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Impale (3.5e Spell)

131 bytes added, 16:27, 30 September 2015
Grammar check
|dur=instant
|tsea=tsea
|subj=Targets within effected affected area|save=Reflex half, fortitude Fortitude negates
|sr=no
|summary=Impale your enemies into the air, then watch them fall.
}}
''as 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 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 . 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 25 feet into the air.<br/>Taking , 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, requiring 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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