No really, how does Ice Tomb work?


Rules Questions

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11 people marked this as FAQ candidate. Answered in the FAQ.

I'm playing a Witch, and I have chosen Ice Tomb as my new hex, because it looks cool. However, I have some questions, and am wondering how you guys think this works:

It just says 'target'. It doesn't say touch attack, or melee touch attack, and it doesn't list a range for the ability if it worked like evil eye, where the target is just affected within 30 feet. It doesn't say how long the ice lasts for, and it doesn't list a break DC for those creatures who are immune to unconsciousness and/or paralysis, and it doesn't say what happens if the creature happens to be immune to those conditions. Is it immobilized in an ice block? Or was it supposed to be frozen in a thin layer of ice like a Sub-Zero (Mortal Combat) attack? Is it still staggered if it is immune to Unconsciousness and/or paralysis?

Help!


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I think nothing is immune to unconsciousness.

The ice lasts forever, except if SKR rules that since the effect is instantaneous, it doesn't have an effect at all.

The range is one of the many mysteries of our universe. Probably 60 feet, but maybe not. Can you run some experiments with your witch (try the hex at a distance of 10 feet, a distance of 20 feet, etc) and report the results here?


My guesses would be 60' range (seems to be the norm for major hexes) Ice is permanent until destroyed... and target who has failed save cannot free itself. And if it were ever relevant, I would assume that it would be a thick layer .. maybe not really a block but more than a thin layer.

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I wonder, can undead become unconscious?

Another inquiry. Do attacks against the creature first hit the ice before they hit the creature, potentially releasing it?

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And yet another question. Does it work on constructs? Constructs are immune to all effects that require a fortitude save, unless the effect affects objects. So, does it affect objects?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
GâtFromKI wrote:
The ice lasts forever, except if SKR rules that since the effect is instantaneous, it doesn't have an effect at all.

It continues to amaze me the stances gamedesigners sometimes take.


The last thread like this disappeared long ago. Suffice it to say, I'd also like to know how/if this Hex works against constructs and undead (as by RAW, it appears to), and yeah, a range would be nice.


Goblins Eighty-Five wrote:
Do attacks against the creature first hit the ice before they hit the creature, potentially releasing it?

Probably.

Goblins Eighty-Five wrote:
So, does it affect objects?

Probably.

The effect deals ice damages and traps the target into an ice tomb. Both effects should affect objects.

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My wife thought to bring up another point: Can you freeze up a Fire Elemental, or any other creature made of fire?

Sorry for all the questions, it is just that she (my wife, aka the GM) is taking us through the Legacy of Fire's 5th Section, and we have run into Undead, Constructs, and Fire Elementals. All these questions came up as we played.

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This is what we ultimately decided on:

Ice Tomb (Su): With a quick incantation, a witch can place this hex on a creature or object within 60 feet. A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude save for half). If the target fails its save, the target is encased in a thin layer of ice, which renders it paralyzed and unconscious while the ice lasts, and it does not need to eat, drink, or breathe while the ice lasts, which, unless destroyed, lasts indefinitely. The ice has 20 hit points, no hardness, and it takes full damage from fire attacks (instead of the normal half damage taken by objects); creatures with natural attacks that deal fire damage (like fire elementals) automatically deal their fire damage to the ice each round. Destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. The ice must be destroyed first before the creature can be damaged. Creatures immune to paralysis can still be rendered unconscious, however, creatures that could not be normally rendered unconscious (like undead or constructs) cannot also be paralyzed, however, if they failed their save, they are still staggered for 1d4 rounds immediately after taking damage from this hex. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.


Goblins Eighty-Five wrote:

Ice Tomb (Su): With a quick incantation, a witch can place this hex on a creature or object within 60 feet.

First grieved for my mediocre English.

Concerning the targeting of this hex, up to what size can be an object affected by a Ice tomb? So big objects as tower or castle can they be the target of this hex or should we establish a zone of effect (area) for Ice tomb also?

Paizo Employee Official Rules Response

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FAQ: http://paizo.com/paizo/faq/v5748nruor1fz#v5748eaic9rt3

Witch, Ice Tomb Hex: What is the range of this hex? Can it affect objects? Does the target need to drink? Can it affect a cold-immune creature? If the target succeeds at its save, is it still imprisoned? How long does it last?

Like most major hexes, the range is 60 feet.

In the second printing of Ultimate Magic, the text says, "A storm of ice and freezing wind envelops the creature...," so it only affects creatures, not objects.

The target doesn't need to eat, breathe, or drink.

The general assumption for effects is if the creature negates the damage from the effect, the creature isn't subject to additional effects from that attack (such as DR negating the damage from a poisoned weapon, which means the creature isn't subject to the poison). Therefore, a cold-immune creature takes no damage from the hex and can't be imprisoned by it.

A target that succeeds at its save takes half damage and is not imprisoned.

Under temperate conditions, the ice lasts 1 minute per witch level. In tropical environments it might only last half as long. In cold environments where ice and snow persist without melting, it might last indefinitely.

Future printings of Ultimate Magic will incorporate these clarifications.


Goblins Eighty-Five wrote:
Creatures immune to paralysis can still be rendered unconscious, however, creatures that could not be normally rendered unconscious (like undead or constructs) cannot also be paralyzed, however, if they failed their save, they are still staggered for 1d4 rounds immediately after taking damage from this hex.

I don't know, I'm not sure that a creature that isn't rendered unconsciousness shouldn't still be immobilized by a solid block of ice. If I were trying to handle this situation I might rule that a creature that can't be rendered unconscious can attempt a strength check DC 20 as a full round action to break out.


Anachrony wrote:
I don't know, I'm not sure that a creature that isn't rendered unconsciousness shouldn't still be immobilized by a solid block of ice.

Nevermind, this effect doesn't work on objects and requires a fortitude save, so undead and constructs are immune. I suppose this means they aren't paralyzed, aren't staggered, and don't even take the cold damage.

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