Iron Spine

School: transmutation


Level: Arcanist 3, Wizard 3, Sorcerer 3, Witch 3, Magus 3, Cleric 4, Oracle 4, Warpriest 4



Casting Time: standard action


Components: V, S, M, DF


Range: medium (100 feet + 10 feet/level)


Target: creature, living (1)


Duration: 1 round/level


Saving Throw: none


Spell Resistance: yes


Source: Legacy of the First World

Description

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.