(This is inspired by The Simpsons, S29 E1, "The Serfsons" where Homer gets this spell cast on him. I thought this would make for a fun flavor spell for a hag)
You point a finger at a creature within range and utter the name of the spell. The target must make a Constitution saving throw against your spell save DC. On a failed save, the target's toenails erupt in grotesque rapid growth, shooting outward in long, thick, curling strands of keratin that spiral and coil around the creature's entire body in the shape of a sphere made of loose fitting but rigid thick toenails
The spell produces one nail strand per toe the target possesses. A maximum of 10 nails strands are created this way. The DM determines the target's toe count and what counts as a toe. If the target has less than 10 toes or no toes at all, the appropriate number of strands are created. While ensnared, the creature's movement speed is reduced to 5 feet and has disadvantage on Dexterity Saving Throws. The creature may still act, attack, and cast spells, but every motion causes the coils to dig and shift painfully into the toes triggering the "Tangled Strain" effect.
(RP Note: Unless dispelled or destroyed, this leaves a physical nail behind and can be used as a nefarious component for other spells)
Tangle strain
Whenever the ensnared creature takes an action or bonus action in combat, it must make a Constitution saving throw against the caster's spell save DC. On a failed save, the strain of moving within the sphere causes 1D4+2 nail strands to snap and rake across the creature, dealing 1 piercing damage to the ensnared target as well as the "Snapped (Combat)" effect.
If all strands snap in this way, the sphere falls apart and the effect ends.
My Rulings
Footwear interactions
Bare or open toes
Bare feet, sandals, open-toed footwear, poor quality, fabric, or any covering that leaves the toes exposed provides no protection. The spell takes hold immediately on a failed save.
Light closed footwear
Closed-toe leather boots, soft shoes, or similar light footwear that fully covers the toes slow the growth. On a failed save the nails press and strain against the footwear for 1 round, bursting free at the start of the target's next turn with full effect. The target is aware something is wrong but is not yet ensnared. Footwear is considered destroyed by the eruption
Heavy or armored footwear
Metal sabatons, armored boots (steel toed boots), and rigid plate footwear completely contain the nail growth. The target automatically succeeds on the saving throw and is immune to the spell's effect. However, the sudden surge of nail growth pressing hard against the inside of the footwear causes a jarring moment of discomfort: the target has disadvantage on their next action. (RP note: Probably will want to get them cut. They look nasty now once the footwear is removed)
Escaping the sphere
Snap (combat)
As a bonus action, The target or an adjacent ally can try to rip 1D4+2 strands away. They make a Constitution Saving Throw. On a failure, they are Incapacitated until the start of their next turn and Scream out in pain.
Cut (tool)
As a bonus action, cleanly sever 1D4+2 thick nail strands using scissors, a blade, or similar cutting implement. No damage taken or save needed. Remove all strands to end the effect.
Careful (no combat)
Outside of combat, a creature may spend 1 full minute carefully unwinding and peeling away all nail strands by hand with no damage taken.
Dispel
Nails simply turn to dust and vanish within a round, leaving nothing behind to be collected.
(Note: I thought also the nail growth to provide half or 3/4ths cove too, but a hit to the sphere causes the "Snapped (Combat)" effect. But this is getting long)
Nail strand examples by creature
Humanoid (2 legs)10 strands
Quadruped (4 legs) Max is 10 strands, but may be fore or hind legs if they have more than 10 toes if caster wants
Missing toes: Varies. Homer Simpson only has 4 toes each foot so only 8 strands formed
No toes (snakes, merfolk, beholders, etc.): Immune
Comments