Level
1st
Casting Time
1 Action Ritual
Range/Area
Touch
Components
V, S
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect
Creation (...)

As an action you touch the deceased remains of a creature large or smaller disconnecting it from the natural flow of time. This causes the remains to quickly fossilize as if millions of years passed by in an instant. the fossilized remains then be mined or broken down into various materials. 

The type of material gained from the fossilized remains is determined by the size of the creature as well as if it had any magical ability the creature had. 

If the creature had the ability to cast magic of any kind then it is guaranteed that there is a Temporal Amber or if you're lucky a Temporal Geode. (Have the DM roll a D20 on the chart below to determine what is found.)

- On a 1 to 2 you find a Blue Temporal Amber (10 grams).

- On a 3 to 4 you find a Blue Temporal Amber (100 grams).

- On a 5 you find a Blue Temporal Amber (1 pound).

- On a 6 to 7 you find a Green Temporal Amber (10 grams).

- On a 8 to 9 you find a Green Temporal Amber (100 grams).

- On a 10 you find a Green Temporal Amber (1 pound).

- On a 11 to 12 you find a Red Temporal Amber (10 grams).

- On a 13 to 14 you find a Red Temporal Amber (100 grams). 

- On a 15 you find a Red Temporal Amber (1 pound).

- On a 16 to 17 you find a Temporal Geode (1 pound).

- On a 18 to 19 you find a Temporal Geode (5 pounds).

- On a 20 you find a Temporal Geode (10 pounds).

 

While there is no chance of finding a Temporal Geode or Temporal Amber in the petrified remains of a creature that could not cast magic. There is a high chance of finding a large quantity of Temporal Sand within the petrified remains. So if the creature had no magical ability it would be better to break it down into powder and separate out the Temporal Sand. (Have the player make a Investigation check. If they beat a DC 10 they are able to find 1/4 of the Temporal Sand. If they beet a DC 15 they are able to find 1/2 of the Temporal Sand. If they beet a DC 20 they are able to find all of the Temporal Sand. )

The amount of Temporal Sand is determined by the size of the creature. If it was a Large creature there can be up to 500gp worth of Temporal Sand. If it was a Medium creature there can be up to 250gp worth of Temporal Sand. If it was a Small creature there can be up to 100gp worth of Temporal Sand. If it was a Tiny creature there can be up to 50gp worth of Temporal Sand. 

Spell Tags: Creation Dunamancy

Available For: Sorcerer (Legacy) Wizard (Legacy)

APinkPrince

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