Impale (3.5e Spell)

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Author: Snafusam (talk)
Date Created: may 10, 2013
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Impale
Evocation [Earth, Force]
Level: Cleric 3, Druid 3, Earth 3, Ki Master 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.

Everything hit that fails its Reflex save is launched into the air as high as the spires, resulting in the victims taking falling damage on their impact with the ground (unless they have an ability that can reduce falling damage). The spires disintegrate themselves at the start of targets next 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 +, Sorcerer/Wizard 3 + and Ki Master 3 +
RangeOther +
RatingUnrated +
SchoolEvocation +
SummaryImpale your enemies into the air, then watch them fall. +
TitleImpale +