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Impaling Spike

Rank 5 — arcane, primal (concentrate, manipulate, metal)

Source: Pathfinder Player Core

Cast 2 actions
Components somatic, verbal
Range 30 feet
Targets 1 creature
Duration 1 minute
  • 8d6 piercing damage
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.

Heightened

Heightened (+undefined): 2d6 untyped damage

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Spell data derived from the Pathfinder Second Edition Remaster rules. Source book: Pathfinder Player Core, used under the ORC License (or the Open Game License 1.0a for pre-Remaster source books). See our licenses page for the full attribution and Section 15 copyright notice.

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