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0Iron Spine00-1-1-11 standard action0V, S, M/DF (cold iron ingot)1yes0-103000cleric/oracle 4, magus 3, sorcerer/wizard 3, witch 3Legacy Of The First World0110-1-10000-1You launch an ingot of iron at the target. If you succeed at a ranged touch attack, the target's skeleton or exoskeleton turns into jagged shards of cold iron. Whenever the target moves, it takes 1d6 points of piercing damage and is sickened for 1 round as metal spines stab into its flesh. This damage is subject to damage reduction, but it overcomes damage reduction as though it were a weapon of cold iron and magic. A creature affected by this spell can choose to remain motionless to avoid taking damage. Creatures with DR/cold iron or DR/cold iron and magic affected by this spell are nauseated instead of sickened. This spell has no effect on a creature that has neither a skeleton nor a hard carapace.00one living creature001 round/level-10-1medium (100 ft. + 10 ft./level)

Iron Spine

School transmutation; Level cleric/oracle 4, magus 3, sorcerer/wizard 3, witch 3

CASTING

Casting Time 1 standard action
Components V, S, M/DF (cold iron ingot)

EFFECT

Range medium (100 ft. + 10 ft./level)
Targets one living creature
Duration 1 round/level
Saving Throw no; Spell Resistance yes

DESCRIPTION

You launch an ingot of iron at the target. If you succeed at a ranged touch attack, the target's skeleton or exoskeleton turns into jagged shards of cold iron. Whenever the target moves, it takes 1d6 points of piercing damage and is sickened for 1 round as metal spines stab into its flesh. This damage is subject to damage reduction, but it overcomes damage reduction as though it were a weapon of cold iron and magic. A creature affected by this spell can choose to remain motionless to avoid taking damage. Creatures with DR/cold iron or DR/cold iron and magic affected by this spell are nauseated instead of sickened. This spell has no effect on a creature that has neither a skeleton nor a hard carapace.

NULL-100303-1-1transmutation-1004-10-100-1331-1-1-1NULLno0-100

You launch an ingot of iron at the target. If you succeed at a ranged touch attack, the target's skeleton or exoskeleton turns into jagged shards of cold iron. Whenever the target moves, it takes 1d6 points of piercing damage and is sickened for 1 round as metal spines stab into its flesh. This damage is subject to damage reduction, but it overcomes damage reduction as though it were a weapon of cold iron and magic. A creature affected by this spell can choose to remain motionless to avoid taking damage. Creatures with DR/cold iron or DR/cold iron and magic affected by this spell are nauseated instead of sickened. This spell has no effect on a creature that has neither a skeleton nor a hard carapace.

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