Iron StakeSource Ultimate Wilderness pg. 231, The First World, Realm of the Fey pg. 12 School conjuration (creation); Level arcanist 3, cleric 3, druid 3, hunter 2, inquisitor 2, oracle 3, ranger 2, sorcerer 3, warpriest 3, witch 3, wizard 3CastingCasting Time 1 standard action Components V, S, M (a pinch of iron filings)EffectRange close (25 ft. + 5 ft./2 levels) Duration instantaneous or 1 round/level; see text Saving Throw Fortitude partial; Spell Resistance noDescriptionThis spell creates a 1-foot-long spike of cold iron that you fling at your target as a ranged touch attack. The stake is treated as a magic and cold iron weapon for the purpose of overcoming damage reduction, and deals 1d6 points of piercing damage for every 2 caster levels you have (maximum 10d6 at 20th level).
Additionally, if a creature with DR/cold iron takes damage from this spell, it is sickened for 1 round and must attempt a Fortitude save. If it fails, for a number of rounds equal to your caster level, it must succeed at a concentration check (in addition to any normally required concentration checks) to use any spells or spell-like abilities it has—the DC of this check is equal to 15 + twice the spell’s level. If the creature fails this concentration check, its spell is wasted.
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