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priority:magic:spells:tier8:iron_body [2026/03/09 05:24] – Replacing Move Action with Half Action, hyperlinking elfinlockspriority:magic:spells:tier8:iron_body [2026/03/09 05:41] (current) – hyperlinking CL page elfinlocks
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 You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have a somatic spell failure chance of 35%, and a -6 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments. You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have a somatic spell failure chance of 35%, and a -6 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.
  
-Your unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks. You add your Caster Level in place of your Strength modifier for attack and damage rolls with this attack.+Your unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks. You add your [[priority:magic#caster_level|Caster Level]] in place of your Strength modifier for attack and damage rolls with this attack.
  
 Your weight increases by a factor of 10, causing you to sink in water like a stone. However, you can survive the lack of air at the bottom of the ocean – until the spell duration expires, after which you must hold your breath normally (and may suffer from the pressure, depending on the depth). Your weight increases by a factor of 10, causing you to sink in water like a stone. However, you can survive the lack of air at the bottom of the ocean – until the spell duration expires, after which you must hold your breath normally (and may suffer from the pressure, depending on the depth).