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0Staggering Fall00-1-1-11 immediate action0V, S0yes0-10-1000cleric/oracle 2, sorcerer/wizard 2, witch 2Rival Guide0010-1-10000-1This spell must be cast on a creature as it falls, either from a height or after being knocked prone or tripped. The magic of this spell causes the creature to hit the ground particularly hard, knocking the wind from it. The creature takes an additional 1d6 points of damage from the fall. In addition, the creature becomes staggered for the duration of the spell unless it makes a Will save. Each round the spell's effects persist, the creature may attempt a new Will save as a free action to end the staggered effect early. A creature under the effects of this spell must take a standard action to stand up.00one falling creature001 round/level (see below)-10-1medium (100 ft. + 10 ft./level)

Staggering Fall

School transmutation; Level cleric/oracle 2, sorcerer/wizard 2, witch 2

CASTING

Casting Time 1 immediate action
Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)
Targets one falling creature
Duration 1 round/level (see below)
Saving Throw Fort. partial (see below); Spell Resistance yes

DESCRIPTION

This spell must be cast on a creature as it falls, either from a height or after being knocked prone or tripped. The magic of this spell causes the creature to hit the ground particularly hard, knocking the wind from it. The creature takes an additional 1d6 points of damage from the fall. In addition, the creature becomes staggered for the duration of the spell unless it makes a Will save. Each round the spell's effects persist, the creature may attempt a new Will save as a free action to end the staggered effect early. A creature under the effects of this spell must take a standard action to stand up.

NULL-100202-1-1transmutation-1002-10-100-1221-1-1-1NULLFort. partial (see below)0-100

This spell must be cast on a creature as it falls, either from a height or after being knocked prone or tripped. The magic of this spell causes the creature to hit the ground particularly hard, knocking the wind from it. The creature takes an additional 1d6 points of damage from the fall. In addition, the creature becomes staggered for the duration of the spell unless it makes a Will save. Each round the spell's effects persist, the creature may attempt a new Will save as a free action to end the staggered effect early. A creature under the effects of this spell must take a standard action to stand up.

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