How can I sever a limb with magic?


Rules Questions


Adventure Path Charter Subscriber

This is fairly specific to what's going on in my game, but I'm hoping someone here can point me towards something for this.

In the game I'm playing in, one of the members of my party currently has acquired a magic graft on his arm. It's fairly powerful, and (as a graft) can't be removed. That said, it's a powerful item, and can cause serious damage.

Long story short, in the event of any sort of intra-party fight (or him turning evil, etc.) I want my arcane spellcaster to have something up his sleeve to remove this graft from that character. Since it's part of his body, that seems to mean severing his arm.

My question is, what in the rules will let me do that?

Now, to be clear, what I'm really asking for is if there's some third-party spell (or magic item, or monster) out there somewhere that does that. I know that there are ways to sidestep the problem, such as just killing him and cutting it off (which I don't want to do), or using some optional third-party rules for severing limbs in combat (which my GM won't allow), but that's not what I'm looking for here.

I'd also like to avoid discussion regarding how to not have things get to the point where I'd need to forcibly take the graft from my fellow party member; I'd like to avoid that also - I'd just like to have that ace up my sleeve as a backup.

To reiterate, the best bet is a spell that's specially-designed to remove limbs from someone. Second-best is if there's a magic item that can do it. Third best is if there's a monster (that I can use magic to summon) that can do it.

Does anybody know of anything like this?


If he entered an area of anti-magic would his prosthetic fall off? If yes, then anti-magic shell.


Is it magic item and is still considered as such? Then probably it should be subject to sunder attempts to disintegrate cast upon it. If it grafted in a way that it is considered part of body and cannot be targeted independetly then it becomes serious troble. If it remains attached through magic you could try dispel magic and count that it's power will be suspended for 1d4 rounds. Or if you have access to such resources try mage's disjunction.


Adventure Path Charter Subscriber
Drejk wrote:
If it grafted in a way that it is considered part of body and cannot be targeted independetly then it becomes serious troble. If it remains attached through magic you could try dispel magic and count that it's power will be suspended for 1d4 rounds. Or if you have access to such resources try mage's disjunction.

It's a custom item, and the GM is playing his cards fairly close to the vest on its specifics (at least, to everyone else in the party).

From what I can tell, it is considered part of the body and can't be targeted independently, so it can't be taken with Sleight of Hand or teleported off (using some sort of object-based teleport spell).

Dispelling it might temporarily shut it down and maybe let someone remove it, but there's some question as to whether or not this thing counts as an artifact, in which case dispel magic won't affect it.

If worse comes to worst, I could (at a much higher level) use a disjunction against it, but I'm loathe to do so, as it has only a small chance of working, and success carries a stiff penalty (albeit with a high save to avoid it).

Hence why I'd rather just slice it off, but there doesn't seem to be a spell that'll do that.


Disintegrate him. Pick up the arm.


Any way to reverse engineer the Vorpal weapon quality? (and make it work on limbs instead of heads)


sleep and a band saw

Dark Archive

Darigaaz the Igniter wrote:
Any way to reverse engineer the Vorpal weapon quality? (and make it work on limbs instead of heads)

Like a 2nd ed sword of sharpness?


It's a custom item so ask your DM if you can design a specific custom spell to disable this specific custom item...
You'll probably have to spend time studying the arm, on research etc. and spend money to have it but I know if you'd do this at my table I would allow you to just do that... ;)

Ask your DM if you can do that... :)

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

baleful polymorph him into a toad!

He'll be easy to catch, after which you can manually separate him from his fancy pants graft.

The Exchange

With frickin' laser beams!

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Ooh! I got it!

Coat a large adamantine helmet with Sovereign Glue, and then use beguiling gift to hand it to him!

He'll take it (getting his hands stuck to the helmet), and then use it (getting the helmet stuck to his head), and then not only will he look ridiculous, but he'll be unable to use either of his hands, thus preventing him from using this graft-thingy!


Is the graft metallic? Heat metal until he begs you to take it off.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Geas, "Cut off your Right/Left Arm!"


I seem to remember a spell from the Book of Vile Darkness that cuts off your target's hand and attacks him with it. I'll try to check after work.


Hmmm... Strategists and Tacticians had some pretty robust rules for severing limbs. I dont remember if there was a spell in there to do it though. I'll have to check.


I'd say paralyze, or hold monster. After that I think it is reasonable to allow a coup de grace effect to cut off his arm instead of killing him, Mage's Sword seems a fancy way to do so.

Contributor

So he had an arm lopped off already to get this nasty graft? Do you have the original and was it properly preserved? If so, use it to do a Clone spell to recreate the character as he was before the graft, kill the version with the graft, and use Greater Restoration to remove his negative level if you want to be nice. If no one thought to preserve the original arm, use Limited Wish to fix this oversight.

You could also use a vorpal weapon to sever his head and toss the head into a Clone tank, but there's a chance that the artifact magic would make the body regrow with the graft just to be annoying. If that's the case, if he comes out of the tank with the graft still on, hold him down, sever a few more body parts (his good hand, both feet, whatever) and toss those in the clone tanks and make multiple copies. Revive the one that doesn't have the annoying graft and use Regenerate to bring back any missing limbs.


Alzrius wrote:

This is fairly specific to what's going on in my game, but I'm hoping someone here can point me towards something for this.

In the game I'm playing in, one of the members of my party currently has acquired a magic graft on his arm. It's fairly powerful, and (as a graft) can't be removed. That said, it's a powerful item, and can cause serious damage.

Long story short, in the event of any sort of intra-party fight (or him turning evil, etc.) I want my arcane spellcaster to have something up his sleeve to remove this graft from that character. Since it's part of his body, that seems to mean severing his arm.

My question is, what in the rules will let me do that?

Now, to be clear, what I'm really asking for is if there's some third-party spell (or magic item, or monster) out there somewhere that does that. I know that there are ways to sidestep the problem, such as just killing him and cutting it off (which I don't want to do), or using some optional third-party rules for severing limbs in combat (which my GM won't allow), but that's not what I'm looking for here.

I'd also like to avoid discussion regarding how to not have things get to the point where I'd need to forcibly take the graft from my fellow party member; I'd like to avoid that also - I'd just like to have that ace up my sleeve as a backup.

To reiterate, the best bet is a spell that's specially-designed to remove limbs from someone. Second-best is if there's a magic item that can do it. Third best is if there's a monster (that I can use magic to summon) that can do it.

Does anybody know of anything like this?

If it helps there is a spell in book of vile darkness named "grim revenge".Its on page 97,4th level sor/wiz requires an undead component(but can be found on a wand) and among other effects (basically 6d6 damage and a special wight summoning) it severs a hand from the target (which then fights like a wight).


Alzrius wrote:

This is fairly specific to what's going on in my game, but I'm hoping someone here can point me towards something for this.

Does anybody know of anything like this?

Either than querying your GM to see if you could paralyze him in some fashion and say massive damage him while helpless (say twice his con score?) to lop it off...

if arm is mechanical in nature: meaning made with metals magical or otherwise, rust or breaking objects spell. Plus all those wonderful disintegrate spells. It's an object, a prosthetic but IT CAN be sundered and targeted independently from the guy.

If it's biological in nature: give him a disease. Contagion allows you to pick from a good list, but there's no reason one can't hunt down a plague druid and get something whipped up special- you're a wizard! You're all about being prepared.
If the magic is based on runes or 'external' parts of the graft, leprosy will do nicely to disable it. Otherwise, that living arm must count as something... get a disease that specifically targets it.


Alzrius wrote:

Long story short, in the event of any sort of intra-party fight (or him turning evil, etc.) I want my arcane spellcaster to have something up his sleeve to remove this graft from that character. Since it's part of his body, that seems to mean severing his arm.

My question is, what in the rules will let me do that?

Specifically a magic that can sever and arm? Not sure there is one.

BUT, you can always heighten a hold person or monster and paralyse him and cut the arm off the old fashioned way.

Antimagic shell on your monk (if you have one) to beat him into unconsciousness with non lethal damage while disabling the arm. And again remove the arm the old fashioned way.

Or Petrify him and crack/chisel the arm off when he is stone.

Is the arm counted as part of HIM or is it a magical item that holds onto him and works? You might be able to convince your referee that a Regenerate spell would grow back the ORIGINAL lost limb and force the graft 'out', accomplishing what you want in one spell.

Dark Archive

if you can use wotc matertial, check libris mortis, heroes of horror and bovd. one of them has a spell called wither limb. Also there are some other similar spells in those books


I have often wondered why regenerate specified the ability to regrow limbs when I have never been able to find a way to sever limbs in the first place. No DM I have ever played with has agreed to allow a sunder attempt on body parts. :D

As far as I know, there is no such ability in RAW. D&D 3.5 might have had something in one of its countless peripherals, but I haven't seen it.

Contributor

Foghammer wrote:

I have often wondered why regenerate specified the ability to regrow limbs when I have never been able to find a way to sever limbs in the first place. No DM I have ever played with has agreed to allow a sunder attempt on body parts. :D

As far as I know, there is no such ability in RAW. D&D 3.5 might have had something in one of its countless peripherals, but I haven't seen it.

I think this falls under an extremely common (and logical) interpretation of the coup de grace rules: If you have someone immobilized and can kill them, you can also choose to back that down to maiming them in the fashion you choose. In other words, if you knock an enemy unconscious, or have them tied up, or however you get them so that the coup de grace rules apply, you can say, "I'm taking my axe and chopping his head off" and the GM then has you roll your damage and applies the rules, and if you succeed in killing him, the GM says, "You chop his head from his neck! Blood spurts everywhere! The Queen of Hearts wants to see your resume!" Similarly, you can say, "I'm going to chop his hand off instead."

Similarly, the same as you can whack someone with the flat of a sword to do subdual damage, there's no reason why someone with a vorpal blade can't say "I'm trying to chop off his arm instead of his head" and if they succeed in that critical, they should be able to cut off the arm instead.

Yes, there are no specific rules that say this is how you do this, but as there are many many adventures where people are missing limbs, one assumes that there is some way to do this and this is the most logical way how. The GM simply has to make a call.


Foghammer wrote:

I have often wondered why regenerate specified the ability to regrow limbs when I have never been able to find a way to sever limbs in the first place. No DM I have ever played with has agreed to allow a sunder attempt on body parts. :D

As far as I know, there is no such ability in RAW. D&D 3.5 might have had something in one of its countless peripherals, but I haven't seen it.

Fog, regen is there from the old days, when Swords of Sharpness could lop off pretty much anything.

And while there are no CURRENT rules that allow specific limb targeting, I know of campaigns where the ref would allow you to choose death OR permanent maiming when reduced to -10 HP's (now negative your con) and sometimes that resulted in a lost hand or arm or leg. Home rules I know but there it is.


I believe you said the DM created this prosthetic and is "playing his cards close to his vest." That implies the GM has plans for the thing and would very likely find your attempts to neutralize/remove it counter to his existing train route.

I would talk to the DM and explain that your character would take the first opportunity when the character is asleep to remove him from the prosthetic and see what the DM says.

If you're hoping to spring some sort of surprise coup d'etat on the DM, well, let's just say "good luck with that."

Silver Crusade

If you just want to get rid of the arm in advance:

1) Build a trap that requires putting your arm in to get something valuable.

2)Cast Suggestion. "You should use your grafted arm to grab that gem from this innocent looking hole.'

3) ??????

4) His graft gets chopped off.

5) Profit.

If you want to make this idea portable then build the trap into a large chest. Use Shrink on the chest. In combat use a combination of Charm Person, suggestion and maybe other enchantments to get him to stick his graft in.

Profit.


Core rulebook, page 219 - Independant research: "A wizard can also research a spell independantly, duplicating an existing spell or creating an entirely new one."

cost: one week of your time and 1000 gp/level. Ask your GM.

Here is an example of what you could devise.

Severe limb, Necromancy (curse)
Casting time : one standard action
Components : V,S,M (severed finger of an undead creature)
Level : Wizard 4 (ask yout GM)
Range: Touch
Target: one creature
Duration: see text
Saving throw : fortitude negates; SR : Yes

The target loose an arm, a leg or a wing (your choice). The limb drop off without causing damage to the target, but the target is then shaken for 1d4 round. A target without an arm can't use this arm to wild any weapon or shield, and is considered to having been the target of a sucessfull disarm attempt. A target missing a leg see it's land, swimming or borrowing movement rate (choose one) reduced to 10'. A target missing a wing must glide down toward the surface at its maximum speed and land, but don't suffer dammage from the fall (the shaken effect takes place after the landing.)

If the severed limb is pressed against the stump in the first hour following the spell, any healing effect will reattach the limb. After this period, a remove curse spell is necessary to reattach the limb (The curse level = the severe limb spell DC). If the limb is lost, only a greater restauration, a miracle or a wish can make the limb grow back.

Contributor

No need to reinvent the wheel. I just discovered the answer in the Pathfinder RAW:

PFSRD says... wrote:

Flesh to Stone

School transmutation; Level sorcerer/wizard 6

Casting Time 1 standard action

Components V, S, M (lime, water, and earth)

Range medium (100 ft. + 10 ft./level)

Target one creature

Duration instantaneous

Saving Throw Fortitude negates; Spell Resistance yes

The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.

Only creatures made of flesh are affected by this spell.

So, two simple by-the-book wizard spells: Flesh to Stone. Turn your buddy and his evil grafted arm to stone. Break off petrified graft. Cast Stone to Flesh. Profit.

It says, specifically in the RAW, that whatever you do to the statue is carried over to the living person. Just petrify them, break off the graft, then turn them back once you'd disposed of the nasty grafted arm.


Kevin Andrew Murphy wrote:
Yes, there are no specific rules that say this is how you do this, but as there are many many adventures where people are missing limbs, one assumes that there is some way to do this and this is the most logical way how. The GM simply has to make a call.

I don't disagree with you at all about the logic behind being able to do it. But without anything in the RAW to back it up it's all up to DM discretion. Based on the OPs comments, I think he would need hard copy rules to pull this off; if it was as easy as asking the DM, then the OP probably wouldn't need to look for rules in the first place. That's the way I perceive the situation, anyway.


Gilfalas wrote:
And while there are no CURRENT rules that allow specific limb targeting, I know of campaigns where the ref would allow you to choose death OR permanent maiming when reduced to -10 HP's (now negative your con) and sometimes that resulted in a lost hand or arm or leg. Home rules I know but there it is.

I started with 3.5. I was too young to understand tabletop games with older versions.

Also, I... am going to steal this idea. :O My players will probably prefer losing a limb or something to death, and this will really help me since I won't have to come up with more intro scenarios. Awesome.

Silver Crusade

I think flesh to stone is the best idea yet so +1 to that.

I also like the permanent maiming bit. Though I would also house rule that regenerate only let's limbs grow back over a period of months or a high level cleric essentially is a free pass to avoid death.


karkon wrote:

I think flesh to stone is the best idea yet so +1 to that.

I also like the permanent maiming bit. Though I would also house rule that regenerate only let's limbs grow back over a period of months or a high level cleric essentially is a free pass to avoid death.

Well, situation depending, it may not be acceptable. Fireball reduced the fighter to -16? "If you agree to go bald and take a permanent -2 to Cha, you can stabilize at -15." I don't think so. Dead.

Ogre's axe? Okay.


Adventure Path Charter Subscriber

Hey everyone, thanks for all the great responses!

I finally found some spells designed specifically for removing limbs. Kolokotroni was right, in that 4 Winds Fantasy Gaming's Strategists and Tacticians has the spell arm/leg burst that removes an arm or leg. Likewise, the 3.5 adventure War of the Burning Sky #8 - O Wintry Song of Agony, from EN Publishing, has the spell severing slash, which can also remove a limb (or head, for that matter).

Hopefully I won't have to use either of those, but now I'll at least be prepared if my party member goes bad! ;)

Silver Crusade

Alzrius wrote:

Hey everyone, thanks for all the great responses!

I finally found some spells designed specifically for removing limbs. Kolokotroni was right, in that 4 Winds Fantasy Gaming's Strategists and Tacticians has the spell arm/leg burst that removes an arm or leg.

Not only that, but it also features appropriate penalties a maimed character has to deal with and ways to fix him up before regeneration becomes available!

saving up for a clay hand in one of the games I'm in


Not that it matters anymore, but I think there use to be a reverse of the spell "regenerate" called "wither" in a previous version of the game. Simply touch the bodypart you want to wither and fall off, and it does on a failed save.


Sorry I'm late to the discussion, but if you're still looking for rules on called shots, broken bones, severed limbs, etc. you should check out the book Torn Asunder by Bastion Press. I guarantee it will cover what you're looking for (& then some!), but you may find the level of detail & complexity a bit off-putting (my table was very enthusiastic about it until they realized how much it could slow down combat in games if all the rules were employed).

Dark Archive

From the Book of Vile Darkness: "Grim Revenge."
turns their hand into a tiny wight and it attacks them. Hilarity ensues.

Note: Do NOT let the guy get ahold of a chainsaw afterwards. Man you talk about crazy.

Liberty's Edge

Sectumsempra!

Liberty's Edge

it depends what your DM will allow but if you have a cleric in your party you could try using the regenerate spell to regrow his old arm making the graft fall off.


You do not need a "reverse" Regenerate spell. You just need plain Regenerate.

To wear the graft he had to cut off or lose the original arm right?`

So hitting him with Regeneration will grow back his own arm, pushing off the graft as a matter of course.

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