Casting Time 1 standard action
Components V, S, M (a needle)
Range medium (100 ft. + 10 ft./level)
Area 15-ft.-radius burst
Saving Throw Reflex half; Spell Resistance yes
You toss the needle into the air as you cast the spell. A furious burst of tiny spikes erupts from a point nearby.
Any creature caught in the area of the needle storm is assaulted by hundreds of needles, taking 1d8 piercing damage per two caster levels (max 5d8) and begins bleeding, taking 1d6 bleeding damage each round. A Reflex save halves the damage and negates the bleeding.This damage counts as magic and silver for the purpose of overcoming damage reduction; at 10th level, it also counts as cold iron, and at 15th level it also counts as adamantine.
Path of Iron, © 2015, Ascension Games, LLC; Author Christopher Moore