Amber Prison (Priest Spell)

This spell encases the target creature in a hard, translucent coating of fossil resin of yellow, orange, or brownish-yellow hue. If the creature makes a successful saving throw vs. spell, this spell dissipates without effect. If the creature is al­ready covered in tree sap (such as by a sap spell), the saving throw against the amber prison has a penalty of -4. The caster can choose to leave part of the target creature free. If the priest attempts to leave a significant part of the creature's anatomy free, such as a head or a hand, then the creature re­ceives a +2 bonus to the saving throw. (Pinpoint accuracy, such as leaving just a nose or a finger if the creature's air passages are covered by the amber prison, the creature still receives some air through the semi permeable encasement as it hard­ens. As such, suffocation will occur much more slowly than might be imagined. Every round, an encased creature must make a successful Constitution check. Every time a Constitution check is failed, the effective Constitution drops by one. When the effective Constitution score reaches zero, the creature dies from suffocation. If freed before suffocation occurs, the creature regains Constitution at a rate of one point per round.
When the effects of an amber prison end, no matter how the subject is freed (even after death), all remaining shards of amber melt into worthless, nonmagical tree sap.
The material components of this spell are the priest's holy symbol, a chunk of amber worth at least 100 gp, and a drop of sap.
Notes: Granted by the elven deity Rillifane Rallathil.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells