Iron Spine
Transmutation
Level: Artificer * 3, Cleric */Oracle * 4, Magus * 3, Sorcerer */Wizard * 3, Warlock * 3
Components: V, S, M/DF (cold iron ingot)
Casting Time: 1 Standard Action
Range: medium (100 ft. + 10 ft./level)
Target: one living creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: yes
You launch an ingot of iron at the target. If you succeed at a ranged Touch Attack, the target's skeleton or exoskeleton turns into jagged shards of Cold Iron. Whenever the target moves, it takes 1d6 points of piercing damage and is Sickened for 1 round as metal spines stab into its flesh. This damage is subject to Damage Reduction, but it overcomes Damage Reduction as though it were a weapon of Cold Iron and magic. A creature affected by this spell can choose to remain motionless to avoid taking damage. Creatures with DR/Cold Iron or DR/Cold Iron and magic affected by this spell are Nauseated instead of Sickened. This spell has no effect on a creature that has neither a skeleton nor a hard carapace.
Level: Artificer * 3, Cleric */Oracle * 4, Magus * 3, Sorcerer */Wizard * 3, Warlock * 3
Components: V, S, M/DF (cold iron ingot)
Casting Time: 1 Standard Action
Range: medium (100 ft. + 10 ft./level)
Target: one living creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: yes
You launch an ingot of iron at the target. If you succeed at a ranged Touch Attack, the target's skeleton or exoskeleton turns into jagged shards of Cold Iron. Whenever the target moves, it takes 1d6 points of piercing damage and is Sickened for 1 round as metal spines stab into its flesh. This damage is subject to Damage Reduction, but it overcomes Damage Reduction as though it were a weapon of Cold Iron and magic. A creature affected by this spell can choose to remain motionless to avoid taking damage. Creatures with DR/Cold Iron or DR/Cold Iron and magic affected by this spell are Nauseated instead of Sickened. This spell has no effect on a creature that has neither a skeleton nor a hard carapace.