Armor Lock

School transmutation; Level magus 2, sorcerer/wizard 3, witch 3


Casting Time 1 standard action
Components V, S, M (a pinch of rust)


Range medium (100 ft. + 10 ft./level)
Target one armored creature
Duration 1 round/level (D)
Saving Throw Reflex partial; see text; Spell Resistance yes


Upon pointing at an armored foe, you cause all of the joints of the target’s armor to stiffen as otherworldly chains wrap around the target.

On a failed Reflex save, a target in heavy metal armor becomes staggered. A target in light or medium metal armor instead becomes entangled. Targets wearing no armor or nonmetallic armor are unaffected. If the target is wearing heavy metal armor and succeeds at its Reflex save, it becomes entangled instead of staggered; a target in light or medium metal armor that succeeds at its saving throw is unaffected by the spell.

Section 15: Copyright Notice

Pathfinder Player Companion: Knights of the Inner Sea © 2012, Paizo Publishing, LLC; Authors: Gareth Hanrahan, Steve Kenson, Patrick Renie, Tork Shaw, and Jerome Virnich.

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