Difference between revisions of "Statue (Alchemist Extract)"

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| Description = 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.  
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| Description = You mix up an elixir with some ingredients for concrete, and drink it down. You instantly turn to solid rock. Sadly, it requires about ten minutes of painstaking concentration to work your way back to flexible enough to actually gain any use out of this extract.
  
: 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 (Cleric Spell)]] or similar magic's, but [[Breath of Life (Cleric Spell)]] does not work.  
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: A ''Statue ''extract 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 others must make Sunders (rolled against the imbiber's Maneuver Defense). The affected creature has a Durability equal to its level or CR.  
  
: 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.
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: The imbiber no longer has hit points while in stone form, but if they take Sunders while stone, they suffer proportional hit point damage when they turn back to flesh. IE, if they have sixteen durability and suffer four sunders, they suffer 4/16th's of their hit points as immediate damage. If they had hit point damage when they turned to stone, that damage remains when they turn back to flesh. If they take sunders that exceed their durability, they are instantly killed without changing back to flesh. The rubble that remains is sufficient for [[Raise Dead (Cleric Spell)]] or similar magic's, but [[Breath of Life (Cleric Spell)]] does not work.
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: While a statue, after the ten minutes to break loose, the imbiber can see, hear, and smell normally, but they do not need to eat or breathe, cannot move or expend actions, do 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 imbiber of a ''Statue'' extract can return to their 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 extract's duration is in effect.
  
 
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| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}

Latest revision as of 16:52, 11 October 2019

Level: Alchemist 6
School: Transmutation

Casting

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.)

Effect

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

Description

You mix up an elixir with some ingredients for concrete, and drink it down. You instantly turn to solid rock. Sadly, it requires about ten minutes of painstaking concentration to work your way back to flexible enough to actually gain any use out of this extract.
A Statue extract 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 others must make Sunders (rolled against the imbiber's Maneuver Defense). The affected creature has a Durability equal to its level or CR.
The imbiber no longer has hit points while in stone form, but if they take Sunders while stone, they suffer proportional hit point damage when they turn back to flesh. IE, if they have sixteen durability and suffer four sunders, they suffer 4/16th's of their hit points as immediate damage. If they had hit point damage when they turned to stone, that damage remains when they turn back to flesh. If they take sunders that exceed their durability, they are instantly killed without changing back to flesh. The rubble that remains is sufficient for Raise Dead (Cleric Spell) or similar magic's, but Breath of Life (Cleric Spell) does not work.
While a statue, after the ten minutes to break loose, the imbiber can see, hear, and smell normally, but they do not need to eat or breathe, cannot move or expend actions, do 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 imbiber of a Statue extract can return to their 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 extract's duration is in effect.
This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.