Keinnicht
2012-01-31, 03:38 PM
Amputate
Evocation
Level: Cleric 7, Sor/Wiz 7, Druid 7
Components: Verbal, Somatic, Focus
Casting Time: Standard Action
Range: Close (25 feet+5 feet per caster level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell severs one of the target’s appendages, such as an arm, leg, tentacle, or tail if the target fails a saving throw. It also inflicts 5D6 points of damage, and deals 1D4 points of constitution drain, which cannot be removed unless the limb is reattached, regenerated, or replaced in some other way. Penalties for the loss of common appendages are listed below
Arm: Cannot use the arm or any body part also severed (Such as a hand) to make attacks, hold objects, or do anything else. Spells with somatic components fail unless a successful concentration check (DC 10+Caster Level of Amputate effect) is made.
Leg: If the creature still has more than half of its original legs, then movement speed is reduced by 5' per leg severed. Creature must make a balance check (DC 10) to avoid falling prone when attempting to hustle or run. Creature suffers a -1 penalty on jump, climb, tumble, move silently, balance, and swim checks per leg lost. (Maximum penalty -5)
If the creature has lost half of its original legs, such as a dog that has lost two legs or a human that has lost one, its movement speed is instead halved. Creature must make a balance check (DC 15) to avoid falling prone when attempting to move more than 5' in a single round. The creature cannot hustle or run. Creature suffers a -10 penalty on jump, climb, tumble, move silently, balance, and swim checks.
Tentacle: Creature cannot make attacks with the tentacle. If the creature has a natural bonus to grapple checks due to its tentacles, reduce it by 2.
Wing: Creature cannot use the wing to make attacks. If half or more of it's wings are severed, the creature can no longer fly. If the creature is in the air, it descends in a spinning loop and takes 1d6 damage per 20 feet descended (Maximum 10d6.) [Falling damage is slightly reduced since the creature's other wings will presumably at least slow its descent.)
Other appendage: Varies. It is generally safe to assume that the creature can no longer make natural attacks using the lost appendage, and usually suffers some kind of penalty.
These penalties stack. It is up to the DM to decide what the effects of the loss of multiple limbs are, although common sense can usually be used (For example, a human with no arms automatically fails any climb checks.)
In addition, the stump of the severed limb is not sealed, and the creature takes 1 damage per round from blood loss. This can be stopped with a successful heal check (DC = 10+The Caster Level of the amputate spell) or with any kind of magical healing. The blood loss damage stacks.
Focus: A stylized silver and ruby razor worth 750 GP
Somatic Component: The razor is drawn down in a slashing motion at the appendage in question, as though the caster were cutting it off from a distance.
So, what do you guys think? The spell level is kind of a guesstimate, but seems roughly correct. I realize I left a lot of stuff up to the DM, but figured it was for the best, since listing every possible effect of every possible combination of severed limbs seemed like it would take a good deal more time than I'm willing to commit, and I figured most of the possible combinations would have fairly obvious effects.
Also, bonus spell:
Vile Amputation
Evocation (Evil)
Level: Sor/Wiz 9, Cleric 9, Druid 9
Components: Verbal, Somatic, Focus
This spell functions like Amputation, except the initial damage dealt is vile damage, and the limb cannot regenerate (magically or nonmagically) unless the victim is in an area that would also allow vile damage to be healed.
Focus: The same style of razor required for Amputate, but it must have been used to sacrifice at least 50 HD of good-aligned, sentient creatures.
Evocation
Level: Cleric 7, Sor/Wiz 7, Druid 7
Components: Verbal, Somatic, Focus
Casting Time: Standard Action
Range: Close (25 feet+5 feet per caster level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell severs one of the target’s appendages, such as an arm, leg, tentacle, or tail if the target fails a saving throw. It also inflicts 5D6 points of damage, and deals 1D4 points of constitution drain, which cannot be removed unless the limb is reattached, regenerated, or replaced in some other way. Penalties for the loss of common appendages are listed below
Arm: Cannot use the arm or any body part also severed (Such as a hand) to make attacks, hold objects, or do anything else. Spells with somatic components fail unless a successful concentration check (DC 10+Caster Level of Amputate effect) is made.
Leg: If the creature still has more than half of its original legs, then movement speed is reduced by 5' per leg severed. Creature must make a balance check (DC 10) to avoid falling prone when attempting to hustle or run. Creature suffers a -1 penalty on jump, climb, tumble, move silently, balance, and swim checks per leg lost. (Maximum penalty -5)
If the creature has lost half of its original legs, such as a dog that has lost two legs or a human that has lost one, its movement speed is instead halved. Creature must make a balance check (DC 15) to avoid falling prone when attempting to move more than 5' in a single round. The creature cannot hustle or run. Creature suffers a -10 penalty on jump, climb, tumble, move silently, balance, and swim checks.
Tentacle: Creature cannot make attacks with the tentacle. If the creature has a natural bonus to grapple checks due to its tentacles, reduce it by 2.
Wing: Creature cannot use the wing to make attacks. If half or more of it's wings are severed, the creature can no longer fly. If the creature is in the air, it descends in a spinning loop and takes 1d6 damage per 20 feet descended (Maximum 10d6.) [Falling damage is slightly reduced since the creature's other wings will presumably at least slow its descent.)
Other appendage: Varies. It is generally safe to assume that the creature can no longer make natural attacks using the lost appendage, and usually suffers some kind of penalty.
These penalties stack. It is up to the DM to decide what the effects of the loss of multiple limbs are, although common sense can usually be used (For example, a human with no arms automatically fails any climb checks.)
In addition, the stump of the severed limb is not sealed, and the creature takes 1 damage per round from blood loss. This can be stopped with a successful heal check (DC = 10+The Caster Level of the amputate spell) or with any kind of magical healing. The blood loss damage stacks.
Focus: A stylized silver and ruby razor worth 750 GP
Somatic Component: The razor is drawn down in a slashing motion at the appendage in question, as though the caster were cutting it off from a distance.
So, what do you guys think? The spell level is kind of a guesstimate, but seems roughly correct. I realize I left a lot of stuff up to the DM, but figured it was for the best, since listing every possible effect of every possible combination of severed limbs seemed like it would take a good deal more time than I'm willing to commit, and I figured most of the possible combinations would have fairly obvious effects.
Also, bonus spell:
Vile Amputation
Evocation (Evil)
Level: Sor/Wiz 9, Cleric 9, Druid 9
Components: Verbal, Somatic, Focus
This spell functions like Amputation, except the initial damage dealt is vile damage, and the limb cannot regenerate (magically or nonmagically) unless the victim is in an area that would also allow vile damage to be healed.
Focus: The same style of razor required for Amputate, but it must have been used to sacrifice at least 50 HD of good-aligned, sentient creatures.