Izanenael's Channeled Steel Rain

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Conjuration (Creation) [Fire, Metal]

  • Level: Sor/Wiz 4
  • Components: V, S
  • Casting Time: See Text
  • Range: Medium (100ft +10ft/level)
  • Area: See text
  • Duration: Instantaneous; see text
  • Save: Reflex partial; see text
  • Spell Resistance: No

Conjures a rain of hot nonmagical steel spikes. Casting time is chosen when spell is cast.

  • Casting time Swift Action: Ranged touch attack
    • Primary: One creature in range takes 4d6 points of damage (half pierce, half fire).
    • Secondary: That creature is immobilized by steel spikes.
    • Reflex save halves damage and negates secondary effect.
      • A creature immobilized by spikes is considered entangled and can't move from its space for 1 round per caster level; a DC 20 grapple check or Escape Artist check allows it to break free.


  • Casting time Standard Action: Ranged touch attack
    • Primary: One creature in range takes 6d6 points of damage (half pierce, half fire).
    • Secondary: That creature is knocked prone and immobilized by steel spikes.
    • Reflex save halves damage and negates secondary effect.
      • A creature immobilized by spikes considered entangled and can't move from its space for 1 round per caster level; a DC 22 grapple check or Escape Artist check allows it to break free.


  • Casting time Full Round Action: Area: Cylinder (10ft radius, 30ft high)
    • Primary: Each creature in area of effect takes 6d6 points of damage (half pierce, half fire).
    • Secondary: Each creature in area of effect is knocked prone and immobilized by steel spikes.
    • Reflex save halves damage and negates secondary effect.
      • A creature immobilized by spikes is considered entangled and can't move from its space for 1 round per caster level; a DC 24 grapple check or Escape Artist check allows it to break free.


  • Casting time 1 Round + Full Round Action: Area: Cylinder (15ft radius, 30ft high)
    • Primary: Each creature in area of effect takes 8d6 points of damage (half pierce, half fire).
    • Secondary: Each creature in area of effect is knocked prone and immobilized by steel spikes.
    • Reflex save halves damage and negates secondary effect.
      • A creature immobilized by spikes is considered entangled and can't move from its space for 1 round per caster level; a DC 26 grapple check or Escape Artist check allows it to break free.
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