Traditions | Components | |||
---|---|---|---|---|
arcane occult primal | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
Touch | An already petrified creature, OR a non petrified creature. | Instant OR maintained 1 minute (Maintenance Cost ) | Fortitude Save | |
Description | Petrification is a rather permanent state of affairs most of the time. However it should come as no surprise that Topaz magisters of significant enough skill have a level of power over that truth. Spell-Weave DCs: 23, Tier II: 28, Tier III: 33 This spell-form has two modes, and as such it is important to know which you are using; Depetrify: This mode is the simplest, and the one that occurs instantly as its duration. You touch the target and depetrify them. So long as they have not been petrified for more than a week, they suffer no ill effects other than a sense of time displacement. They are not starving, dehydrated, or exhausted. However if the target has been in this state for more than a week, then they have a level of Exhaustion for every day beyond that time frame they were petrified for. Petrify: You touch the target with the powers of Domhan, weaving the energy of earth into their very flesh and bones. They must make a Fortitude Save. If they fail, they take 2d10 bludgeoning damage, but this damage is non-lethal. They also are afflicted with the Slow (1) condition. Every round they will take this damage again, and if they fail another Fortitude Save, the numerical indicator of their Slow condition advances by 1. Should they take an amount of damage equal to or in excess of their maximum wound total, or get to being Slow (4) they instead are petrified, and this is a permanent effect unless removed by some magickal means. If they succeed the initial test, they take half damage and still suffer Slow (1), and furthermore take no subsequent damage from the spell, but must resist the Slow every round still. If they critically fail, they suffer Slow (2) as well as all normal damage for failure. If they critically succeed, they take half damage and suffer no beginnings of petrification and no further effects from the spell. If they succeed subsequent saves, but failed the initial one, they take half damage that round and do not advance their Slow condition, but are still at risk of petrification (so still must save every round). Tier -1: Fail to cast, Minor Miscast Tier 0: Fail to cast. Tier II: For Depetrify The target suffers no ill effects so long as they have not been petrified more than a month. For Petrify: Increase the damage to 3d10 . [Tier III: For Depetrify The target suffers no ill effects so long as they have not been petrified more than a year. For Petrify Increase the damage to 4d10 . |