Iron Spine

School transmutation; Level arcanist 3, cleric/oracle 4, magus 3, sorcerer/wizard 3, warpriest 4, witch 3


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.

Section 15: Copyright Notice

Pathfinder Player Companion: Legacy of the First World © 2017, Paizo Inc.; Authors: Judy Bauer, John Compton, Violet Hargrave, Mikko Kallio, Jason Keeley, Joe Pasini, Mark Seifter, Kendra Leigh Speedling, Josh Vogt, and Linda Zayas-Palmer.

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