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

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{{author
 
{{author
 
|author_name=Snafusam
 
|author_name=Snafusam
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|school=Evocation
 
|school=Evocation
 
|desc=Earth, Force
 
|desc=Earth, Force
|lvl=Cleric 3, Druid 3, Earth 3, Ranger 3, Sorcerer/Wizard 3
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|lvl=Cleric 3, Druid 3, Earth 3, Ki Master 3, Ranger 3, Sorcerer/Wizard 3
 
|comp=V, S, M
 
|comp=V, S, M
 
|casttime=Standard
 
|casttime=Standard
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|dur=instant
 
|dur=instant
 
|tsea=tsea
 
|tsea=tsea
|subj=Targets within effected area
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|subj=Targets within affected area
|save=Reflex half, fortitude negates
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|save=Reflex half, Fortitude negates
 
|sr=no
 
|sr=no
 
|summary=Impale your enemies into the air, then watch them fall.
 
|summary=Impale your enemies into the air, then watch them fall.
 
}}
 
}}
  
''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.
 
 
 
This sends everything hit 25 feet into the air, only to take 2d6 falling damage on their painful impact with the ground.
 
  
the foe must also succeed at a Fortitude save or be stunned for 1 round
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This spell thrusts 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.
  
''Material Component:''  25 Pine needles
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Everything hit that fails its [[SRD:Reflex|Reflex]] save is launched into the air as high as the spires, resulting in the victims taking falling damage on their impact with the ground (unless they have an ability that can reduce falling damage). The spires disintegrate themselves at the start of targets next round.
  
{{Copyright Disclaimer}}
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''Material Component:'' 25 Pine needles
  
 
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{{3.5e <!--class name or domain name (e.g. "Druid")--> Spells Breadcrumb}}<br/>
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{{3.5e Cleric Spells Breadcrumb}}<br/>
{{3.5e <!--class name or domain name (e.g. "Paladin")--> Spells Breadcrumb}}<br/>
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{{3.5e Druid Spells Breadcrumb}}<br/>
{{3.5e <!--class name or domain name (e.g. "Sorcerer/Wizard")--> Spells Breadcrumb}}<!--repeat for every class which can cast this spell-->
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{{3.5e Ki Master Spells Breadcrumb}}<br/>
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{{3.5e Ranger Spells Breadcrumb}}<br/>
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{{3.5e Sorcerer/Wizard Spells Breadcrumb}}<br/>
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[[Category:3.5e]]
 
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[[Category:DotA]]

Latest revision as of 00:00, 19 April 2019

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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, Ki Master 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 affected 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.

This spell thrusts 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.

Everything hit that fails its Reflex save is launched into the air as high as the spires, resulting in the victims taking falling damage on their impact with the ground (unless they have an ability that can reduce falling damage). The spires disintegrate themselves at the start of targets next 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 +, Ki Master 3 +, Ranger 3 + and Sorcerer/Wizard 3 +
RangeOther +
RatingUnrated +
SchoolEvocation +
SummaryImpale your enemies into the air, then watch them fall. +
TitleImpale +