Impale (3.5e Spell)

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Author: Snafusam (talk)
Date Created: may 10, 2013
Status: in question
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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 +