Physical change, can add a multi attack, hirer armer class, different movment speed, ect
When attaching a ligament to a different corpse or willing being, the time spent trying to attach it its hours spent is equal to size class of the ligament attached plus 3. Also requires a medical check equal to the cr of the creatures' ligaments original owner. Finally at the end requires a successful arcana check of the cr plus 2 to properly use magic and infuse it into the new ligament and into the herbs, fusing it into the rest of the new body.
Enhancement, add higher stats, magic usally at the detrement of the other
When enhancing an undead the time tack it double the cr of the creature, it also requires an arcana check of the undead cr plus 6. You can the physical ability, trade stats for others, gain magic at a detriment of something, can be debated. at the end make a medical check so the enhancement doesn't kill the undead which it cr plus 3. every time it is used on the same creature the save dc for both increase by 1.
* - (body parts from a being, needles made of special steel, 100 gp to 500 gp or special herbs costing 100 to 800 gp. If using to add special ability's, herbs and magic matirials, 500 gp to 1500 gp )
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