Forest of Bone and Sinew (5e Spell)

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Forest of Bone and Sinew
9th-level Necromancy
Casting time: 1 action
Range: Self (600-foot cone)
Components: V, S, M (an eyedropper vial filled with a mixture of dust from a bone devil, blood from a dire troll, and a tear from a medusa, all worth a total of at least 1000 gp, the mixture of which is consumed as part of casting the spell)
Duration: Concentration, up to 1 minute

A malevolent and baleful glare erupts from your eyes, basking everything within a 600-foot cone of your vision with glowing bright red light. When you cast this spell, and as an action on future turns while you remain concentrating on it, you can choose any amount of creatures you can see touched by the light. If a target has 100 hit points or fewer, it must make a Constitution saving throw, taking 10d10 necrotic damage on a failure or half as much on a success. Creatures otherwise without living flesh and bones, such as undead, constructs, plants, and some aberrations, celestials, elementals, and fiends, aren't affected by this spell.

Each time a creature fails this saving throw, it suffers the following permanent effects as it begins to transform. If its hit points would be reduced to 0 from the necrotic damage dealt by this spell, it doesn't lose hit points and immediately transforms as if it had failed a third time.

First Failure. The creature's speed is reduced by half as its bones and muscle begin to warp.

Second Failure. The creature is restrained as bones begin to pierce through its skin and its joints fuse together.

Third Failure. The creature erupts into a spiky tree-like mass of bone and sinew and can no longer be affected by this spell. All creatures within a 10-foot radius centered on the target must succeed on a Dexterity saving throw or take 6d4 piercing damage. A creature touched by the light that takes this piercing damage immediately makes the Constitution saving throw against this spell's effects.

A creature that has been fully transformed in this way is rooted to the ground and cannot move, has an AC equal to its Constitution score, resistance to bludgeoning, piercing, and slashing damage, regains 10 hit points at the start of each of its turns unless it has taken radiant damage within the previous round, becomes immune to exhaustion and no longer ages. It can't cast spells or speak beyond wordless moans and screams, and the only action it can take is to make an attack with its branches against a creature within 10 feet. This attack uses its the creature's Strength modifier and deals 2d4 piercing damage on a hit. A humanoid or beast that is struck by this attack must succeed on a Wisdom saving throw or become frightened for as long as it can see or hear any of the creatures transformed by this spell.

A single casting of greater restoration can undo one stage of this spell, while true polymorph can undo its effects upon a single creature entirely.

After this spell ends, you must succeed on a Constitution saving throw or have disadvantage on all Perception ability checks that rely on sight until you finish a long rest. If you fail this saving throw by 5 or more, you also become blind for the next hour.

Forbidden Spell. As an affront to nature, the gods, and mortalkind, this spell can't be learned by normal means. You can only learn this spell by discovering it in the world or being granted knowledge of it by another being. A good-aligned creature should never cast this spell.

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