Withering Palm (Wizard Spell)

This spell acts as a staff of withering. Upon cast­ing the spell, the wu jen must touch the victim. If a successful attack roll is made, the creature suffers 3d6 points of damage and must make a successful saving throw vs. spell to avoid the withering effect. If the saving throw is failed, one limb of the creature (either the limb touched or one randomly determined) be­comes shriveled and useless. (The head is not consid­ered a limb.) If the saving throw is successful, the creature still suffers damage but does not undergo withering.
If an arm is withered, the character can still fight, though two-handed weapons cannot be used. Spells requiring somatic components can be cast 75% of the time. If a leg is withered, the character's movement rate is reduced to one-fourth normal. Armor Class de­creases by 3 and the character suffers a -4 penalty to his chance to hit. A withered limb can be restored by the use of the heal, limited wish, or wish spell.
Notes: Common in oriental settings; other­wise, very rare.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells