Fuse Armor

Fuse Armor is a 2nd-level evocation available to Bard, Cleric, Sorceror, Warlock, Wizard.

Fuse Armor — fantasy spell effect illustration. Fuse Armor is a 2nd-level evocation available to Bard, Cleric, Sorceror, Warlock, Wizard.
Summon this spell being cast
Describe it your way — Fuse Armor is already filled in.
Summon art →

Choose a manufactured metal object with movable parts, such as a drawbridge pulley or winch or a suit of heavy or medium metal armor, that you can see within range. You cause the object's moveable parts to fuse together for the duration. The object's movable aspects can't be moved: a pulley's wheel won't turn and the joints of armor won't bend.
A creature wearing armor affected by this spell has its speed reduced by 10 feet and has disadvantage on weapon attacks and ability checks that use Strength or Dexterity. At the end of each of its turns, the creature wearing the armor can make a Strength saving throw. On a success, the spell ends on the armor.
A creature in physical contact with an affected object that isn't a suit of armor can use its action to make a Strength check against your spell save DC. On a success, the spell ends on the object.
If you target a construct with this spell, it must succeed on a Strength saving throw or have its speed reduced by 10 feet and have disadvantage on weapon attacks. At the end of each of its turns, the construct can make another Strength saving throw. On a success, the spell ends on the construct.

Community Images

Fuse Armor — fantasy spell effect illustrationPrimary
auto-generated · spell · spell

Sign in to upvote images, report inappropriate ones, and curate the entry's primary visual.

Related entries

matched by shared tags

6 same-category · 0 cross-category

Further reading

Jetpack7 Game Master Series
The Game Master's Book of Astonishing Random Tables
Ben Egloff · 2023
Last updated 6/19/2026·Tags: spell, evocation, bard, cleric, sorceror, warlock, wizard, concentration