Farland
Explorer
So here is a new idea for a spell. I call it Bind Weapon. It is very rough, so give me lots of critiques and feedback.
Bind Weapon
Transmutation
Level: Sor/Wiz 2, Protection 2
Components: V,S,M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One weapon
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
A thin, gray ray springs from your pointing finger. You must make a successful ranged touch attack to hit a weapon held by a target (the weapon has the touch AC of the wielder). For every four caster levels beyond 1st, you gain an additional ray--two at 5th level, three at 9th, four at 13th, and the maximum of five rays at 17th level or higher. You may only shoot one ray per round as a standard action. If the ray strikes a weapon, the wielder of the weapon must succeed on a DC 18 STR check to maintain his grasp on the weapon, in which case the spell has no effect; otherwise the weapon is pinned to the ground as if by a powerful force. An unattended weapon is automatically pinned by the spell. A weapon so affected can only be recovered with a DC 20 STR check performed as a full-round action. Once the item is recovered, the spell effect ends.
This spell affects magical weapons but does not affect natural weapons, artifacts or relics, or objects that are not weapons, even if they are currently being wielded as impromptu weapons (i.e it only affects things listed in the SRD as weapons). Binding a weapon attached to a locked gauntlet will effectively pin to the ground the arm of the wielder until the gauntlet is removed or unlocked.
Material Component: A small magnet.
What do you think? Is the level appropriate for its power? How about the mechanism? I thought of an auto-hit spell that allows a FORT or will save, but I decided to go with this.
Bind Weapon
Transmutation
Level: Sor/Wiz 2, Protection 2
Components: V,S,M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One weapon
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
A thin, gray ray springs from your pointing finger. You must make a successful ranged touch attack to hit a weapon held by a target (the weapon has the touch AC of the wielder). For every four caster levels beyond 1st, you gain an additional ray--two at 5th level, three at 9th, four at 13th, and the maximum of five rays at 17th level or higher. You may only shoot one ray per round as a standard action. If the ray strikes a weapon, the wielder of the weapon must succeed on a DC 18 STR check to maintain his grasp on the weapon, in which case the spell has no effect; otherwise the weapon is pinned to the ground as if by a powerful force. An unattended weapon is automatically pinned by the spell. A weapon so affected can only be recovered with a DC 20 STR check performed as a full-round action. Once the item is recovered, the spell effect ends.
This spell affects magical weapons but does not affect natural weapons, artifacts or relics, or objects that are not weapons, even if they are currently being wielded as impromptu weapons (i.e it only affects things listed in the SRD as weapons). Binding a weapon attached to a locked gauntlet will effectively pin to the ground the arm of the wielder until the gauntlet is removed or unlocked.
Material Component: A small magnet.
What do you think? Is the level appropriate for its power? How about the mechanism? I thought of an auto-hit spell that allows a FORT or will save, but I decided to go with this.