Runarcana

Chapter 15 · Rewards

Prosthetic Limbs

“Not even the flames nor the depths shall lay claim to me.”

  • Gangplank

The beginning or the end of many adventures has come when adventurers suffered the loss of an arm or a leg, whether losing that part of their body along with their spirit of adventure, or even the start of a new journey in search of a replacement.

In Runeterra, restoration magic isn’t very common; spells that can regrow lost limbs are rare and often beyond any price one could pay.

However, Runeterra is also steeped in magic and technology, be it hextech, chemtech, or even lost technologies of Shurima or Icathia.

Thanks to this, it isn’t strange that people all over the world can recover lost limbs, often with some advantages over the fragile limbs of flesh they lost.

Each prosthetic limb has its own function and its own history; in each part of Runeterra they’re viewed in completely different ways — in some places, like Zaun, they’re so common, while in others, like Demacia, they can very well draw a great deal of confusion.

The origin of each prosthetic limb is itself an adventure: how did you originally lose it? What was the path to finding a replacement, and what was the price paid for it?

Limbs can be part of character creation with the Master’s permission, but they can also be part of an adventure to help a party member — perhaps something discovered in an ancient tomb or in a mad genius’s laboratory.

From true hextech masterworks to simple animated wooden limbs, prosthetic limbs vary widely and depend heavily on their origin and the price paid for them; that price isn’t always financial — often the powers held by these prosthetic limbs can demand even higher costs.

Rarity Table
RarityLevelBonusValue
Common1 or higher-50 - 100 GP
Uncommon1 or higher-101 - 500 GP
Rare5 or higher+1501 - 5,000 GP
Very Rare11 or higher+25,000 - 50,000 GP
Legendary17 or higher+350,001 GP +

The table above is meant to guide Masters on the base cost of limbs; it doesn’t include the cost of a surgical procedure (when needed) and can fluctuate wildly depending on where the limb comes from.

Places where prosthetic limbs can be found include clinics in Zaun and Piltover, a few rare spots in Noxus; in Ionia they aren’t common but do exist; in Bilgewater certainly through the black market, and in the Shuriman market you might find “lost” things. Additionally, ancient ruins throughout Runeterra may hold anything from prosthetic limbs to pieces of armor that serve the same function.

Common

A simple limb is usually a plain substitute for an arm or a leg, made of some unremarkable material like wood or metal. It usually doesn’t perform all of the original functions but serves day-to-day needs. These are the peg legs of pirates, hooks in place of hands, or other cruder forms of replacement, such as hands with imprecise opening and closing mechanisms. They typically grant disadvantage when used in combat and other complex activities.

Hook Hand

Prosthetic Limb, common

You retain the ability to hold an object with this hand; however, it counts as the loss of a finger, and you can’t use a weapon with it unless it’s a two-handed weapon. It can be used for melee attacks, dealing 1d4 + Strength modifier piercing damage.

Peg Leg

Prosthetic Limb, common

You can replace a leg you’ve lost with this prosthetic limb; doing so counts as the loss of a finger instead of a leg.

Ear Horn

Prosthetic Limb, common

If you’ve lost your sense of hearing, you can use this item to remove the disadvantage on Perception checks related to hearing.

Uncommon

This reality isn’t accessible to everyone. Uncommon limbs are usually magical; they typically perform the functions of the original limb without adding to them, and they still carry some drawbacks, such as noise from mechanical limbs, lack of sensation, limited use, the need for some fuel or power source, among other possibilities.

Ironbloom Seed

Prosthetic Limb, uncommon (requires attunement)

The Ionians’ integration with nature and magic produces astonishing feats, one of them being the Ironbloom Seed, a plant from Ionian fauna that can be planted in an organic body and quickly grows to replace a limb, whether an arm, a leg, or a tail. Its appearance varies according to the host, sometimes resembling wood in various colors and even bearing vivid colors like petals.

Implanting an Ironbloom Seed can only be done by a healer or Ionian mage who deeply understands the properties of Ironbloom. Once planted, it feeds itself on the host’s fluids like a symbiote, growing over the following days and reaching its full state in 5 days.

After that period, it enters a dormant state and fully integrates with its host, effectively replacing a limb.

Healing spells and healing procedures work normally on the replaced limb; for all purposes, it doesn’t count as a magic item but as part of the body.

If the same limb is severed again, the Ironbloom Seed leaves its dormant state and grows back, regenerating the lost limb, unless the new amputation is made above the previous one, removing the seed from the body.

Hexlimb Bronze Series 4

Prosthetic Limb, uncommon (requires attunement)

Hextech Artificers always produce marvels by combining their technology with magic. The Hexlimb Bronze Series 4 is one of the simplest models available for replacing an amputated limb; it adapts to the maximum size of a Large user. Its color is that of aged bronze, exactly like an ordinary limb, but close inspection reveals a few runes that reflect a faint pale blue glow, barely noticeable and causing no visibility issues in the dark. It’s available in both Leg and Arm versions.

The user of a Hexlimb Bronze Series 4 gains +1 Strength up to a maximum of 19, and unarmed strikes deal +1 additional damage.

Rare

For those with power or money, there is a class of prosthetic limb far beyond the rest, usually magical constructs with properties beyond those of the original limb, whether increased strength, additional resistance, concealed weaponry, and in some cases they can even cast spells. This class also includes other, more complex organs, such as eyes, hearts, lungs, and more.

Noxian Iron Hand

Prosthetic Limb, rare (requires attunement)

Despite its name, the Noxian Iron Hand is a prosthesis of Zaunite origin, made for powerful Noxians to replace hands lost in war. The Noxian Iron Hand is coal-black and causes its user to project an aura of power and oppression. When used in combat, it displays glowing red veins.

The user of the iron hand gains Strength +2 (not exceeding 20), deals +2 damage on unarmed attacks, and can summon shadowy tentacles once per long rest with DC 14; additionally, they have advantage on Intimidation checks.

Lesser Icathian Pearl

Prosthetic Limb, rare (requires attunement)

It isn’t known whether this pearl truly originates from Icathia, but merchants use that name to sell it at prices well above market value. A purple and dark gray pearl, it restores its user’s vision.

Once per day the user can invoke the effect of the true seeing spell; additionally, Void creatures seem to consider its users less threatening.

Very Rare

The difference between Rare and Very Rare limbs lies mainly in the number of additional functions; while Rare limbs have one or two additional properties, Very Rare limbs can have three or more, making them even more sought-after objects with substantially higher value. As a rule, Very Rare limbs cost more than restoring the original limb.

Scarlet Ruby Heart

Prosthetic Limb, very rare (requires attunement)

This wondrous piece is one of the most important hextech constructs by Simon Aldhun, an independent hextech genius over whose patronage the chem-barons have vied among themselves. An enchanted ruby piece stimulated through a compound of platinum and hextech crystal, it can either be implanted alongside an ailing heart or completely replace one. After insertion, the chest area displays a faint red glow.

The user gains +2 Constitution and gains 10 temporary hit points per long rest; additionally, they heal 1 hit point every 10 minutes. Each day the heart gains a charge, up to a limit equal to the Constitution modifier + proficiency bonus. Charges can be spent as follows:

  • 1 charge to cast protection from weapons for 5 rounds, on yourself only.
  • 2 charges to cast protection from poison by touch on any target.
  • 3 charges to cast greater restoration on a target (which can be the user themselves).

Arm of the Law

Prosthetic Limb, very rare (requires attunement)

Originally built to replace the arm of an old Piltover lawkeeper who lost it in the line of duty, this prosthesis was a secret Piltover city project on which several great scientists worked; each of their signatures can be seen upon close inspection. It’s primarily gold in appearance, with details in old gold and steel. Some claim there’s petricite in its composition, but that rumor goes against everything known about that element.

The Arm of the Law grants its user +2 Strength and +1 Constitution; additionally, once per week the user can charge an immense antimagic pulse using the antimagic field spell, which for some unknown reason doesn’t affect hextech prosthetics.

Legendary

The target of legends and rumors, legendary limbs are usually little more than the stuff of fantasy or stories told between drinks. A legendary limb can look like anything, whether passing for a normal limb or being something visibly different and powerful. Various capabilities, powers, and many other possibilities are added to the functions of the original limb.

Fragment of the Sun Disc

Prosthetic Limb, legendary (requires attunement)

Legend says this piece is part of a set of armor made from fragments of the Sun Disc after its fall. Though this can’t be confirmed, the object radiates a clear aura of power, not only because it’s made entirely of gold, studded with rubies and bearing solar motifs visible in bas-relief, but also because it carries with it something of Shurima’s ancient glory. This piece of armor can be fitted onto a healthy arm or even attached at just the shoulder of an amputated arm.

The Fragment of the Sun Disc grants its user resistance to radiant and fire damage, as well as immunity to arctic weather effects. Additionally, the fragment gains one charge per day, able to hold up to 5 charges at once. Charges can be spent to cast elemental sphere (fire) (1 charge), wall of fire (2 charges), and elemental pillar (fire) (3 charges). Each additional charge spent increases the spell’s effective level.

Zaunite Black Lightning

Prosthetic Limb, legendary (requires attunement)

This leg prosthesis has passed through the hands of several Chem-Barons, some of whom went so far as to amputate their own leg in an attempt to replace it with the Zaunite Black Lightning, without success. This prosthesis adapts to its user’s needs, able to replace an entire leg. The item seems made from the very ash of Zaun, deep matte black in color and surprisingly light.

The user’s walking speed doubles; they are under the permanent effect of the haste spell, gaining +2 AC, advantage on Dexterity saving throws, and an additional action on each of their turns. Additionally, the user also permanently gains the effects of the jump spell. The leg also holds 50 charges, starting at 0 as soon as initiative is rolled. You gain 3 charges for every 5 feet you move on your turn. As an action, you can spend all 50 charges to use the chain lightning spell; the initial target of this spell must be within melee attack range. The DC for this spell is 15.

Artifacts

If legendary limbs are the stuff of legends and rumors, Artifact Limbs are the very essence from which legends are drawn — objects of power beyond the normal scale, usually possessing their own Intelligence and often hidden powers, traits of organic evolution, or even the capacity to dominate their users.

Fulgor’s Luminous Eye

Prosthetic Limb, artifact (requires attunement)

This artifact traces its origins to the ancient Blessed Isles, in a highly advanced city called Fulgor, long before they became the Shadow Isles. This piece is a golden orb with shadowy veins and an intricate iris of gold and some extremely precious black gem.

The user of this piece gains +1 to each ability score and has truesight; they can use an action to speak the command word. When they do so, they can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To the user, solid objects within that radius become transparent and don’t block light passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or 3 feet of wood or earth. Denser substances block the vision, as does a thin sheet of lead.

Whenever the bearer uses the eye this way before taking a long rest, they must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. The user can end the effect with a bonus action, in which case they don’t suffer the exhaustion. The eye has 8 charges. The user can use an action and spend 1 or more charges to cast one of the following spells (save DC 18) through it: clairvoyance (2 charges), evil eye (4 charges), disintegrate (4 charges), or dominate monster (5 charges). The eye regains 1d4 + 4 expended charges daily when it first looks at the sun. The user experiences premonitions of danger and, unless Incapacitated, can’t be surprised.