Beyond The Shore: Legacy of the Golden Horseshoe
School: Conjuration (calling, teleportation)
Level: Bard 2nd, Druid 3rd, Occultist 1st, Sorcerer/Wizard 2nd, Summoner 1st, Witch 2nd
Casting Time: 1 standard action
Components: V, S
Range: Close (25 feet + 5 ft./2 levels)
Effect: one creature/level, no two of which can be more than 30 ft. apart
Saving Throw: Will negates
Spell Resistance: No
A favorite of pacifists, with this spell the caster is able to disarm almost any number of foes by replacing their weaponry with flimsy and harmless simulacra. It is believed to function by invoking the services of an obedient gnomus, mischievous spirits of the earth who hold domain over most all solid matter, and in particular all minerals and metals. They delight in exchanging the weaponry designated by the caster with the inferior materials they have access to.
The caster designates one or more armed creatures within range to be the targets of this spell. Each creature targeted must currently be holding a manufactured weapon. The caster does not need line of sight to the target, so long as he can perceive the target’s weapon; such as a pike sticking out around a corner, or the smell of black powder from hidden musketeers, or the clang of swords in a skirmish beyond a high wall. Weapons not being brandished (such as a bow slung across the back or a sword in its sheath) do not count as being armed for the purpose of being targeted by this spell. All individual elements of any ranged weapon (such as a crossbow, quiver, and bolts) count as a single weapon for the purpose of this spell.
An affected creature must immediately make a Will save. A targeted creature brandishing a magical or masterwork weapon may add the weapon’s enhancement bonus (if any) to his save. On a successful save, nothing happens save for a vaguely foul smell, like fecund pond water briefly emanating around their weapon.
On a failed save, the weapon is instantaneously replaced with a brittle and dull-coloured simulacrum. The next successful attack with the weapon deals only non-lethal damage and causes the weapon to be instantly destroyed — bows snap like bent dry twigs, while the quivers fall apart like parchment and the arrows shatter on the ground, steel blades crack and crumble upon impact with bare skin, like aluminium weakened with gallium, and guns burst into a plume of dust upon the pull of the trigger while pouches of shot become fine grained sand. Any and all traces of these weapons dissolve into nothingness.
Anyone observing the spell’s function and succeeding on a Spellcraft check (DC 20) can deduce that the original weapons have been transported to another plane of existence, and replaced with the matter there-of, but cannot determine where without the use of a Trace Teleport or similar spell.