Lock ItemSpell 2
Traditions Arcane, Primal
Cast (somatic, verbal)
Range 30 feet
Target 1 object held by 1 creature and the creature holding it
Duration varies
Saving Throw Reflex
One object held by a creature becomes fused to that creature's hand and can't be put down. To Disarm or Steal the item, the result of the skill check must exceed the spell's DC or the normal DC, whichever is higher. To voluntarily drop the weapon, the target must spend an Interact action rather than a free action, and then succeed at a Reflex save. On a failed save, the action is wasted, but on a success, they drop the item and the spell ends. An unwilling creature must attempt an initial Reflex save against lock item. A willing creature can choose to critically fail the saving throw.
Critical Success The creature is unaffected.
Success The creature is affected for 1 round.
Failure The creature is affected for 4 rounds.
Critical Failure The creature is affected for 1 minute.
Heightened (+2) You can target either 1 additional object held by the same creature or 1 additional object held by 1 additional creature.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AbjurationEffects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.