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DnD 5e - Degenerate and Greater Harm need help
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<blockquote data-quote="animal chubs" data-source="post: 6654568" data-attributes="member: 6784993"><p>This is Degenerate converted. I think it may be a tid op but I'm not sure. But I didn't start Greater Harm yet.</p><p>Degenerate</p><p>7th-level Necromancy</p><p>Casting Time: 1 action or 10 minutes (Ritual)</p><p>Range: 30 feet </p><p>Components: V, S, M (rotting flesh) </p><p>Duration: concentration</p><p>With a touch a horrible feeling shakes over their body, veins bulging unnaturally over their surface, growing like a cancer. As they swing their arm to retaliate, they look on in horror... as the limb falls off.</p><p>With a touch you cause a body to start eating away at itself. The spell deals 4d8 points of necrotic damage and the body starts to decay, taking 1d4 points of damage every round the target does anything strenuous (movement, actions). Every round that they do act, they must make a Constitution saving throw again, or have a limb fall useless. Roll randomly between the number of limbs, typically two arms, and two legs. Blow are penalties for lost limbs, penalties are cumulative.</p><p>Arm: -2 on all skill checks involving hands, and of course the loss of use and ability to attack with said arm.</p><p>Leg: -10 penalty on speed. (0 ft. speed if all legs are gone, 5 ft if they can crawl)</p><p>Wing: -10 fly speed, flight maneuverability drops by one. Falls if it drops below poor.</p><p>Tail: -4 Balance checks, loss of use of the tail</p><p></p><p>The 1d4 point of damage and Constitution saving throw to avoid limb loss continue for 2d10 rounds afterward. If the same limb is targeted and disabled twice, the limb rots completely off. </p><p>The spell can be cast on a willing undead, with a 10 minute casting time. This restores 4d8 of the willing undeads health and regenerates missing limbs once fully healed.</p><p>At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, roll an additional 1d8 damage(heal for willing undead) for each slot level above 7th.</p></blockquote><p></p>
[QUOTE="animal chubs, post: 6654568, member: 6784993"] This is Degenerate converted. I think it may be a tid op but I'm not sure. But I didn't start Greater Harm yet. Degenerate 7th-level Necromancy Casting Time: 1 action or 10 minutes (Ritual) Range: 30 feet Components: V, S, M (rotting flesh) Duration: concentration With a touch a horrible feeling shakes over their body, veins bulging unnaturally over their surface, growing like a cancer. As they swing their arm to retaliate, they look on in horror... as the limb falls off. With a touch you cause a body to start eating away at itself. The spell deals 4d8 points of necrotic damage and the body starts to decay, taking 1d4 points of damage every round the target does anything strenuous (movement, actions). Every round that they do act, they must make a Constitution saving throw again, or have a limb fall useless. Roll randomly between the number of limbs, typically two arms, and two legs. Blow are penalties for lost limbs, penalties are cumulative. Arm: -2 on all skill checks involving hands, and of course the loss of use and ability to attack with said arm. Leg: -10 penalty on speed. (0 ft. speed if all legs are gone, 5 ft if they can crawl) Wing: -10 fly speed, flight maneuverability drops by one. Falls if it drops below poor. Tail: -4 Balance checks, loss of use of the tail The 1d4 point of damage and Constitution saving throw to avoid limb loss continue for 2d10 rounds afterward. If the same limb is targeted and disabled twice, the limb rots completely off. The spell can be cast on a willing undead, with a 10 minute casting time. This restores 4d8 of the willing undeads health and regenerates missing limbs once fully healed. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, roll an additional 1d8 damage(heal for willing undead) for each slot level above 7th. [/QUOTE]
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