You grant the target the gift of riches, giving them the power to turn anything they touch to gold. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target's skin turns their armor and clothing partially to gold. If the target is wearing any armor or clothing, they become Encumbered.
Failure As success, but the curse extends to the target's held weapons and other gear. If the target is holding any weapons or other objects, they become Clumsy 3, and the objects' Hardness is reduced by 5.
Critical Failure The curse becomes even stronger, extending to the surrounding terrain. As failure, and if the creature is standing on a solid surface, the ground in their space transmutes itself into a quagmire of liquid gold. The gold is greater difficult terrain. If the creature leaves its square (or when the curse ends), any affected terrain returns to its original shape and substance and the terrain in the new square transmutes to gold.
Any objects that were turned to gold return to their previous form and original shape when they leave the target's possession or the spell ends. As long as the target did not critically succeed on their saving throw, 2d6 gp worth of gold flakes and dust are left behind as the curse recedes.
Traits
An action with this trait requires a degree of mental concentration and discipline.
A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.