You Curse an area of land up to 30 ft square.
This Necrotic contamination
Curse causes the bones of all living creatures to become brittle. All
Bludgeoning and
Force effects deal double damage on a normal hit and triple damage on a critical hit.
Broken Bones (Stage 1: Rib): Anytime you are hit by a Bludgeoning or
Force attack, you must succeed at a
Body
Contesting Roll with a
DC equal to 8 + the damage dealt. If you fail, you suffer a broken rib. You take 1 level of
Exhausted, and your speed is reduced to 10 feet per
Round. You can no longer Dash.
Broken Bones (Stage 2: Arm): If you fail a second Contesting Roll against a
Bludgeoning or
Force effect, one of your arms is broken (50% chance for left or right if not wielding a shield, otherwise it’s only a 25% chance it is your shield arm). You suffer 1 extra level of
Exhausted, drop whatever you were holding or carrying, and cannot use the broken arm for anything.
Broken Bones (Stage 3: Leg): If you fail a third Contesting Roll against a
Bludgeoning or
Force effect, you suffer a broken leg. You take 1 extra level of
Exhausted, are knocked
Prone, and your speed is reduced to crawling 5 feet per
Round (or 10 feet if you are supported by allies). After you reach Stage 3, you are immune to additional broken bones from this
Curse, but are still subject to extra damage from brittle.
Cure: Although you can still heal hit points normally, broken bones require a heal Spell to repair, and you continue to suffer their penalties (including to
Exhausted and speed) until you are magically healed (instant) or naturally healed (which takes 2 months per stage).
Duration: This contamination ends in a number of minutes equal to 10 – your Body modifier after you exit this terrain.
You curse the land, the ground now tainted with necrotic energy. Creatures within move with caution as their bones turn brittle. Bludgeoning and force attacks crack ribs, snap arms, and shatter legs, leaving victims crawling and exhausted, their movements painfully slow and labored.