Lock Armor

School clockwork (transmutation); Level sorcerer/wizard 2


Casting Time 1 standard action
Components V, S, M (a pouch of rust and metal shavings)


Range close (25 ft. + 5 ft./2 levels)
Target metal equipment of one creature/2 levels, or one construct/2levels
Duration 1 round/level
Saving Throw Will negates (see description); Spell Resistance no


Lock armor makes metal cling to metal as though soldered or rusted through, making it impossible to move the pieces against one another. This effectively paralyzes a creature in any form of metal armor, although speech is still possible.

The effect is negated if the armor can be removed by a compatriot. In addition, the creature in armor gains a Will save each round to overcome the effect. A creature wearing a chain shirt, breastplate, or other metal armor that only covers part of the body can still move but cannot attack or effectively defend itself. Animated metal constructs are completely paralyzed and unable to speak.

Each round, a construct affected by this spell may use a full-round action and roll a new Will save to end the effect, without provoking attacks of opportunity. A winged construct affected by lock armor cannot flap its wings and falls. A swimmer can’t swim and might drown. Grease counters and dispels lock armor.

Section 15: Copyright Notice

Deep Magic. � 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.

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