Witch Ice Tomb Hex


Rules Questions

Silver Crusade

6 people marked this as FAQ candidate. Answered in the errata. 1 person marked this as a favorite.

Ice Tomb was used against a vampire for the first time in our campaign.

(1) If Cold Resistance negates all damage but the victim fails the save, can it be entombed? @HappyDaze: that's my understanding as well. In our instance, the vampire failed the save and took 3 damage after cold resistance applied.

(2) Can a vampire be subject to the paralyzation and unconscious effect? Could a creature that is immune to paralysis and/or unconscious effects be subject? Is it a sleep or stasis?

(3) Even if not subject to being knocked out, is the undead still trapped in the ice and immobilized, or can it take actions to break free? Does the ice last indefinitely as suggested?

Ice Tomb (Su): A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.

My ruling on the fly:

Spoiler:
Vampire bad guy took 3 points of damage after failing the save and having cold resistance take off 10 points. Vampire was encased, but I ruled not knocked unconscious or paralyzed. The vampire had been imbued with Righteous Might and possessed of tremendous strength, so I ruled, without really any guidance, that as a full-round action it forced its way free of the ice and was not then staggered.


I'm not sure if it's this game or another, but I recall reading that if you are immune/resistant to all of the damage done by an effect, you ignore any rider conditions too. Someone with more grounding in Pathfinder rules might be able to give you a quote (if I'm correct).


From the Undead creature type:

"Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)."

Silver Crusade

hogarth wrote:

From the Undead creature type:

"Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)."

Ah, good eye. I might explain Ice Tomb, then, as attaching to the life force of the target, causing it to enter a paralytic state, but undead would simply be pelted by ice and the Hex would then fizzle.


hogarth wrote:

From the Undead creature type:

"Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)."

So what there is no targeting specification saying that Ice Tomb does not work on objects. You could presumably target a statue or a book or whatever with Ice Tomb.


I can see not being hurt by it, but the ice is surrounding them. In my eye, it's silly to think a Fort save can stop ice from surrounding you.

Also, how did a Vampire get Righteous Might? That seems...odd, if allowable.


pad300 wrote:
hogarth wrote:

From the Undead creature type:

"Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)."

So what there is no targeting specification saying that Ice Tomb does not work on objects. You could presumably target a statue or a book or whatever with Ice Tomb.

Well, it does say "destroying the ice frees the creature". But ask your GM.


Cheapy wrote:

I can see not being hurt by it, but the ice is surrounding them. In my eye, it's silly to think a Fort save can stop ice from surrounding you.

Also, how did a Vampire get Righteous Might? That seems...odd, if allowable.

+1 weather it hurts him or not it still incloses around him.

Silver Crusade

Just seems poorly written and don't feel confident on adjudicating the Hex. Guess the hex says "target," so it could deal ice damage to a book, for example, and therefore target undead. Still leaves me the question:

If it fails the save but DR reduces the damage to zero, does the rider condition of entrapment still take place?

After a failed save, (and if the hex does indeed work on undead), does it somehow paralyze undead or creatures normally immune to that type of effect by magical immobolization?

If so, can it render unconscious things that normally are immune to that effect?

If not, does the hex immobilize the target to the the point of not being able take physical actions to break the ice?

@ northbrb - the vampire had cleric levels for the Righteous Might


If I understand this spell/ability's intention, its design makes no sense.


Kinda wondering about this here myself recently, and it occured to me as I read the stat blocks for undead and constructs on d20pfsrd; are undead and/or constructs immune to unconciousness?

I can't find anywhere in there type blocks that they wouldn't be effected by that part of the Hex.

On one hand, it doesn't make sense that you can knock out a Golem or Undead creature, but on the OTHER, it doesn't really make sense they'd immune to being encased in ice.

Thoughts?

Contributor

1 person marked this as FAQ candidate.

The hex can only affect creatures (text will be revised in the next printing of UM).


1 person marked this as FAQ candidate.

So, undead are auto-immune to all damage that requires a fort save? O_o

Another dumb question on Ice Tomb: What's its range?


hogarth wrote:

From the Undead creature type:

"Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)."

Well I see nothing that prevents me from ice tombing an object.


johnlocke90 wrote:
hogarth wrote:

From the Undead creature type:

"Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)."

Well I see nothing that prevents me from ice tombing an object.

Look up a bit:

Sean K Reynolds wrote:
The hex can only affect creatures (text will be revised in the next printing of UM).

:-P


Sean K Reynolds wrote:
The hex can only affect creatures (text will be revised in the next printing of UM).

That's the LEAST important of the problems with the hex in question. "How long does the ice last" and "What is the ice's HP/Hardness" are the big ones off the top of my head.


Arbane the Terrible wrote:
So, undead are auto-immune to all damage that requires a fort save? O_o

Not all; some spells with Fort saves specifically state that they affect objects (e.g. Shout).

Liberty's Edge

deuxhero wrote:
"How long does the ice last" and "What is the ice's HP/Hardness"

The ice has 20 hit points. It says right in the text of the ice tomb hex. Ice has 0 hardness, as noted under Table: Substance Hardness and Hit Points (it also has 3 hp/inch, so we can probably assume the ice tomb is about 6 or 7 inches thick.

The ice lasts as long as ice lasts - that is, until it melts. For this reason, it's handy for a witch to keep a portable gate to the elemental plane of cold. Or as I like to call it, "The Enemy Refrigerator."

Liberty's Edge

1 person marked this as a favorite.
Arbane the Terrible wrote:

So, undead are auto-immune to all damage that requires a fort save? O_o

Another dumb question on Ice Tomb: What's its range?

I almost wonder if this was a ritual Necromantic bump , 1 year later on the day! Well done Gravemaster!


brreitz wrote:


The ice lasts as long as ice lasts - that is, until it melts. For this reason, it's handy for a witch to keep a portable gate to the elemental plane of cold. Or as I like to call it, "The Enemy Refrigerator."

Except imprisoning someone in some magic cacoon is pretty standard witching stuff, and the removal of the need to eat or sleep is very odd if it melts natural. It is already magical ice (see the HP. Not sure what the second issue I remember was)


1 person marked this as a favorite.

Here is how I would clarify it.

This hex has two effects. First, the target creature or object is encased in ice. The ice has 20hp, 0 hardness. Creatures encased in ice are staggered for 1d4 rounds when the ice is destroyed. Second, the ice has a chance to put creatures in suspended animation forever. Creatures encased in ice take 3d8 Cold damage, and are Paralyzed and Unconscious in suspended animation - they do not need to breathe, eat, or drink. A successful Fortitude save against this suspended animation can reduce the cold damage by half, and negates the Paralysis and Unconsciousness conditions.

My version has 13 more words, but it is a lot more clear. Paizo has my permission to use the suggested wording in this post freely and without attribution :)

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