Channeling the primal power of Hemalurgic energy that can be so potent when one is in rage, the caster reaches out towards a target and forces them to make a Constitution saving throw of which the difficulty class is equal to the caster's. On a success of the save, the target takes half of the damage rolled by this spell. On a failure, two things happen to the target.
Blood spurts out of their pores, burning as it expands past the point where their vessels can contain it. They bleed profusely out of their orifices and pores, suffering 5d10 necrotic damage (rolled first) and 5d10 force damage. Both of these are rolled regardless of a success or failure by the target. Additonally, the target has disadvantage on all constitution saving throws until they complete a short rest, disadvantage on Dexterity or Strength-based attacks for the next minute, and every time they dash, they take 1d10 necrotic damage due to the serious internal damage to their limbs. This movement inhibition effect ends upon a long rest.
The target must make another Constitution saving throw. The difficulty class is the same. On a success, no further effects are rested upon the target. On a failure, the caster picks a limb on the target's body, which cannot be the neck that attaches a head to the body, and renders it inert. It immediately becomes dead weight on the target. Any weapon or shield they are holding on to with that limb drops to the ground. They now have disadvantage on Strength and Dexterity checks that would have involved the usage of that limb, they cannot dual wield, cannot use a shield with that limb. The limb cannot be repaired with anything less than a Regenerate spell. If that limb is later removed by incision, no blood will spurt from the wound, but rather a puff of gas. They also suffer any normal penalties from lacking said limb.
* - (A small vial of baking soda held in a palm wet with vinegar, to which the caster crushes the vial and lets the solution bubble out. Both are consumed by the spell. )
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