Impaling Spike
5th Edition
3.5th Edition
AD&D 2e
Pathfinder 2e
You conjure a spike of cold iron from the earth beneath a creature you can see in range. The target must make a Dexterity saving throw, taking 8d6 Piercing damage on a failure, or half as much on a success. If the target fails by 5 or more, it is impaled through one of its legs or other non-vital body part. It is Restrained by the spell for the duration, and can use its Action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your Spell save DC, ending the spell on a success. If the creature takes any extra damage from Cold Iron, it takes the damage at the beginning of each of its turns while impaled in this way.
At Higher Levels. When you cast this spell using a higher level spell slot, increase the damage by 1d8 for each slot level above its base level.
You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals 8d6 piercing damage. The target must attempt a Reflex save.
Critical Success The target dodges the spike and is unaffected.
Success The target is struck by the spike and takes half damage.
Failure The target is impaled through a leg or another non-vital body part. The creature takes full damage and, if it's standing on solid ground, becomes immobilized. It can attempt to Escape (the DC is your spell DC). While it remains impaled, it takes damage from any weakness to cold iron it has at the end of each of its turns.
Critical Failure As failure, but the creature is impaled through a vital organ or its center of mass, taking double damage, and it is off-guard as long as it's impaled.
Heightened (+1) The damage increases by 2d6.
Success The target is struck by the spike and takes half damage.
Failure The target is impaled through a leg or another non-vital body part. The creature takes full damage and, if it's standing on solid ground, becomes immobilized. It can attempt to Escape (the DC is your spell DC). While it remains impaled, it takes damage from any weakness to cold iron it has at the end of each of its turns.
Critical Failure As failure, but the creature is impaled through a vital organ or its center of mass, taking double damage, and it is off-guard as long as it's impaled.
Heightened (+1) The damage increases by 2d6.
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
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