Impaling Spike

Rank 5CommonarcaneprimalRemaster
Range30 feet
Target1 creature
Duration1 minute
DefenseReflex
Heightened(+1) 2d6
Damage8d6 piercing

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 nonvital 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.

Traits

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Metal

Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.