Level
1st
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S
Duration
Instantaneous
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Control (...)

You curse a creature within range. The creature must succeed on a constitution saving throw or have one of its joints of your choice dislocated as necrotic energy surges through their body.

Dislocating a joint makes the body part attached to it considerably less effective. If a dislocated limb is holding a shield, the shield's AC bonus is reduced by 1 for as long as the dislocated limb is used to hold the shield. Attacks made by a dislocated limb are done at disadvantage. Dislocating a creature's jaw makes it unable to speak coherently or bite. If a limb used for locomotion is dislocated, the creature's speed using that limb is reduced by an appropriate amount based on the number of limbs for movement that creature possesses; dislocating a wing of a standard bird will reduce their flying speed by half, dislocating a leg of a standard horse reduces their walking speed by 1/4. Dislocating all of the limbs used for locomotion reduces the creature's speed using those limbs to zero.

This effect lasts until a creature uses its action to pop a limb back into place and a creature proficient in Medicine may do so as a bonus action. Only one limb may be put back into place per action or bonus action.

This spell has no effect on creatures that lack a skeleton.

Spell Tags: Control Debuff Utility

Available For: Cleric (Legacy) Paladin (Legacy) - Oath of Vengeance (Legacy) Paladin (Legacy) - Oath of Conquest Ranger (Legacy) - Monster Slayer Wizard (Legacy) - School of Necromancy (Legacy) Wizard (Legacy) - War Magic Blood Hunter - Order of the Profane Soul (INT)

Kuroboom

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