s_emotion | s_name | s_chaotic | s_evil | s_descriptor | s_inquisitor | s_medium | s_ranger | s_casting_time | s_sonic | s_components | s_divine_focus | s_spell_resistence | s_pain | s_psychic | s_air | s_effect | s_magus | s_patron | s_acid | s_electricity | s_shapeable | s_spell_level | s_area | s_source | s_haunt_statistics | s_mythic | s_short_description | s_material | s_verbal | s_disease | s_occultist | s_adept | s_mind_affecting | s_fear | s_ruse | s_shadow | s_summoner | s_description | s_force | s_earth | s_targets | s_subschool | s_costly_components | s_language_dependent | s_duration | s_alchemist | s_focus | s_summoner_unchained | s_range | s_full_text | s_linktext | s_shaman | s_death | s_light | s_SLA_Level | s_meditative | s_wiz | s_mythic_text | s_mesmerist | s_hunter | s_bloodline | s_school | s_bloodrager | s_augmented | s_fire | s_poison | s_oracle | s_antipaladin | s_draconic | s_deity | s_bard | s_water | s_darkness | s_druid | s_sor | s_witch | s_somatic | s_paladin | s_skald | s_investigator | s_material_costs | s_domain | s_saving_throw | s_good | s_spiritualist | s_cold | s_dismissible | s_description_formated | s_curse | s_cleric | s_lawful | 0 | Iron Stake | 0 | 0 | 2 | -1 | 2 | 1 standard action | 0 | V, S, M (a pinch of iron filings) | 0 | no | 0 | -1 | 0 | -1 | 0 | 0 | 0 | cleric/oracle 3, druid 3, inquisitor 2, ranger 2, sorcerer/wizard 3, witch 3 | Ultimate Wilderness | 0 | Hurl a spike of cold iron at a foe. | 1 | 1 | 0 | -1 | -1 | 0 | 0 | 0 | 0 | -1 | This spell creates a 1-foot-long spike of cold iron that you fling at your target as a ranged touch attack. The stake is treated as a magic and cold iron weapon for the purpose of overcoming damage reduction, and deals 1d6 points of piercing damage for every 2 caster levels you have (maximum 10d6 at 20th level). Additionally, if a creature with DR/cold iron takes damage from this spell, it is sickened for 1 round and must attempt a Fortitude save. If it fails, for a number of rounds equal to your caster level, it must succeed at a concentration check (in addition to any normally required concentration checks) to use any spells or spell-like abilities it has-the DC of this check is equal to 15 + twice the spell's level. If the creature fails this concentration check, its spell is wasted. | 0 | 0 | creation | 0 | 0 | instantaneous or 1 round/level; see text | -1 | 0 | -1 | close (25 ft. + 5 ft./2 levels) | Iron Stake School conjuration (creation); Level cleric/oracle 3, druid 3, inquisitor 2, ranger 2, sorcerer/wizard 3, witch 3CASTINGCasting Time 1 standard actionComponents V, S, M (a pinch of iron filings)EFFECTRange close (25 ft. + 5 ft./2 levels)Duration instantaneous or 1 round/level; see textSaving Throw Fortitude partial; Spell Resistance noDESCRIPTIONThis spell creates a 1-foot-long spike of cold iron that you fling at your target as a ranged touch attack. The stake is treated as a magic and cold iron weapon for the purpose of overcoming damage reduction, and deals 1d6 points of piercing damage for every 2 caster levels you have (maximum 10d6 at 20th level). Additionally, if a creature with DR/cold iron takes damage from this spell, it is sickened for 1 round and must attempt a Fortitude save. If it fails, for a number of rounds equal to your caster level, it must succeed at a concentration check (in addition to any normally required concentration checks) to use any spells or spell-like abilities it has-the DC of this check is equal to 15 + twice the spell's level. If the creature fails this concentration check, its spell is wasted. | NULL | -1 | 0 | 0 | 3 | 0 | 3 | -1 | 2 | conjuration | -1 | 0 | 0 | 3 | -1 | 0 | -1 | 0 | 0 | 3 | 3 | 3 | 1 | -1 | -1 | -1 | NULL | Fortitude partial | 0 | -1 | 0 | 0 | This spell creates a 1-foot-long spike of cold iron that you fling at your target as a ranged touch attack. The stake is treated as a magic and cold iron weapon for the purpose of overcoming damage reduction, and deals 1d6 points of piercing damage for every 2 caster levels you have (maximum 10d6 at 20th level). Additionally, if a creature with DR/cold iron takes damage from this spell, it is sickened for 1 round and must attempt a Fortitude save. If it fails, for a number of rounds equal to your caster level, it must succeed at a concentration check (in addition to any normally required concentration checks) to use any spells or spell-like abilities it has-the DC of this check is equal to 15 + twice the spell's level. If the creature fails this concentration check, its spell is wasted. | 0 | 3 | 0 |
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