What are your rules on petrification from Medusa's and Gorgons? My personal rule is that any creature turned to stone is alive until they are broken, and even then it needs to be somewhere vital that is broken. I want to do this because I have a great story idea of an ancient hero requesting a friendly medusa, whom was simply a beautiful woman cursed by a jealous goddess, to turn him into stone and leave him as a statue in the city so that, should the kingdom need him again, he can be unpetrified and enter the fight.
That sounds perfectly fine, I have generally ruled as not dead till they get smashed. I see no reason why you can't have a whole freakin army of willingly petrified warriors waiting for the da they are needed again. Maybe the Terracotta soldiers of china were petrified warriors that are awaiting the day their emperor calls upon them again.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
The Petrified condition is actually supporting your idea; it's canon. :p
Note the "incapacitated", "unaware of surroundings", and, most importantly, "ceases aging".
Since it also suppresses poisons or diseases, perhaps it can be used as a desperation measure to prevent deaths until an antidote or cure can be found. And perhaps the alchemist died in the process, and now there's a village full of petrified villagers somewhere.
The Petrified condition is actually supporting your idea; it's canon. :p
Note the "incapacitated", "unaware of surroundings", and, most importantly, "ceases aging".
Since it also suppresses poisons or diseases, perhaps it can be used as a desperation measure to prevent deaths until an antidote or cure can be found. And perhaps the alchemist died in the process, and now there's a village full of petrified villagers somewhere.
A good opportunity to make something that appears to be an evil monster (medusa) that has petrified this whole town, been that way for decades but nobody goes there because they know it is dangerous.
Come to find out everyone was dying of plague and the last desperate measure they took was to ask a friendly medusa (or mage) to turn them into stone until a cure can be found. Maybe the mage itself accidentally unleashed the plague and he froze them all to buy himself time, but he's dying and needs someone to fix the mistakes that he couldn't. Gives them a goal to find some item that can cure them. How disturbing would it be to come into a building just full of people turned to stone but them all look peaceful and are in resting positions, patiently awaiting when they will be cured.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I have a personal rule for creating adventures, which is that any character can have some good and any character can have some evil. Having a wizard that tried to do an "evil" experiment but then spent years repenting would be something I would do.
I also homebrewed an idea in one of my games, where the party was defeating a basilisk, and its stomach was needed so that an alchemist could use its digestive fluids to create a treatment that would reverse petrification. I read somewhere that basilisks prefer to eat the petrified remains of its victims, but that it can actually digest said consumption because their stomach acids reverse the condition and it digests flesh normally afterward. Just a thought.
I would consider that whoever was petrified doesn't perceive time as passing so doesn't benefit from the long rest. To them, they were petrified and then immediately un-petrified.
I agree that a petrified person or creature would, if kept well, be able to be un-petrified a significant time later. I have a character whose backstory involves them having been put into a maximum security prison called "The Quarry"*, where the inmates are petrified to serve their sentence. The logic being that they can come out and have a second chance without the people they wronged still being around to hold the grudge. This treatment was reserved for the wealthy, who could afford to have their statues maintained. My characters stay was paid for by a big logging company who wanted him out of the way but not to lose out on years of his life - their philanthropy allowed him to survive the end of the world an re-emerge in a post apocalyptic one - or at least, it will do if the game ever gets started, grumble grumble...
*"The Quarry" petrification prison was shamelessly stolen from the book "Kings of the Wylde", which is a truly brilliant read that I find impossible to believe isn't based off of a DND campaign!
I would consider that whoever was petrified doesn't perceive time as passing so doesn't benefit from the long rest. To them, they were petrified and then immediately un-petrified.
I agree that a petrified person or creature would, if kept well, be able to be un-petrified a significant time later. I have a character whose backstory involves them having been put into a maximum security prison called "The Quarry"*, where the inmates are petrified to serve their sentence. The logic being that they can come out and have a second chance without the people they wronged still being around to hold the grudge. This treatment was reserved for the wealthy, who could afford to have their statues maintained. My characters stay was paid for by a big logging company who wanted him out of the way but not to lose out on years of his life - their philanthropy allowed him to survive the end of the world an re-emerge in a post apocalyptic one - or at least, it will do if the game ever gets started, grumble grumble...
*"The Quarry" petrification prison was shamelessly stolen from the book "Kings of the Wylde", which is a truly brilliant read that I find impossible to believe isn't based off of a DND campaign!
Petrified, like most conditions, expires when the effect that causes it says so - Flesh to Stone ends when the spell ends unless the full minute is concentrated on, in which case the spell becomes permanent, meaning you can end it with Dispel Magic, or temporarily suppress it with Antimagic Field. Neither of those will work on the gaze of a Medusa, and neither the gaze nor the spell, once permanent, will expire on their own. Greater Restoration will end one petrification effect regardless of source, so it will generally work unless you have multiple on you, in which case you'll need multiple casts of the spell.
Unrelated: The Quarry sounds like it would work as a prison RAW, because you're supposed to be aware of the passage of time while stone, just not your surroundings, make it hellish. Under your house rule, it's not a punishment at all - it's functionally time travel into the future, and ideal for space travel. If inmates don't experience any punishment and don't experience any rehabilitation, the only things the prison accomplishes are that inmates are temporarily prevented from committing new crimes against the public, which may be nice for keeping the victims safe (provided the victims age), but it's just about the least punishing prison imaginable. Makes a lot of sense if the prison is run for profit and is expensive to get into - every prisoner ever would want it as their prison.
That book actually made me re-read the description of petrified, and discover that it omits the rider unconscious.
Arguably, this punishment would be harsher than prison. While you don't age, you are fully aware of *yourself*, can't perceive the outside world, and are trapped.
(I'd not allow a long rest for a petrified creature)
That book actually made me re-read the description of petrified, and discover that it omits the rider unconscious.
Arguably, this punishment would be harsher than prison. While you don't age, you are fully aware of *yourself*, can't perceive the outside world, and are trapped.
(I'd not allow a long rest for a petrified creature)
What would prevent the long rest? You're perfectly comfortable, physically - it's like being in a sensory deprivation tank. Long resting should be on the very short list of things you can do, right up there with losing your sanity.
That book actually made me re-read the description of petrified, and discover that it omits the rider unconscious.
Arguably, this punishment would be harsher than prison. While you don't age, you are fully aware of *yourself*, can't perceive the outside world, and are trapped.
(I'd not allow a long rest for a petrified creature)
What would prevent the long rest? You're perfectly comfortable, physically - it's like being in a sensory deprivation tank. Long resting should be on the very short list of things you can do, right up there with losing your sanity.
That sounds like a fair gamble - make a wisdom save, with a DC of 15 + how many days you've been there. On a pass, you get to long rest. On a fail, you take a long-term madness. Do this once per day until you take one madness. The madness duration is as long as you were petrified.
*"The Quarry" petrification prison was shamelessly stolen from the book "Kings of the Wylde", which is a truly brilliant read that I find impossible to believe isn't based off of a DND campaign!
Don't tell us that unless we ask! Make yourself seem brilliant!
Regarding petrification, You are turned to stone "as-is" all your wounds, damage, gear, everything. Your stone state is not going to change so your wounds and such will remain. Thus, you will NOT get a long rest.
Key point:
The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
Several creatures like death tyrants and basilisks says "It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic." What other magic could reverse the petrification?
The stat block for the basilisk contains this text:
Some alchemists are said to know how to process the basilisk’s gullet and the fluids contained within. Properly handled, the gullet produces an oil that can return petrified creatures to flesh and life. Unfortunately for such a victim, any parts lost in stone form remain absent if the creature revives. Revivification using the oil is impossible if a vital part of the petrified creature, such as its head, is detached.
What are your rules on petrification from Medusa's and Gorgons? My personal rule is that any creature turned to stone is alive until they are broken, and even then it needs to be somewhere vital that is broken. I want to do this because I have a great story idea of an ancient hero requesting a friendly medusa, whom was simply a beautiful woman cursed by a jealous goddess, to turn him into stone and leave him as a statue in the city so that, should the kingdom need him again, he can be unpetrified and enter the fight.
That sounds perfectly fine, I have generally ruled as not dead till they get smashed. I see no reason why you can't have a whole freakin army of willingly petrified warriors waiting for the da they are needed again. Maybe the Terracotta soldiers of china were petrified warriors that are awaiting the day their emperor calls upon them again.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I like the sound of that
The Petrified condition is actually supporting your idea; it's canon. :p
Note the "incapacitated", "unaware of surroundings", and, most importantly, "ceases aging".
Since it also suppresses poisons or diseases, perhaps it can be used as a desperation measure to prevent deaths until an antidote or cure can be found. And perhaps the alchemist died in the process, and now there's a village full of petrified villagers somewhere.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I love it!
I have a personal rule for creating adventures, which is that any character can have some good and any character can have some evil. Having a wizard that tried to do an "evil" experiment but then spent years repenting would be something I would do.
question though, how can the effect be reversed?
Greater Restoration
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"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
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I also homebrewed an idea in one of my games, where the party was defeating a basilisk, and its stomach was needed so that an alchemist could use its digestive fluids to create a treatment that would reverse petrification. I read somewhere that basilisks prefer to eat the petrified remains of its victims, but that it can actually digest said consumption because their stomach acids reverse the condition and it digests flesh normally afterward. Just a thought.
What are your thoughts upon whether or not a pc could get a long rest while petrified?
I would consider that whoever was petrified doesn't perceive time as passing so doesn't benefit from the long rest. To them, they were petrified and then immediately un-petrified.
I agree that a petrified person or creature would, if kept well, be able to be un-petrified a significant time later. I have a character whose backstory involves them having been put into a maximum security prison called "The Quarry"*, where the inmates are petrified to serve their sentence. The logic being that they can come out and have a second chance without the people they wronged still being around to hold the grudge. This treatment was reserved for the wealthy, who could afford to have their statues maintained. My characters stay was paid for by a big logging company who wanted him out of the way but not to lose out on years of his life - their philanthropy allowed him to survive the end of the world an re-emerge in a post apocalyptic one - or at least, it will do if the game ever gets started, grumble grumble...
*"The Quarry" petrification prison was shamelessly stolen from the book "Kings of the Wylde", which is a truly brilliant read that I find impossible to believe isn't based off of a DND campaign!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread - latest release; the Harvest Sprite, a playable Jack-o-Lantern Race!
Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: The College of Fisticuffs Bard!
I also dabble in art on here (my art thread)
Petrified, like most conditions, expires when the effect that causes it says so - Flesh to Stone ends when the spell ends unless the full minute is concentrated on, in which case the spell becomes permanent, meaning you can end it with Dispel Magic, or temporarily suppress it with Antimagic Field. Neither of those will work on the gaze of a Medusa, and neither the gaze nor the spell, once permanent, will expire on their own. Greater Restoration will end one petrification effect regardless of source, so it will generally work unless you have multiple on you, in which case you'll need multiple casts of the spell.
Unrelated: The Quarry sounds like it would work as a prison RAW, because you're supposed to be aware of the passage of time while stone, just not your surroundings, make it hellish. Under your house rule, it's not a punishment at all - it's functionally time travel into the future, and ideal for space travel. If inmates don't experience any punishment and don't experience any rehabilitation, the only things the prison accomplishes are that inmates are temporarily prevented from committing new crimes against the public, which may be nice for keeping the victims safe (provided the victims age), but it's just about the least punishing prison imaginable. Makes a lot of sense if the prison is run for profit and is expensive to get into - every prisoner ever would want it as their prison.
+1 for Kings of the Wylde!
That book actually made me re-read the description of petrified, and discover that it omits the rider unconscious.
Arguably, this punishment would be harsher than prison. While you don't age, you are fully aware of *yourself*, can't perceive the outside world, and are trapped.
(I'd not allow a long rest for a petrified creature)
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What would prevent the long rest? You're perfectly comfortable, physically - it's like being in a sensory deprivation tank. Long resting should be on the very short list of things you can do, right up there with losing your sanity.
That sounds like a fair gamble - make a wisdom save, with a DC of 15 + how many days you've been there. On a pass, you get to long rest. On a fail, you take a long-term madness. Do this once per day until you take one madness. The madness duration is as long as you were petrified.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread - latest release; the Harvest Sprite, a playable Jack-o-Lantern Race!
Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: The College of Fisticuffs Bard!
I also dabble in art on here (my art thread)
Don't tell us that unless we ask! Make yourself seem brilliant!
Regarding petrification, You are turned to stone "as-is" all your wounds, damage, gear, everything. Your stone state is not going to change so your wounds and such will remain. Thus, you will NOT get a long rest.
Key point:
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Several creatures like death tyrants and basilisks says "It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic." What other magic could reverse the petrification?
The stat block for the basilisk contains this text:
"Not all those who wander are lost"