Iron Body

3.5th Edition
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.   You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.   You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.   Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.   Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.   Arcane Material Component A small piece of iron that was once part of either an iron golem, a hero’s armor, or a war machine.
 
5th Edition
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.   You gain resistance to Bludgeoning, Piercing, and Slashing damage from weapons that aren't Adamantine, as well as to Acid and Fire damage. In addition, you are immune to Critical Hits, any ability that would reduce your Ability Scores, Disease, Lightning and Poison damage, and the Blinded, Poisoned, and Stunned conditions. You do not need to breathe while under the effects of this spell. However, you gain all special vulnerabilities of iron golems.   Your Strength score increases by 4 while under the effects of this spell, but your Dexterity score is reduced by 4, and your speed is reduced by half. You additionally cannot drink, and thus cannot make use of potions.   Your unarmed attacks deal 1d4 damage if you are Small, 1d6 damage if you are Medium, and 1d8 damage if you are Large, and you are considered to be armed when making unarmed attacks.   Your weight increases by a factor of 10, causing you to sink in water like a stone. However, you can survive the crushing pressure even as deep as 18,000 feet.
 

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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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Spell Descriptors
Earth
2nd Edition
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3.5th Edition
Level
Earth 8, Sorcerer 9, Wizard 8
Components
V, S, M (A small piece of iron that was once part of either an iron golem, a hero’s armor, or a war machine)/DF
Casting Time
1 Standard Action
Range
Personal
Target
You
Duration
1 Minute/Level (D)

 
4th Edition

 
5th Edition
Level
Sorcerer 8, Wizard 8; Earth Domain 8
Casting Time
1 Action
Range
Self
Components
V, S, M (A small piece of iron that was once part of either an iron golem, a hero’s armor, or a war machine)
Duration
Concentration; Up to 10 Minutes

 
Pathfinder 2e
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Verbal Components

{The words spoken in English to invoke this magic; if applicable}
Cavellan
{The translated words spoken in Cavellan to invoke this magic}
Maherasi
{The translated words spoken in Maherasi to invoke this magic}
Celestial
{The translated words spoken in Celestial to invoke this magic}
Infernal
{The translated words spoken in Infernal to invoke this magic}
Pit-Tongue
{The translated words spoken in Pit-Tongue to invoke this magic}
High Draconic
{The translated words spoken in High Draconic to invoke this magic}
High Elvish
{The translated words spoken in High Elvish to invoke this magic}

Somatic Components

{A 2-3 sentence description of the motions done by the caster with one or both hands to invoke this magic, if applicable}.

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