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Lock ItemSpell 2


ConcentrateManipulate
Source Pathfinder Battlecry!
Traditions Arcane, Primal
Cast Two Actions
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; the target must also attempt a Reflex save to Interact to put away or swap the object. 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 one additional object held by the same creature or one additional object held by one additional creature.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.