Spell Description
You channel a fragment of the Seidr Nexus, causing a spectral limb to sprout from any point on your body — shoulder, back, hip, or even emerging from a rune‑mark. The limb is translucent, rune‑lit, and shaped according to your ancestral style.
The limb is fully under your control and moves with fluid, ghostlike precision.
Effects
Spectral Limb
You manifest one ethereal limb that:
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Can lift, pull, or support up to 50 pounds
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Can hold a weapon, shield, or tool
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Cannot throw objects or make ranged attacks
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Uses your bonus action to make attacks
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Has a reach of 5 feet
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Cannot be targeted or damaged (it is pure soul‑light)
Attacks
If the limb holds a weapon, it uses that weapon’s normal damage type and properties.
If the limb makes an unarmed strike, it deals:
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1d6 + your spellcasting modifier
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Magical bludgeoning damage
This represents the limb striking with condensed soul‑force.
Utility
The limb can:
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Manipulate objects
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Hold torches, tools, or spell foci
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Stabilize a creature
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Perform somatic components
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Grapple or shove (using your spell attack modifier)
It cannot:
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Activate magic items
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Perform fine tasks requiring fingers (lockpicking, writing)
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Move independently beyond 5 feet of your body
At Higher Levels
When you cast this spell using a spell slot of 3rd level or higher:
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The duration increases by 5 minutes for each slot level above 2nd
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At 3rd level, you may manifest a second ethereal limb
Both limbs use your bonus action to attack (you choose which limb attacks each turn), but both can perform non‑attack tasks freely.
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