Liquid Form
The subject and all its gear become translucent liquid.
Relics & Rituals: Olympus
© 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
By W. Jason Peck, Aaron Rosenberg, Christina Stiles and Relics & Rituals: Olympus team
Transmutation
Level: Druid 3, Sorcerer/Wizard 3
Components: S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Willing corporeal creature touched
Duration: 2 min./level (D)
Saving Throw: None
Spell Resistance: No
Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can’t attack or cast spells with verbal, somatic, material, or focus components while in liquid form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in liquid form. If it has a touch spell ready to use, that spell is discharged harmlessly when the liquid form spell takes effect.
A liquid creature can’t run, but it can move or Swim at a speed of 10 feet. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of heat, which can cause the creature to start to evaporate. Fire (heat) directed in an area of effect (not directly into the water, which would drench nonmagical fire) causes half damage; if any required Reflex save is made, the liquid creature suffers no damage.
A liquid creature can’t manipulate objects or activate items, even those carried along with its liquid form. Continuously active items remain active, though in some cases their effects may be moot.
Arcane Material Component: A drop of water.