Preview: ABC's of magic in Path of Iron

It's been a while, hasn't it?

A little over a month ago we finished our Kickstarter, receiving over $3000 from backers around the globe to make Path of Iron possible. That put us just over the mark of the first stretch goal, which brought the total spells that you can find in Path of Iron to a whopping 100 spells.

Well, that chapter of the book is now complete, with a solid 100 spells that you will be able to bring to your table when Path of Iron is finished. Over the next few days, I figured I could share a few of the spells that I've created with you all so you know what sort of progress has been made on Path of Iron, going down the chapter in alphabetical order. So without further delay, here's the first batch of spells for your enjoyment:


ANCHORING CHAINS

School conjuration (creation) [metal]; Level antipaladin 2, cleric 3, magus 3, paladin 2, vanguard 3
Casting Time 1 standard action
Components V, M (a small chain)
Range personal
Target you
Duration 1 round/level (D)
Numerous chains emerge from the ground and wrap about your midsection, anchoring you firmly in place.
The anchoring chains grant you a +20 bonus to your CMD to resist bull rush, overrun, pull, push, reposition, and trip combat maneuvers, as well as any other effect that would move you from your current position (such as being swallowed whole) or knock you prone. It also grants you a +4 resistance bonus to saving throws against effects that would move or teleport you, such as jester’s jaunt or plane shift. The chains extend into the spaces near you, making all adjacent squares next to you difficult terrain.
While anchored in such a manner, you cannot move from your current space. If you are moved from your current space for any reason, such as a creature successfully beating your CMD to bull-rush you or if you use dimension door to teleport, the chains break, and the spell ends. This spell has no effect if you are not touching the ground (climbing, flying, swimming, and so on).

BLADED GROUND

School conjuration (creation) [metal]; Level magus 6, saboteur 6, sorcerer/wizard 6, vanguard 6
Casting Time 1 standard action
Components V, S, M (a handful of caltrops)
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius spread
Duration instantaneous
Saving Throw Reflex half (object); Spell Resistance yes (object)
You toss the caltrops into the air and finish the spell, the caltrops vanishing as the ground begins to shake.
Upon casting bladed ground, numerous jagged blades protrude from the ground in the targeted area, striking at creatures and unattended objects in the area for 1d6 slashing damage per caster level (max 15d6). This damage bypasses damage reduction that is normally bypassed by silver, cold iron, or adamantine.
Any creature that fails its saving throw has its movement reduced to half normal for 24 hours. Another creature can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC. The effect is also removed if it receives enough magical healing to heal all damage it took from the bladed ground effect.

CONSTRUCTED ANATOMY

School transmutation [metal]; Level alchemist 3, magus 3, sorcerer/wizard 3, vanguard 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
A low rumble of grinding gears and crackling flames can be heard as you cast this spell. Your appearance becomes slightly different, your flesh shimmering almost like polished steel, your movement more precise and calculated.
This spell turns you partially into a construct. You gain the half-construct subtype. This grants you a +2 bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue. You do not need to breathe, eat, or sleep for the duration, unless you want to gain some beneficial effect from one of these activities. If you already have the half-construct subtype, this has no effect.
In addition to the above effects, you also receive a +2 size bonus to Strength and a +2 bonus to natural armor, as well as low-light vision and darkvision 60 feet.