A spectral, floating limb appears in the place of a missing limb. It can be moved with the same amount of precision and strength to provide the same level of functionality as the limb it takes the place of, and its movement will always be relative to the capabilities of the limb being simulated. Any damage to the phantom limb will create feedback that damages the caster proportionately, however the caster can use a reaction (if available) to reject the feedback, negating the damage, but causing the limb to go into an inert state.
The Inert Phantom Limb requires concentration to maintain, and an action or bonus action must be expended to allow the limb to preform any specific task, such as kicking or jumping with a leg, or interacting with a creature or object with a hand. (Running with legs, gliding with wings, or continuing to hold an item already held in a hand does not require action/bonus actions to be expended)
The maximum duration that the inert limb can be maintained is 1 minute, at this time, or when concentration is lost, the Phantom Limb spell will end.
At Higher Levels. When you cast this spell using a spell slot of 2rd level or higher, the number of limbs that can be created increases by 1 for each level above 1st, however you cannot create more limbs than your body would naturally possesses.
* - (a metal hook or a wooden peg)
Feedback is welcome. I'm still trying to decide which classes should be able to cast this. Since it's based off of Phantom Steed, it was originally only accessible to Wizard (and casters who draw from the Wizard library) but then I thought it seemed strange for Clerics and Druids to not be able to do this type of thing, but NOW I'm wondering if Rangers and Paladins should have access, but if they do, it would seem strange for Bards to not have access, at which point I might as well just give it to everyone.
It's a highly functional spell for anyone with Chop-happy DMs, so I'm sure everyone would want it, even non-casters (but that's what magic initiate/ritual caster and/or ring of spell storing is for) but I feel making it TOO readily available is just going to trivialize these situations. I know it's homebrew, so anyone who wants to use it can do whatever they want with it, but I still prefer to treat my creations as if they're going in the official books.
Leave it as is? Add it to Paladin/Ranger/Bard library? REMOVE it from the cleric/druid library?
Hello,
Love this, could you add Artificer? Also, wouldn't this be better as Transmutation, or Conjuration? With it requiring the peg/hook I see the logic in illusion.
Great spell. Thanks! C
It's based on the phantom steed, which is illusion magic of all things.
It is in the wizard library. I think at the time the artificer wasn't implemented outside of UA, so I was assuming that since the Artificer drew mostly from the wizard library that it could be safe to assume the artificer was capable of picking it up once implemented.
As for the peg/hook, it's not like it's a peg leg or a hook hand, it's just a normal valueless material component which would be automatically included in a component pouch or replaceable with an arcane/druidic focus or holy symbol. It's not like you're actually growing teh hook or peg into a hand or foot. The reason it uses a peg and hook is for the same reason that fireball uses bat guano and message uses a copper wire; they're jokes about the spell being related to mechanical means of reproducing the spell (saltpeter, sulfer for the fireball, and an antenna for the walkie talkie effect of message) none of those consume the component that is being used.