Crucify (5e Spell)
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7th-level Conjuration | |
Casting time: | 1 action |
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Range: | 60 feet |
Components: | V, S, M (wood, nails and hammer) |
Duration: | Instantaneous or until dispelled (see text) |
You summon a giant cross and attempt to magically nail one creature to it. You force the target to make a Strength saving throw. On a failed save, the body of the creature is restrained, as it's arms and legs (or similar limbs) are tied up by magic bonds to the cross. Creatures with the amorphous trait are immune to this spell. Creature with more than two arms and two legs have Advantage on the save. On a successful save, the spell fails.
A creature restrained by this spell must make another Strength saving throw at the end of each of its turns, having different consequences for each failure. These failures don't need to be consecutive, just write down each one until three are completed.
1st-failure. The creature's hands are pierced by magic nails, causing 4d6 piercing damage. The creature also has now Disadvantage on Strength checks, and attack rolls that use Strength until it completes a short or a long rest.
2nd-failure. The creature's knees are broken by a magical hammer, causing 4d6 bludgeoning damage. The creature also has now disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity until it completes a short or a long rest.
3rd-failure. The creature feet are pierced by magic nails, causing 4d6 piercing damage. The creature also have disadvantage on Strength saving throws.
After the third failure, the creature becomes fully crucified, ending the spell, but completely summoning the cross. The crucified creature takes, each hour, 2d6 piercing damage as its body is torn apart by nails as it is pulled down by gravity, plus 2d6 necrotic, as it starts to bleed profusely.
In addition, any damage taken by the creature while crucified causes additional 2d6 piercing damage.
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