- Level: Sorcerer/Wizard 7
- School: Transmutation
- Domain: artifice 8
- Subdomain: petrification 8
- Elemental School: earth 7, metal 7
- Casting Time: Ritual (Typically ten minutes.)
- Components: V, S, M (A bit of lime, sand, and a drop of water, stirred by a runed iron spike worth 1 gp.)
- Range: Touch
- Target or Area: one target creature, creature touched
- Duration: Until the end of your next full night's rest
- Saving Throw: Harmless (Will negates)
Save DC: 10 + caster stat modifier + spell level
- Spell Resistance: Yes
- A Statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject may only be affected by Siege Damage. Creatures that inflict Siege Damage may target the Statue freely, but all other must make Sunders (rolled against its Maneuver Defense). The affected creature has a Durability equal to its level or CR.
- The subject no longer has hit points while in stone form, but if it takes Sunders while stone, it suffers proportional hit point damage when it turns back to flesh. IE, if it has sixteen durability and suffers four sunders, it suffers 4/16th's of its hit points as immediate damage. If it had hit point damage when it turned to stone, that damage remains when it turns back to flesh. If it takes sunders that exceed its durability, it is instantly killed without changing back to flesh. The rubble that remains is sufficient for Raise Dead (Spell) or similar magic's, but Breath of Life (Spell) does not work.
- While a statue, the subject can see, hear, and smell normally, but it does not need to eat or breathe, cannot move or expend actions, does not threaten, may not make skill checks (such as Perception rolls), etc. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body. The subject of a Statue spell can return to its normal state as a swift action, and change to the statue state as a free action, up to once per round each as long as the spell duration is in effect.
- This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.