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Spazztaztic (talk | contribs) (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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'''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). | ||
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Revision as of 12:39, 22 December 2023
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 creature takes 5d6 Sharp damage.
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).