It's really not worth 2 AP. It's touch-range, it does almost no damage, it lasts for only 1 turn.
It also wears off as soon as the target's turn comes up, so if you use it on an enemy with LESS Initiative than you, it wears off before you get to act. The only way I can get it to actually last is to delay my turn and use it at the end. Or maybe it's just buggy.
It's utility is quite limited and it doesn't even have the advantage of the other racial skills cost of 1 or 0 AP. At 2 AP there's basically no reason to use it over anything else.
Interestingly there might be another way to make it useful. If it was reduced to 1 AP and the damage was removed, it could make for an interesting emergency status remover on party members, and prevent most others from landing.
Another alternative would be to increase the petrify duration up to 2 turns to make it worth the 2 AP cost.