Level: Drd 6, Sor/Wiz 6, Ice 6
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target/Area/Effect: One 5 ft. by 5 ft. square
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
You cause icy spikes to spring up from the floor in a 5 ft. by 5 ft. area to a height of 5 ft. tall. The spikes point in various directions, piercing creatures in the area of effect and inflicting 1d6 points of damage per caster level (maximum of 10d6). Creatures that fail to save against the spell are pinned, unable to leave the area of effect. A pinned creature is immobile (but not helpless), does not threaten an area, loses their dexterity bonus to AC, and is unable to cast spells whose casting time is greater than 1 action or which requires a somatic component. Furthermore, the ice continues to grow after its initial rapid appearance, further tearing and damaging the target for 1d6 points of damage per round.
A pinned target may attempt to escape from the spikes with either an escape artist check or a strength check (DC 19). Add the creatures size bonus to the attempts die roll. A failed escape attempt inflicts an additional 1d6 points of damage due to the creature struggling in the icy spikes. An application of heat equal to or greater than a torch destroys the ice spikes and frees any pinned creatures.