Conjure Anvil (3.5e Spell)
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|Components:||V, S, M|
|Casting time:||1 standard action|
|Range:||Close (25 ft. + 5 ft./2 levels)|
|Duration:||1 hour/level (D)|
|Saving Throw:||Reflex half, Fortitude partial; see text|
This spell summons a 200 lb anvil ready for use anywhere in range, with basic masterwork tools hooked to the side for all manner of forging (fire not included). Using it grants a circumstance bonus on Craft Metalwork checks equal to your caster level. Anvil and tools vanish at the end of the duration.
However, there is a more offensive function. It can be cast at a single target in range as long as you have 20 ft or more airspace open above them, up to 10 ft/caster level (maximum 200 ft). An anvil appears over their head and drops, dealing 1d6 points of magic bludgeoning damage per 10 ft dropped to the target with a Reflex save for half. If the target failed the save, they must make a Fortitude save against also being prone and pinned under the anvil with a DC 15 Strength check to push the anvil off them, with a successful save rendering them staggered for 1 round. If the target succeeded on the Reflex save, the Fortitude save is against staggered for 1 round, save negates.
A Huge or larger creature cannot be pinned, through they could still be knocked prone from this spell.
The anvil sticks around in the square it landing, granting 5 ft of difficult terrain until it vanishes at the end of the duration. Anvils summoned in this way have taken damage and do not offer the bonus to craft checks, though they may still be used.
Material Component: A 2 lb chunk of raw iron.
|Article Balance||High +|
|Component||V +, S + and M +|
|Identifier||3.5e Spell +|
|Level||Sorcerer/Wizard 5 +|
|Summary||Summon an anvil, either for its traditional use or to drop upon the heads of your enemies. +|
|Title||Conjure Anvil +|