Comet Throw

Tome of Battle: The Book of Nine Swords (ToB)Updated Supplementals (3.5)

Comet Throw is a D&D 3.5 spell (Setting Sun (Strike)) from ToB. On class lists for Swordsage (Level 4). Range or area: Touch; Saving throw: Reflex partial (see text); Duration: Instantaneous; Casting time: 1 standard action.

School
Setting Sun (Strike)
Casting Time
1 standard action
Range
Touch
Target
One creature (see text)
Duration
Instantaneous
Saving Throw
Reflex partial (see text)
Spell Resistance
No

You use your foe’s momentum against him, throwing him through the air to crash into a second enemy.

This maneuver functions like mighty throw (page 73), except as noted here.

As part of this maneuver, you must succeed on a melee touch attack against your foe. You can then make a trip attempt against your enemy. You gain a +4 bonus on the ability check.

If you succeed in tripping your foe, you throw him up to 10 feet away from you in a direction of your choice. You select your enemy’s destination square. The target falls prone in that space and takes 4d6 points of damage. For every 5 points by which you win the opposed check, you gain an additional 5 feet of throw range. For example, if you win by 10, you can place your foe in any space within 20 feet of you. You can throw your opponent into a space occupied by a second foe. In this case, the opponent in the target square also takes 4d6 points of damage and is knocked prone. A Reflex save (DC 14 + your Str modifier) halves this damage and allows the second target to remain standing. The thrown creature then falls prone in a clear space of your choice adjacent to the second target.