Petrification, or petrifaction, was a transmutation effect that caused an object, material, substance, or even a being, to turn into stone[1][2][3] (or another hard substance).[4]
Description[]
Forms[]
There were several forms of petrification, though most were from spells or the supernatural abilities of creatures. However, some forms were also embodied in magical items,[5] or cursed scrolls.[6] The influence of the Quasi-Elemental Plane of Minerals could also turn visitors to stone in a process called fossilization.[7][8][9]
Protection[]
Spells[]
Due to the deadly effects of petrification, many protected themselves in advance, especially if they knew they were going to face petrifying foes. Spells were a common way to protect oneself, such as with use of protection from petrification, which protected a single recipient from being turned into stone.[6] Those around Faerûn, particularly the Red Wizards of Thay, were known to use the protection from petrification, 10' radius spell. When cast, a protective zone of 10 ft (3 m) radius spread out from the caster, moving with them from 5 to 20 minutes. The material component for this spell was a bunch of scales from a medusa's snake.[10]
Scrolls[]
A common method to protect oneself or one's allies was to utilize a spell scroll, which worked similarly to the protection from petrification, 10' radius spell.[11][12] In order to scribe a scroll of protection from petrification, one needed to form the special ink first. The spell scroll ink required giant squid sepia, an eye of a basilisk, three cockatrice feathers, 2 fluid drams (7.4 cubic centimeters) of holy water, 1 fluid scruple (1.2 cubic centimeters) of medusa snake venom, six pumpkin seeds, as well as powdered peridot and topaz. One must have harvested the pumpkin seeds at night, dried them over horse dung and sandalwood, and ground them finely. The cockatrice feathers and basilisk eye had to be boiled in a saline solution and then drained. The snake venom and ground gems had to be added next, and then the base ingredients were stirred together. After this, the solution had to stand for a day, and then the holy water and squid sepia were added. Finally, the solution had to be mixed in an anti-clockwise fashion with a silver rod.[13]
Enchanted Armor[]
Armor could be made to resist any transmutation effects, including petrification. In order to do this, a skilled crafter and mage had to apply the proof against transmutation armor quality to the gear.[14]
Usage[]
Apart from the obvious uses, such as disabling foes, petrification was used for other purposes. Beholders of the Underdark were known to keep petrified statues of ambassadors of other races, either for artistic value or for later consumption.[15]
Reversal[]
It was possible to reverse petrification, such as via the stone to flesh spell,[16][17] the magical ointment stone salve,[18] basilisk oil,[19] or the complicated mandrake root extract brewed by fensir.[20] If parts of the statue had broken off, they could be joined together before the spell was cast. Otherwise, an adventurer may have come back with a missing limb, or find something else missing.[3]
Notable Petrification Spells[]
There were several spells that could petrify beings, such as faerie sword,[21] or prismatic spray.[22] The most notable ones were:
- Flesh to stone, which turned a being of flesh into a mindless statue. Its reverse could turn a petrified creature back to their normal selves.[16][17][23][24][25][26][27][28] It was invented by the Netherese arcanist, Mavin, in 3394 NY (−465 DR).[29]
- Statue,[25][26][30][31][32][33][34][35][36] which turned someone into a statue, though they could still hear, think, and see. It was invented by the great archwizard, Quantoul, in 1839 NY (−2020 DR).[32]
- Cast in stone, a rare and powerful spell that gave a druid a petrifying gaze. If the druid so chose, their gaze could reverse the effects of petrification.[37]
- Meld into stone, which if used incorrectly, could cause petrification, i.e., if the spell expired before the caster exited the stone, their gear had a chance of turning into stone.[38][39]
Notable Petrifying Creatures[]
Several creatures were notable for their ability to petrify others, such as stone spiders,[40] gravecrawlers,[41] dust wights,[42] and drakestone golems.[43] The most notable creatures with this ability in the Realms were:
- Basilisks, which could petrify via a deadly gaze.[45] Dracolisks, powerful dragon-basilisk hybrids, could also petrify other creatures. Due to their nictating optical membranes, they had a very high chance of being unaffected by their own gaze being reflected back at them.[46]
- Cockatrices, which were magical flying beasts that could turn others into stone via a single touch. If their enemy was airborne, they would quickly transform mid-air, and often shatter on contact with the ground.[48]
- Gorgons, which were known by their petrifying breath.[49] Gorgimerae were chimera-like hybrid beings, with one of their heads being that of a gorgon, which also had a chance to petrify foes.[50]
- Medusae, which had a petrifying gaze. Adventurers were often made into statues when the eyes of the medusa stared them into their grave.[52]
Notable Petrification-immune Creatures[]
History[]
In 1839 NY (−2020 DR), Quantoul developed the first petrification spell, statue.[32] A millennium and a half later, Mavin developed the common and more-easily accessible spell, flesh to stone.[29]
During the Fall of Netheril, Mystryl sacrificed herself and broke Karsus' link to the Weave. Karsus became petrified and fell from his floating enclave, and plummeted to the ground. His stony corpse was seen as a dying god by some travellers, who erected the city of Karse around it.[57]
In the 14th century DR, Ko Ho San of Kara-Tur learned about the terrorizing effects of a gorgon. Since then, he sought to turn petrified beings back to flesh, including those who had shattered whilst in the state of statues.[58] Around this time, a 12 ft (3.7 m) petrified myconid king was situated in the Oasis of the Stone King, after he had faced a basilisk. Drizzt Do'Urden slew the basilisk, whilst his father Zaknafein, under zin-carla, slew the myconids.[59] Ch'Chitl's emissary, Ilserv of the Illithids, was petrified by the infamous beholder, Xanathar.[60]
In the Anauroch desert in 1367 DR, Ibn Al'Arif was quickly elevated to the sheikh of his people after his predecessor was petrified.[61]
In the early 15th century DR, the legendary Minsc and Boo were petrified into a statue that became known as the Beloved Ranger.[62] In the 1480s DR, a wild magic surge caused the ranger and his hamster to spring back to life.[62][63]
Appendix[]
Gallery[]
References[]
- ↑ Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 229. ISBN 0-9356-9602-4.
- ↑ David "Zeb" Cook (1989). Dungeon Master's Guide 2nd edition. (TSR, Inc.), p. 93. ISBN 0-88038-729-7.
- ↑ 3.0 3.1 Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 301. ISBN 0-7869-2889-1.
- ↑ Christopher Perkins (September 2020). Icewind Dale: Rime of the Frostmaiden. Edited by Kim Mohan. (Wizards of the Coast), p. 213. ISBN 978-0786966981.
- ↑ Stormfront Studios (1992). Designed by Mark Buchignani, Don L. Daglow. Treasures of the Savage Frontier. Strategic Simulations, Inc.
- ↑ 6.0 6.1 BioWare (December 1998). Designed by James Ohlen. Baldur's Gate. Black Isle Studios.
- ↑ Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 56. ISBN 0880383992.
- ↑ Monte Cook and William W. Connors (December 7, 1998). The Inner Planes. Edited by Michele Carter and Ray Vallese. (TSR, Inc.), p. 97. ISBN 0-7869-0736-3.
- ↑ Jeff Grubb, Kate Novak (October 1988). Azure Bonds. (TSR, Inc.), p. 360. ISBN 0-88038-612-6.
- ↑ Steve Perrin (1988). Dreams of the Red Wizards. (TSR, Inc), p. 44. ISBN 0-88038-615-0.
- ↑ Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 128. ISBN 0-9356-9602-4.
- ↑ David "Zeb" Cook (1989). Dungeon Master's Guide 2nd edition. (TSR, Inc.), p. 197. ISBN 0-88038-729-7.
- ↑ Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 117. ISBN 0-9356-9602-4.
- ↑ Sean K. Reynolds, Duane Maxwell, Angel McCoy (August 2001). Magic of Faerûn. (Wizards of the Coast), p. 137. ISBN 0-7869-1964-7.
- ↑ Eric L. Boyd (November 1999). Drizzt Do'Urden's Guide to the Underdark. Edited by Jeff Quick. (TSR, Inc.), p. 15. ISBN 0-7869-1509-9.
- ↑ 16.0 16.1 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 285. ISBN 0-7869-2886-7.
- ↑ 17.0 17.1 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 181. ISBN 0-88038-716-5.
- ↑ Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 267. ISBN 0-7869-2889-1.
- ↑ Larian Studios (October 2020). Designed by Swen Vincke, et al. Baldur's Gate III. Larian Studios.
- ↑ Wolfgang Baur and Lester Smith (1994-07-01). “Monstrous Supplement”. In Michele Carter ed. Planes of Chaos (TSR, Inc), p. 12. ISBN 1560768746.
- ↑ Anne Gray McCready et al. (March 1994). Elves of Evermeet. (TSR, Inc), p. 66. ISBN 1-5607-6829-0.
- ↑ Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 209–211, 267. ISBN 978-0-7869-6560-1.
- ↑ Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207–211, 243. ISBN 978-0-7869-6560-1.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 232. ISBN 0-7869-2886-7.
- ↑ 25.0 25.1 Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 183. ISBN 0-7869-0394-5.
- ↑ 26.0 26.1 Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.
- ↑ slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 121–123. ISBN 0-7869-0437-2.
- ↑ Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 86. ISBN 0-9356-9601-6.
- ↑ 29.0 29.1 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 23–28. ISBN 0-7869-0437-2.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 284. ISBN 0-7869-2886-7.
- ↑ David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 187. ISBN 0-88038-716-5.
- ↑ 32.0 32.1 32.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 22, 24, 27, 112. ISBN 0-7869-0437-2.
- ↑ slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 122–123. ISBN 0-7869-0437-2.
- ↑ Mark Middleton et al (September 1998). Wizard's Spell Compendium Volume Four. (TSR, Inc), p. 876. ISBN 978-0786912094.
- ↑ Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 89. ISBN 0-9356-9601-6.
- ↑ Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 84. ISBN 0-8803-8099-3.
- ↑ Sean K. Reynolds, Duane Maxwell, Angel McCoy (August 2001). Magic of Faerûn. (Wizards of the Coast), p. 83. ISBN 0-7869-1964-7.
- ↑ David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 211. ISBN 0-88038-716-5.
- ↑ David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 269. ISBN 0-7869-0329-5.
- ↑ Strategic Simulations, Inc. (1991). Designed by Ken Humphries, David Shelley. Pools of Darkness. Strategic Simulations, Inc.
- ↑ Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). Monster Manual II 3rd edition. (TSR, Inc), p. 118. ISBN 07-8692-873-5.
- ↑ Andrew Finch, Gwendolyn Kestrel, Chris Perkins (August 2004). Monster Manual III. (Wizards of the Coast), p. 47. ISBN 0-7869-3430-1.
- ↑ Andy Collins, James Wyatt, and Skip Williams (November 2003). Draconomicon: The Book of Dragons. (Wizards of the Coast), pp. 164–165. ISBN 0-7869-2884-0.
- ↑ James Lowder (August 1993). Prince of Lies. (Wizards of the Coast), pp. 262–263. ISBN 1-56076-626-3.
- ↑ Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 196. ISBN 0-9356-9602-4.
- ↑ Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 55. ISBN 0-88038-031-4.
- ↑ Mike Mearls, et al. (November 2016). Volo's Guide to Monsters. Edited by Jeremy Crawford, et al. (Wizards of the Coast), p. 12. ISBN 978-0786966011.
- ↑ Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 51. ISBN 0-9356-9602-4.
- ↑ Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 49. ISBN 0-9356-9602-4.
- ↑ Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 70. ISBN 0-88038-031-4.
- ↑ Allen Varney (May 1989). Knight of the Living Dead. (TSR, Inc.). ISBN 978-0880385985.
- ↑ Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 207. ISBN 0-9356-9602-4.
- ↑ Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 42. ISBN 0-88038-031-4.
- ↑ Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 112. ISBN 0-88038-031-4.
- ↑ Mike Pondsmith, Jay Batista, Rick Swan, John Nephew, Deborah Christian (1988). Kara-Tur: The Eastern Realms (Volume I). (TSR, Inc), p. 77. ISBN 0-88038-608-8.
- ↑ Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 102. ISBN 1-5607-6619-0.
- ↑ slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 12. ISBN 0-7869-0437-2.
- ↑ Jeff Grubb (1988). Mad Monkey vs the Dragon Claw. (TSR, Inc), p. 10. ISBN 0-88038-624-X.
- ↑ Eric L. Boyd (November 1999). Drizzt Do'Urden's Guide to the Underdark. Edited by Jeff Quick. (TSR, Inc.), p. 43. ISBN 0-7869-1509-9.
- ↑ Eric L. Boyd (November 1999). Drizzt Do'Urden's Guide to the Underdark. Edited by Jeff Quick. (TSR, Inc.), p. 45. ISBN 0-7869-1509-9.
- ↑ 61.0 61.1 James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “Anauroch”. In Karen S. Boomgarden ed. Elminster's Ecologies (TSR, Inc), p. 2. ISBN 1-5607-6917-3.
- ↑ 62.0 62.1 Adam Lee, et al. (September 2019). Baldur's Gate: Descent into Avernus. Edited by Michele Carter, et al. (Wizards of the Coast), p. 183. ISBN 978-0-7869-6687-5.
- ↑ Jim Zub (October 2014). “Legends of Baldur's Gate 1”. Legends of Baldur's Gate #1 (IDW Publishing) (1)..