Fracture: Difference between revisions

(Created page with "''Occult Spell, Necromancy, Dark Power, Conjuring 5'' '''APC:''' 20 '''SPC:''' 50 '''Range:''' 100 ft '''Requirements:''' Gesture, Visual Duration: Instantaneous Make a magic attack against a creature’s FORT. If you hit, that creature suffers a broken bone. If you rolled 5 or more higher than their FORT, you can choose which bone breaks; otherwise, roll 1d6 to determine which bone breaks (see the MythCrafter’s Guide for rules on broken bones). Regardless, the c...")
 
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''[[Occult]] Spell, Necromancy, Dark Power, Conjuring 5''
__NOAUTOLINKS__
 
{| class="creature"
'''APC:''' 20
|+
 
|
'''SPC:''' 50
== '''Fracture''' ==
 
|-
'''Range:''' 100 ft
| ''[[Occult]] Spell, Necromancy, Dark Power, Conjuring 5''
 
|-
'''Requirements:''' Gesture, Visual
|'''APC:''' 20
 
|-
Duration: Instantaneous
|'''SPC:''' 50
 
|-
Make a magic attack against a creature’s FORT. If you hit, that creature suffers a broken bone. If you rolled 5 or more higher than their FORT, you can choose which bone breaks; otherwise, roll 1d6 to determine which bone breaks (see the MythCrafter’s [[Guide]] for rules on broken bones). Regardless, the creature takes 5d6 Sharp [[damage]].
|'''Range:''' 100 ft
 
|-
|'''Requires:''' Gesture, Visual
|-
|'''Duration:''' Instantaneous
|-
!Spell Description
|-
|Make a magic attack against a creature’s FORT. On a hit, deal 5d6 sharp damage and that creature suffers a [[Lingering Injuries|broken bone]]. If you rolled 5 or more higher than their FORT, you can choose which bone breaks; otherwise, roll 1d6 to determine which bone breaks.
1. Leg
1. Leg


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4-6. Rib
4-6. Rib


[[Divine]] magic cannot repair a bone broken from this spell.
Divine magic cannot repair a bone broken from this spell.
|-
!Dark Power
|-
|If you miss the creature and roll 5 or lower on your d20 roll, then the spell hits you (roll 1d6 to determine which bone breaks).
|}


'''Dark Power:''' If you miss the creature and roll 5 or lower on your d20 roll, then the spell hits you (roll 1d6 to determine which bone breaks).
[[Occult Spells|[Back to Occult Spells]]]

Latest revision as of 13:14, 1 August 2025

Fracture

Occult Spell, Necromancy, Dark Power, Conjuring 5
APC: 20
SPC: 50
Range: 100 ft
Requires: Gesture, Visual
Duration: Instantaneous
Spell Description
Make a magic attack against a creature’s FORT. On a hit, deal 5d6 sharp damage and that creature suffers a broken bone. If you rolled 5 or more higher than their FORT, you can choose which bone breaks; otherwise, roll 1d6 to determine which bone breaks.

1. Leg

2-3. Arm

4-6. Rib

Divine magic cannot repair a bone broken from this spell.

Dark Power
If you miss the creature and roll 5 or lower on your d20 roll, then the spell hits you (roll 1d6 to determine which bone breaks).

[Back to Occult Spells]