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 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



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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 +