You reach into the target’s flesh and twist something vital with raw necrotic force. Choose one creature you can see within range and a limb to target: arm, leg, or head/neck. The creature must make a Constitution saving throw. On a failed save, the targeted limb contorts unnaturally, rendering it impaired and wracked with pain. The creature suffers specific effects depending on the limb chosen:
Crippled Arm:
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Disadvantage on attack rolls made with weapons or unarmed strikes using that arm.
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Disadvantage on Strength checks and saving throws.
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Cannot use that arm to interact with objects (e.g., can’t wield a shield, cast spells with Somatic components using that arm, etc.)
Crippled Leg:
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Movement speed is halved.
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Disadvantage on Dexterity saving throws and checks that require mobility (e.g., Acrobatics, escaping restraints).
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Falls prone if they Dash or take the Dash action.
Crippled Head/Neck (Sensory Disruption):
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Disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks relying on sight or hearing.
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Disadvantage on Constitution saving throws to maintain concentration.
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Disadvantage on saving throws against being charmed or frightened.
Shared Effect:
At the start of each of their turns, the creature takes 1d4 necrotic damage as the twisted limb flares with pain. The condition lasts until the creature regains any hit points, whether from healing magic, a potion, or resting.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d4 for each slot level above 1st.
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