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You summon a swirling thin dust around your body which stretches out in a 5 foot aura around you. The dust is harmless to you, but any creatures that enter the area or creatures attacking you with non-reach, unarmed, or natural attacks have their liquids dessicated away, the dust bonding with water in their bodies and turning into a hard crystaline substance. They take 5d6 points of damage and 1d8 points of [[Dexterity]] damage with a [[Fortitude]] save for half damage and negating the ability damage. A creature only takes damage from this effect once a round, no matter how many times they attack.
If a creature is reduced to 0 [[Dex]] or 0 hp by this power, it immediately crystalizes completely, as if affected by ''[[SRD:Crystallize|crystallize]]''. This aspect is instanteous and does not vanish after the duration expires. For creatures primarily made of liquid such as water elementals and most oozes, the power is much more dangerous. A failed save will immediately crystallize the subject, with normal damage and ability damage on a successful save.
If coming into contact with a body of water, it will negate the presence of any water it touches (leaving a 5 foot radius bubble of air if submerged) and turning the contact point of water into crystal sand. This does not grant concealment. The sand does not build up fast enough to inhibit movement, even if completely submerged for extended periods of time.