Difference between revisions of "Impale (3.5e Spell)"

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''as your spell finishes you thrust solidified rock spikes along a straight path out of the ground. This sends all his enemies into the air, only to take damage on their painful impact with the ground. ''
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''as your spell finishes, solidified rock spikes rise along a straight path out of the ground. This sends all creatures hit into the air, only to fall back to the ground.''
  
thrust solidified rock spikes dealing 1d6 piercing damage per level (max 10d6) along a straight path out to 25 ft. +5 ft./2 levels out of the ground, those hit can make a [[SRD:Reflex|Reflex]] save for half damage.
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Thrust solidified rock spikes dealing 1d6 piercing damage per level (max 10d6) along a straight path out to 25 ft. +5 ft./2 levels out of the ground, those in the path can make a [[SRD:Reflex|Reflex]] save for half damage and avoid being thrown into the air.
  
This sends everything hit 25 feet into the air, only to take 2d6 falling damage on their painful impact with the ground.
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This sends everything hit that fails its [[SRD:Reflex|Reflex]] save, 25feet into the air.<br/>Taking 2d6 falling damage on their impact with the ground, requiring a [[SRD:Fortitude|Fortitude]] save or be [[SRD:Stunned|Stunned]] for 1 round.
 
 
the foe must also succeed at a Fortitude save or be stunned for 1 round
 
  
 
''Material Component:''  25 Pine needles
 
''Material Component:''  25 Pine needles

Revision as of 02:47, 2 February 2014


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Author: Snafusam (talk)
Date Created: may 10, 2013
Status: in question
Editing: Clarity edits only please
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Impale
Evocation [Earth, Force]
Level: Cleric 3, Druid 3, Earth 3, Ranger 3, Sorcerer/Wizard 3
Components: V, S, M
Casting time: Standard
Range: close (25 ft. +5 ft./2 levels)
Targets, Effect or Area: Targets within effected area
Duration: instant
Saving Throw: Reflex half, fortitude negates
Spell Resistance: no

as your spell finishes, solidified rock spikes rise along a straight path out of the ground. This sends all creatures hit into the air, only to fall back to the ground.

Thrust solidified rock spikes dealing 1d6 piercing damage per level (max 10d6) along a straight path out to 25 ft. +5 ft./2 levels out of the ground, those in the path can make a Reflex save for half damage and avoid being thrown into the air.

This sends everything hit that fails its Reflex save, 25feet into the air.
Taking 2d6 falling damage on their impact with the ground, requiring a Fortitude save or be Stunned for 1 round.

Material Component: 25 Pine needles



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Facts about "Impale (3.5e Spell)"
Article BalanceModerate +
AuthorSnafusam +
ComponentV +, S + and M +
DescriptorEarth + and Force +
Identifier3.5e Spell +
LevelCleric 3 +, Druid 3 +, Earth 3 +, Ranger 3 + and Sorcerer/Wizard 3 +
RangeOther +
RatingUnrated +
SchoolEvocation +
SummaryImpale your enemies into the air, then watch them fall. +
TitleImpale +