Iron Stake
Conjuration (Creation)
Level: Artificer * 3, Cleric */Oracle * 3, Druid * 3, Hunter * 2, Inquisitor * 2, Ranger * 2, Sorcerer */Wizard * 3, Warlock * 3
Components: V, S, M (a pinch of iron filings)
Casting Time: 1 Standard Action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous or 1 round/level; see text
Saving Throw: Fortitude partial
Spell Resistance: no
This 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.
Level: Artificer * 3, Cleric */Oracle * 3, Druid * 3, Hunter * 2, Inquisitor * 2, Ranger * 2, Sorcerer */Wizard * 3, Warlock * 3
Components: V, S, M (a pinch of iron filings)
Casting Time: 1 Standard Action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous or 1 round/level; see text
Saving Throw: Fortitude partial
Spell Resistance: no
This 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.