Level
5th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
CON Save
Damage/Effect
Necrotic

Wither Limb 5th-level transmutation (Dunamancy) Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of dried bone dust mixed with glowing dunamis essence) Duration: Concentration, up to 1 minute (see below for permanence)

You reach into the web of dunamis and collapse the potential for strength and vitality in one of the target's limbs, forcing it into a withered, desiccated version of itself — as if that limb had aged a thousand years in a single failing timeline.

Choose one creature you can see within range that has limbs. The target must make a Constitution saving throw. On a failed save, you wither one limb of your choice (arm or leg; the DM decides equivalent for non-humanoids).

Effects of a Withered Limb:

  • Arm: The creature drops anything held in that hand. It has disadvantage on attack rolls and ability checks using that arm (including two-handed weapons or shields). It cannot use that arm for somatic components or fine manipulation.
  • Leg: The creature's speed is halved, it has disadvantage on Dexterity (Acrobatics) checks, and it falls prone if it tries to Dash or move more than half its speed in one turn.

The target takes 4d10 necrotic damage immediately as the limb shrivels with a dry, cracking sound. While you maintain concentration, the target repeats the Constitution saving throw at the end of each of its turns. On a failed save, it takes another 2d10 necrotic damage as the withering deepens.

The withering ends when the spell ends or when the target succeeds on three saving throws (not necessarily consecutive).

At Higher Levels (Permanence at 7th level and above): When you cast this spell using a 7th-level spell slot or higher, the withering becomes permanent until removed by a greater restoration, regenerate, or wish spell (or similar powerful magic). The initial damage increases to 6d10 necrotic damage, and the ongoing damage (while concentrating) increases to 3d10.

"You whisper the forbidden dunamic words, and faint ghostly images of the target's healthy limb flicker around it — strong, whole, full of potential. Then those brighter futures collapse inward like dying stars. The real limb blackens, shrinks, and twists with a sound like dry parchment tearing, becoming a useless, mummified remnant of what it once could have been."

* - (a pinch of dried bone dust mixed with glowing dunamis essence)

Spell Tags: Damage Dunamancy Curse

Available For: Warlock (Legacy) Wizard (Legacy) Cleric (Legacy) - Death Domain Cleric (Legacy) - Grave Domain (Legacy) Sorcerer (Legacy) - Crimson Dynasty (2014)

Fistandantilus

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