Fuse Armor

2nd-level abjuration

Casting Time:1 bonus action
Range:30 feet
Components:V, S
Duration:Concentration, up to 1 minute

Choose a manufactured metal object with movable parts, such as a drawbridge pulley or winch or a suit of heavy or medium metal armor, that you can see within range. You cause the object’s moveable parts to fuse together for the duration. The object’s movable aspects can’t be moved: a pulley’s wheel won’t turn and the joints of armor won’t bend.

A creature wearing armor affected by this spell has its speed reduced by 10 feet and has disadvantage on weapon attacks and ability checks that use Strength or Dexterity. At the end of each of its turns, the creature wearing the armor can make a Strength saving throw.

On a success, the spell ends on the armor.

A creature in physical contact with an affected object that isn’t a suit of armor can use its action to make a Strength check against your spell save DC. On a success, the spell ends on the object.

If you target a construct with this spell, it must succeed on a Strength saving throw or have its speed reduced by 10 feet and have disadvantage on weapon attacks. At the end of each of its turns, the construct can make another Strength saving throw. On a success, the spell ends on the construct.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional object for each slot level above 2nd. The objects must be within 30 feet of each other when you target them.

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