Iron Spine
System: Pathfinder | SRD
Level: Arcanist: 3; Cleric: 4; Oracle: 4; Magus: 3; Sorcerer: 3; Wizard: 3; Warpriest: 4; Witch: 3
School: transmutation
Casting time: 1 standard action
Components: V, S, M/DF ( cold iron ingot)
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.
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