necromancy
Level: Wiz/Sor 0
From the Book of Vile Darkness. Don't ask me why.
Touch of Rest
Necromancy (Healing)
Level: Wiz/Sor 0 (removes fatigue, changes exhaustion to fatigue)
1st Level spells
Least Medicinal Aliment
Necromancy (Healing)
Level: Wiz 1
Minor Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 1
Touch of Warmth
Necromancy (Healing)
Level: Wiz/Sor 1 (heals 1d6 + 1 str, panicks undead)
2nd Level spells
Bone Chill - FB
Necromancy
Level: Sor/Wiz 2
Corporeal undead are held by a thick layer of frost.
Decay
Necromancy
Level: Sor/Wiz 2
False Life
Necromancy
Level: Sor/Wiz 2
Lesser Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 2
Life Bolt - SpC
Necromancy
Level: Sor/Wiz 2
1 ray/2 levels draws 1 hp from you to deal 1D12 damage to undead.
Minor Medicinal Aliment
Necromancy (Healing)
Level: Wiz 2
Remove Blindness/Deafness
Necromancy (Healing)
Level: Sor/Wiz 2
3rd Level spells
Disrupt Undead, Greater - SpC
Necromancy
Level: Sor/Wiz 3
As disrupt undead, but 1D8 damage/level.
Halt Undead
Necromancy
Level: Sor/Wiz 3
Improved Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 3
Lesser Medicinal Aliment
Necromancy (Healing)
Level: Wiz 3
4th Level spells
Cure Disease
Necromancy (Healing)
Level: Wiz/Sor 4
Greater Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 4
Improved Medicinal Aliment
Necromancy (Healing)
Level: Wiz 4
Restive Dirge
Necromancy
Level: Brd 4, Wiz/Sor 4
5th Level spells
Bind Undead
Necromancy
Level: Sor/Wiz 5 (Also a fifth level cleric spell)
Graft Flesh-Converted by Neumi
Necromancy
Level: Sor/Wiz 5
Greater Medicinal Aliment
Necromancy (Healing)
Level: Wiz 5
6th Level spells
Cause Mutation-Joltz
Level: Transmutation/Necromancy
Sor/Wiz 6, Druid 5
Incorporeal Nova - Libris Mortis
Necromancy
Level: Sor/Wiz 6
Damages ethereals.
Mass Minor Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 6
Undeath to Death
Necromancy
Level: Clr 6, Sor/Wiz 6
7th Level spells
Mass Greater Life Transfer
Necromancy (Healing)
Level: Wiz 7
Mass Minor Medicinal Aliment
Necromancy (Healing)
Level: Wiz 7
8th Level spells
Clone
Necromancy
Level: Sor/Wiz 8
Mass Lesser Medicinal Aliment
Necromancy (Healing)
Level: Wiz 8
Supreme Transfer
Necromancy (Healing)
Level: Wiz/Sor 8
9th Level spells
The Great Surgery
Necromancy (Healing)
Level: Wiz 9
Any questions? Good, let's get started people, I've already made some spells based loosely off of the cure line of spells.
0 level spells.
Least Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 0
This spell functions like minor life transfer, except that it cures only 1 point of damage.
1st level spells.
Least Medicinal Aliment
Necromancy (Healing)
Level: Wiz 1
This spell functions like minor curative aliment, except that it cures only 1 point of damage.
Material components: 5 gp of crushed acorns made into a salve.
or
Focus: 3 Hairs from the tail of a unicorn taken with the freely given permission of the unicorn by the caster and then prepared in oils worth 30 gp.
Minor Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: None; see text
Through either scientific study or innate talent, you transfer a small portion of your health, or that of an informed donor, into another living creature restoring it of up to 8 points of damage +1 point per caster level (maximum +5). You or the volunteer takes the same amount in damage.
This spell has no effect on the undead.
2nd level spells.
Lesser Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 2
This spell functions like minor life transfer, except that it cures up to 16 points of damage +1 point per caster level (maximum +10).
Minor Medicinal Aliment
Necromancy (Healing)
Level: Wiz 2
Components: V, S, M or F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: None; see text
By use of organic materials and scientific study, you can cause the body of your patient to spontaneously repair its self of 1d8 points of damage +1 point per caster level (maximum +5).
This spell has no effect on the undead.
Material components: 10 gp of protein supplements and medicines.
or
Focus: A Diamond worth at least 50 Gp.
3rd level spells.
Lesser Medicinal Aliment
Necromancy (Healing)
Level: Wiz 3
This spell functions like minor medicinal aliment, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).
Material components: 20 Gp of a five-ounce mixture of milk honey and common restorative herbs.
or
Focus: A Coutal's scale, taken with freely given permission by the caster, and then preared in oils worth 70 gp.
Improved Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 3
This spell functions like minor life transfer, except that it cures up to 24 points of damage +1 point per caster level (maximum +15).
4th level spells.
Greater Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 4
This spell functions like minor life transfer, except that it cures up to 32 points of damage +1 point per caster level (maximum +20).
Improved Medicinal Aliment
Necromancy (Healing)
Level: Wiz 4
This spell functions like minor medicinal aliment, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).
Material components: 30 Gp worth of smoked salmon, specially prepared.
or
Focus: The wing feather of a Solar, given freely, to the caster.
5th level spells.
Greater Medicinal Aliment
Necromancy (Healing)
Level: Wiz 5
This spell functions like minor medicinal aliment, except that it cures 4d8 points of damage +1 point per caster level (maximum +20).
Material components: 40 gp worth of protein rich plants, specially prepared.
or
Focus: A 100 gp diamond, baptized in the Lake of Celestia, by a Solar.
6th level spells.
Mass Minor Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: None; see text
Through either scientific study or innate talent, you transfer a portion of your health, or that of an informed donor or donors, into other living creatures restoring them of 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature. You or the volunteer takes the same amount in damage per recipient.
This spell has no effect on the undead.
7th level spells.
Mass Minor Medicinal Aliment
Necromancy (Healing)
Level: Wiz/Sor 7
Components: V, S, M or F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: None; see text
By use of organic materials and scientific study, you can cause the bodies of your patients to spontaneously repair themselves of 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.
This spell has no effect on the undead.
Material components: 50 gp of protein supplements and medicines.
or
Focus: A diamond worth 400 gp.
Mass Lesser Life Transfer
Necromancy (Healing)
Level: Wiz 7
This spell functions like mass minor life transfer, except that it cures 16 points of damage +1 point per caster level (maximum +30).
8th level spells.
Mass Lesser Medicinal Aliment
Necromancy (Healing)
Level: Wiz 8
This spell functions like mass minor medicinal aliment, except that it cures 2d8points of damage +1 point per caster level (maximum +30).
Material components: 60 gp of a five-ounce mixture of milk, honey and common restorative herbs.
or
Focus: 5 Tail reathers of a Coutal, Prepared in Oils worth 80 gp, in a week long ceremony, presided over by a bard of at least 10th Level.
Supreme Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 8
Components: V, S
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: None.
As heal, but it does not effect undead and either the caster, or the volunteer takes damage as is healed.
9th level spells.
The Great Surgery
Necromancy (Healing)
Level: Wiz 9
Components: V, S, F, M
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: None.
As the spell Heal, but does not effect the undead.
Focus: A Specially prepared sterile surgical room.
Material Components: 100 gp of protein supplement and medicines.
Any polite critiques would be welcome.
A few White Necromancy spells converted to 3rd Edition by Nemui (ex member) on the Umbrasa Gravelands with some slight modifications by me (see as with Graft Flesh).
Bind Undead
Necromancy
Level: Clr 5, Sor/Wiz 5
Components: V, S, DF/M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: 30-ft. emanation centered on a point in space; see text
Duration: Concentration plus 1 round/2 levels
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell creates an inward-focused magic circle 30 ft. in radius that traps undead creatures, preventing them from escaping. The circle is invisible and allows one-way passage, so an undead could walk into it unknowingly after the spell is cast. Mindless undead are not allowed saving throws - it is impossible for them to cross the circle from the inside out - but the circle has no effect on sentient undead that make their Will saves.
While maintaining concentration, you can choose to reduce the binding circle's radius by 5 feet, forcing the trapped undead to move further inward. However, each sentient undead is allowed a new Will save to avoid moving, and thus escape the circle. You cannot increase the circle's radius beyond 30 ft., nor can it be brought back to its previous dimensions once reduced. You cannot reduce the circle's radius once you have stopped concentrating.
The binding circle extends into the Ethereal Plane, so even ethereal undead such as ghosts can be trapped.
Focus: A femur, held prominently while maintaining concentration.
Graft Flesh
Necromancy
Level: Wiz/Sor 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Special; see text
Saving Throw: None
Spell Resistance: No
You reconnect a severed extremity to a creature that has lost a digit, hand, arm, leg, or even its head. The spell cannot restore life to a dead creature, but it returns a lost extremity to a living or dead creature if it is otherwise mostly intact.
If the original extremity is present when this spell is cast, or if the replacement extremity is harvested from a creature of the same type as the subject, the effect is instantaneous. However, if the replacement extremity is harvested from a creature of a different type, the effect is permanent (and can thus be dispelled).
This spell can also be used to graft an additional extremity to a creature that has not lost one, but in this case the duration is only 1 day per caster level. This change is mostly cosmetic – while the subject can use the additional extremity for menial tasks, he generally does not gain any in-game benefit from having it temporarily attached.
Hi there. I would like some help reestablishing necromancy as the school of healing and bring back the distinctions between White, Gray and Black Necromancy. We will also allow arcanists (other than bards) to cast such healing spells using their own power. First let's cover White Necromancy.
White Necromancy
White Necromancy is the branch of the necromantic arts and sciences which covers healing and biological improvements upon the living. It also involves using the caster's own life force (read as health) to the benefit of the caster or others, to protect from harm due to necromantic attacks or effects or to combat the undead. In Second Edition the only methods that mages could use to heal others was to take that damage themselves. While I wish to allow mages in this Edition to do the same I also want to develop methods that require material components instead. I've already started this process. Will any one help me with this?
Arcane White Necromancy spells so far.
0 Level spells
Disrupt Undead
Necromancy
Level: Sor/Wiz 0
Least Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 0
Preserve Organ
Necromancy
Level: Wiz/Sor 0
From the Book of Vile Darkness. Don't ask me why.
Touch of Rest
Necromancy (Healing)
Level: Wiz/Sor 0 (removes fatigue, changes exhaustion to fatigue)
1st Level spells
Least Medicinal Aliment
Necromancy (Healing)
Level: Wiz 1
Minor Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 1
Touch of Warmth
Necromancy (Healing)
Level: Wiz/Sor 1 (heals 1d6 + 1 str, panicks undead)
2nd Level spells
Bone Chill - FB
Necromancy
Level: Sor/Wiz 2
Corporeal undead are held by a thick layer of frost.
Decay
Necromancy
Level: Sor/Wiz 2
False Life
Necromancy
Level: Sor/Wiz 2
Lesser Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 2
Life Bolt - SpC
Necromancy
Level: Sor/Wiz 2
1 ray/2 levels draws 1 hp from you to deal 1D12 damage to undead.
Minor Medicinal Aliment
Necromancy (Healing)
Level: Wiz 2
Remove Blindness/Deafness
Necromancy (Healing)
Level: Sor/Wiz 2
3rd Level spells
Disrupt Undead, Greater - SpC
Necromancy
Level: Sor/Wiz 3
As disrupt undead, but 1D8 damage/level.
Halt Undead
Necromancy
Level: Sor/Wiz 3
Improved Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 3
Lesser Medicinal Aliment
Necromancy (Healing)
Level: Wiz 3
4th Level spells
Cure Disease
Necromancy (Healing)
Level: Wiz/Sor 4
Greater Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 4
Improved Medicinal Aliment
Necromancy (Healing)
Level: Wiz 4
Restive Dirge
Necromancy
Level: Brd 4, Wiz/Sor 4
5th Level spells
Bind Undead
Necromancy
Level: Sor/Wiz 5 (Also a fifth level cleric spell)
Graft Flesh-Converted by Neumi
Necromancy
Level: Sor/Wiz 5
Greater Medicinal Aliment
Necromancy (Healing)
Level: Wiz 5
6th Level spells
Cause Mutation-Joltz
Level: Transmutation/Necromancy
Sor/Wiz 6, Druid 5
Incorporeal Nova - Libris Mortis
Necromancy
Level: Sor/Wiz 6
Damages ethereals.
Mass Minor Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 6
Undeath to Death
Necromancy
Level: Clr 6, Sor/Wiz 6
7th Level spells
Mass Greater Life Transfer
Necromancy (Healing)
Level: Wiz 7
Mass Minor Medicinal Aliment
Necromancy (Healing)
Level: Wiz 7
8th Level spells
Clone
Necromancy
Level: Sor/Wiz 8
Mass Lesser Medicinal Aliment
Necromancy (Healing)
Level: Wiz 8
Supreme Transfer
Necromancy (Healing)
Level: Wiz/Sor 8
9th Level spells
The Great Surgery
Necromancy (Healing)
Level: Wiz 9
Any questions? Good, let's get started people, I've already made some spells based loosely off of the cure line of spells.
0 level spells.
Least Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 0
This spell functions like minor life transfer, except that it cures only 1 point of damage.
1st level spells.
Least Medicinal Aliment
Necromancy (Healing)
Level: Wiz 1
This spell functions like minor curative aliment, except that it cures only 1 point of damage.
Material components: 5 gp of crushed acorns made into a salve.
or
Focus: 3 Hairs from the tail of a unicorn taken with the freely given permission of the unicorn by the caster and then prepared in oils worth 30 gp.
Minor Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: None; see text
Through either scientific study or innate talent, you transfer a small portion of your health, or that of an informed donor, into another living creature restoring it of up to 8 points of damage +1 point per caster level (maximum +5). You or the volunteer takes the same amount in damage.
This spell has no effect on the undead.
2nd level spells.
Lesser Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 2
This spell functions like minor life transfer, except that it cures up to 16 points of damage +1 point per caster level (maximum +10).
Minor Medicinal Aliment
Necromancy (Healing)
Level: Wiz 2
Components: V, S, M or F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: None; see text
By use of organic materials and scientific study, you can cause the body of your patient to spontaneously repair its self of 1d8 points of damage +1 point per caster level (maximum +5).
This spell has no effect on the undead.
Material components: 10 gp of protein supplements and medicines.
or
Focus: A Diamond worth at least 50 Gp.
3rd level spells.
Lesser Medicinal Aliment
Necromancy (Healing)
Level: Wiz 3
This spell functions like minor medicinal aliment, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).
Material components: 20 Gp of a five-ounce mixture of milk honey and common restorative herbs.
or
Focus: A Coutal's scale, taken with freely given permission by the caster, and then preared in oils worth 70 gp.
Improved Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 3
This spell functions like minor life transfer, except that it cures up to 24 points of damage +1 point per caster level (maximum +15).
4th level spells.
Greater Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 4
This spell functions like minor life transfer, except that it cures up to 32 points of damage +1 point per caster level (maximum +20).
Improved Medicinal Aliment
Necromancy (Healing)
Level: Wiz 4
This spell functions like minor medicinal aliment, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).
Material components: 30 Gp worth of smoked salmon, specially prepared.
or
Focus: The wing feather of a Solar, given freely, to the caster.
5th level spells.
Greater Medicinal Aliment
Necromancy (Healing)
Level: Wiz 5
This spell functions like minor medicinal aliment, except that it cures 4d8 points of damage +1 point per caster level (maximum +20).
Material components: 40 gp worth of protein rich plants, specially prepared.
or
Focus: A 100 gp diamond, baptized in the Lake of Celestia, by a Solar.
6th level spells.
Mass Minor Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: None; see text
Through either scientific study or innate talent, you transfer a portion of your health, or that of an informed donor or donors, into other living creatures restoring them of 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature. You or the volunteer takes the same amount in damage per recipient.
This spell has no effect on the undead.
7th level spells.
Mass Minor Medicinal Aliment
Necromancy (Healing)
Level: Wiz/Sor 7
Components: V, S, M or F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: None; see text
By use of organic materials and scientific study, you can cause the bodies of your patients to spontaneously repair themselves of 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.
This spell has no effect on the undead.
Material components: 50 gp of protein supplements and medicines.
or
Focus: A diamond worth 400 gp.
Mass Lesser Life Transfer
Necromancy (Healing)
Level: Wiz 7
This spell functions like mass minor life transfer, except that it cures 16 points of damage +1 point per caster level (maximum +30).
8th level spells.
Mass Lesser Medicinal Aliment
Necromancy (Healing)
Level: Wiz 8
This spell functions like mass minor medicinal aliment, except that it cures 2d8points of damage +1 point per caster level (maximum +30).
Material components: 60 gp of a five-ounce mixture of milk, honey and common restorative herbs.
or
Focus: 5 Tail reathers of a Coutal, Prepared in Oils worth 80 gp, in a week long ceremony, presided over by a bard of at least 10th Level.
Supreme Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 8
Components: V, S
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: None.
As heal, but it does not effect undead and either the caster, or the volunteer takes damage as is healed.
9th level spells.
The Great Surgery
Necromancy (Healing)
Level: Wiz 9
Components: V, S, F, M
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: None.
As the spell Heal, but does not effect the undead.
Focus: A Specially prepared sterile surgical room.
Material Components: 100 gp of protein supplement and medicines.
Any polite critiques would be welcome.
A few White Necromancy spells converted to 3rd Edition by Nemui (ex member) on the Umbrasa Gravelands with some slight modifications by me (see as with Graft Flesh).
Bind Undead
Necromancy
Level: Clr 5, Sor/Wiz 5
Components: V, S, DF/M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: 30-ft. emanation centered on a point in space; see text
Duration: Concentration plus 1 round/2 levels
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell creates an inward-focused magic circle 30 ft. in radius that traps undead creatures, preventing them from escaping. The circle is invisible and allows one-way passage, so an undead could walk into it unknowingly after the spell is cast. Mindless undead are not allowed saving throws - it is impossible for them to cross the circle from the inside out - but the circle has no effect on sentient undead that make their Will saves.
While maintaining concentration, you can choose to reduce the binding circle's radius by 5 feet, forcing the trapped undead to move further inward. However, each sentient undead is allowed a new Will save to avoid moving, and thus escape the circle. You cannot increase the circle's radius beyond 30 ft., nor can it be brought back to its previous dimensions once reduced. You cannot reduce the circle's radius once you have stopped concentrating.
The binding circle extends into the Ethereal Plane, so even ethereal undead such as ghosts can be trapped.
Focus: A femur, held prominently while maintaining concentration.
Graft Flesh
Necromancy
Level: Wiz/Sor 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Special; see text
Saving Throw: None
Spell Resistance: No
You reconnect a severed extremity to a creature that has lost a digit, hand, arm, leg, or even its head. The spell cannot restore life to a dead creature, but it returns a lost extremity to a living or dead creature if it is otherwise mostly intact.
If the original extremity is present when this spell is cast, or if the replacement extremity is harvested from a creature of the same type as the subject, the effect is instantaneous. However, if the replacement extremity is harvested from a creature of a different type, the effect is permanent (and can thus be dispelled).
This spell can also be used to graft an additional extremity to a creature that has not lost one, but in this case the duration is only 1 day per caster level. This change is mostly cosmetic – while the subject can use the additional extremity for menial tasks, he generally does not gain any in-game benefit from having it temporarily attached.