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

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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, 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.''
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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 in the path can make a [[SRD:Reflex|Reflex]] save for half damage and avoid being thrown into the air.
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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.
  
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.
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This sends everything hit that fails its [[SRD:Reflex|Reflex]] save 25 feet into the air, resulting in the victims taking 2d6 falling damage on their impact with the ground (unless they have an ability that can reduce falling damage); in addition, upon impact, each victim must make a [[SRD:Fortitude|Fortitude]] save or be [[SRD:Stunned|Stunned]] for 1 round.
  
''Material Component:'' 25 Pine needles
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''Material Component:'' 25 Pine needles
  
 
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Revision as of 16:27, 30 September 2015


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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 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.

This sends everything hit that fails its Reflex save 25 feet into the air, resulting in the victims taking 2d6 falling damage on their impact with the ground (unless they have an ability that can reduce falling damage); in addition, upon impact, each victim must make a Fortitude save or be Stunned for 1 round.

Material Component: 25 Pine needles



Back to Main Page3.5e HomebrewClass Ability ComponentsSpells
Back to Main Page3.5e HomebrewClass Ability ComponentsSpells
Back to Main Page3.5e HomebrewClass Ability ComponentsSpells

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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 +