Flesh Conversion

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Flesh conversion [Minor] by Iczer

'What's a matter? were you using that hand?'

The character can expell a toxic fluid up to 30 feet away that bonds with living flesh and converts it into plant matter.
The character has a +3 to strike opponents with this enzyme (can be performed twice per round). The target takes 3D6 from the acidic enzyme and must make a saving throw (14+ PE bonuses apply, but this is not poison). The burnt flesh turns immeadiately inot a type of mold and begins to take root. on a successfull saving throw, the character has a dead patch of skin and muscle from the attack. On a fail, the patch of mold grows, sending roots into the character (2D6 damage every round for 1D4 rounds) as well as attempting to use the host as fuel for an evolutionary growth spurt (growing flowers, leaves and more complicated plant based physiology).
Characters transformed into inorganic substances, or plant matter, or protected by a force field are immune to this power. Characters immune or resistant to acid take normal damage but automatically make their Saving throw. Invulnerable character takes half damage from this power, but are otherwise affected as usual. A living creature killed by this power will rise as a mindless but somewhat violent shambling plant thing. (halve PP and Spd, grant it 2 attacks per melee and give it an SDC equal to 10+ its PE. it has an AR of 8 and takes double damage from fire. at the GM's whim, it may posess some powers and abilities from its living self. the new creature is not under the character's control).