Level
6th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Damage

You concentrate on a target creature within range and snap or crush a small bone. The target creature makes a Constitution saving throw. On a failed save, you choose one of the target's limbs and cause the largest bone in the limb to break violently. The target suffers 6d6 necrotic damage along with additional penalties as specified below. Additional affects are accumulative and each limb can only be broken once. On a successful save, the target suffers half as much damage with no additional affects. Skeletons and creatures constructed entirely from bone have disadvantage on this saving throw, cannot recover damage lost by this spell, and if the damage from this spell reduces their hit points to 0, they are immediately reduced to bone meal and destroyed. This spell has no effect on targets that do not have an internal skeletal structure or are not made of bone, although the DM may make exceptions.

Arm - the target drops whatever item they were holding in the chosen hand and is unable to use that arm for any further action, including holding items, attacking, and pushing. The target has disadvantage on all ability checks that make use of two hands, including attack actions. If the chosen arm was the target's main hand, any subsequent attack is made with their off-hand, and they do not add their ability modifier to their attack rolls unless they have a feature that would ordinarily allow them to do so. If all of the target creature's arms are broken, it cannot make use of any action or ability check that uses hands, including the use of hand-held weapons, climbing, or carrying objects. If the creature is an undead, the arm  falls from the creature and is lost. If the creature is not an undead , an attempt to use the arm inflicts an additional 1d6 piercing damage.

Leg - the target's walking, swimming and climbing speeds are halved, and if the target is not an undead, it suffers an additional 1d6 piercing damage for every five feet of movement they take. A target creature's movement is further halved by each additional leg that is broken. If all of a target creature's legs are broken,  it's movement is reduced to 0. If the target has the use of at least one arm, it may drag itself at a speed of five feet, suffering 1d6 piercing damage for each limb that is broken, up to a maximum of 3d6.

Wing - If the target creature does not have at least one functional wing on each side of it's body, it immediately loses the ability to fly. The DM decides if the creature has the ability to safely land or crashes into the ground. If it crashes, it suffers subsequent bludgeoning damage from the fall. Any attempt to use a broken wing results in a flustered hop, five feet of movement, and inflicts 1d6 piercing damage for each broken wing.

If the target has other appendages such as a tail, the DM decides if these can be targeted and what additional affects may occur.

If a creature has no unbroken limbs to target, the caster may target bones deeper within the creature's body, forcing it to make a Constitution save. The creature suffers 8d6 necrotic damage on a failed save or half as much on a success. If this damage reduces the creature to 0 hit points, its spine is broken and the creature dies. A creature that dies in this way cannot be resurrected as a skeleton.

Broken bones may be set with a Medicine check made against the caster's spellcasting DC, and will allow the limb to naturally heal over 4d4 weeks, during which time it remains unusable as described, but does not continue to cause the creature additional piercing damage. A cure wounds spell cast at 3rd level may be used to instantly heal one broken, at 6th level to heal two broken bones, or at 9th level to heal all broken bones within one creature. A greater restoration spell can instantly heal up to three broken bones. When a bone heals, the limb is restored to full use unless otherwise decided by the DM.

At higher levels: When you cast this spell using a 7th level spell slot or higher,  you may target one additional limb, or one additional creature for each additional spell slot. If you choose to target multiple creatures, you must afflict the same limb on each target creature.

 

Rowan's Notes: This spell is for adult audiences only.
This spell is under play test, and is subject to alterations. I welcome all constructive commentary and criticism.

* - (A small bone you snap, crush or sever as part of the spell)

Spell Tags: Damage

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Biscuits_of_Rowan

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