
Leonis472 |
Hey everyone, I'm new to these boards but not to forums in general. I hope I've found the correct spot to post this. If not, please point me to the correct forum. Anyway, please review this spell I've just finished and leave comments and suggestions:
SWORDSTOP
Abjuration
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
A protective field of energy surrounds your hands and forearms, emanating a distance from the surface of your skin equal to the length of one-third your forearm. This field repels any and all weapons which try to breach its field, meaning you cannot handle or touch weapons, neither can they touch you. If you are holding a weapon at the time this spell takes effect, that weapon falls swiftly to the ground at your feet. For the purposes of this spell, ammunition is considered a weapon. Objects not normally considered weapons but used as them—such as a letter opener used in a melee attack, or a stone thrown as a ranged attack—are likewise repelled.
Swordstop understands intent. A hand offered in greeting may be shaken, but a fist is repelled. You may pick up and use objects such as a letter opener, but if you intend to use it as a weapon, it slips out of your hands as if turned into a warm stick of butter. A stone may be picked up, but just before it’s thrown it slips away too. Material components which are weapons may not be touched, for example the required dagger in cloud of daggers. The same rule applies to foci. Semblances of weapons may be touched, such as a miniature pendant in the likeness of a sword.
This spell does not prevent you from making a fist or otherwise using your hand and forearm offensively, such as in a grapple or disarm attempt. Natural weapons generally involving the upper appendage are likewise unhindered. Swordstop has no effect on touch spells, and ranged touch attacks are uninfluenced by its protective field. Touch spells which require you to touch a weapon to release the spell may be cast normally, but the charge of such a spell cannot be released, as you may not touch weapons (examples include magic weapon and flame arrow). Raising your warded arm to block a blade does not release a touch spell you may be holding the charge for, as this spell blocks said blade by preventing you from touching it.
Swordstop does not hinder or prevent spells which improve one’s fighting ability, including spells which transform the upper appendages into natural weapons. Spells which conjure up weapons (summon weapon [01]) or create a weapon-like effect (flame blade, prismatic bow [02]) may be cast, but you are immediately disarmed. Consult the spell’s description for details on what happens if you are disarmed or try to set down the effect of the spell.
Swordstop gives a +2 shield bonus to Armor Class per arm for two-armed creatures. Unlike separate bonuses to Armor Class of the same type, swordstop’s shield bonus stacks. Creatures with more than two upper appendages gain an additional +2 bonus, though as they and creatures with more limbs than six have more body to cover, the benefit caps at +6. It provides a +4 bonus to all grapple checks, as in both attacking and defending your hands and forearms may not be touched by the opponent’s hands, which of course, swordstop considers weapons. It grants a +6 bonus to disarm checks made for non-weapon objects, as it is very difficult to keep someone from taking something when you cannot touch the thieving hand. Opponents can, however, penetrate the field with the intent of getting a better grip on the contended item, or on their own hand holding that item, in which case the bonus drops to +4. The benefits provided by swordstop to grapple and disarm checks stack with other bonuses.
Incorporeality and similar effects cannot bypass swordstop’s protection. Since your hands cannot be harmed, you are free to use them to perform the somatic components of your spells and deflect blows simultaneously. Thus, swordstop provides a +4 bonus while casting on the defensive (PH p.140), which stacks with the bonus provided by the Combat Casting feat. [03]
There is a danger to this spell’s use, however. Since you are likely to use them to deflect the swings of blades, your forearms are subject to sunder attempts. Treat a sunder attempt against the ward as a worn object, namely one-inch iron armor with a +1 enhancement bonus: Hardness 12, HP 40. Swordstop restores 5 HP per round. If successfully sundered, swordstop is dispelled, and damage above swordstop’s remaining hit points is immediately applied against your forearm as in a successful sunder attempt. Treat your arm as three-inch thick non-magical leather if you're a medium creature: Hardness 2, HP 15. If your forearm survives, you’d be wise to not offer it up again, and you are lightly bleeding 1HP per round. But if that too, is sundered, you’ve lost your hand and half your forearm! You lose 10 HP and are bleeding profusely: take 1 Constitution damage and -1 HP per round until you stabilize with a Heal check or as little as 1 HP of magical healing. Finally, swordstop offers no protection against spells and other effects which are not weapons or weapon-like, as outlined above.
[01] - Spell comes from the Spell Compendium/
[02] - Spell comes from Complete Mage/
[03] - This line was here, but I think it might be too much in light of all else the spell affords: You gain the benefit of the Deflect Arrows feat, even if you do not meet the prerequisites.
There is a hefty amount of material here, I know,, but allow me to show you my thinking process: Shield is a 1st level spell, offering a +4 shield bonus to AC. It is a force spell, which means it stops incorporeal and ghost touch weapons and the like. I've carried both over to swordstop, and though it is not a force spell it can still stop incorporeality. The only functional change so far is an additional +2 if you have six or more arms, or -2, if you have only one arm. Heh.
The bonuses to disarm and grapple are new, as is the bonus to casting on the defensive. There are a few disabilities imposed, in that you cannot touch weapons at all, regardless of intent. That is only bypassed by objects which are not always weapons, in which case swordstop senses motive. Without dismissing the spell, you cannot again touch a weapon for any reason. Another is that your arm might be severed! All said, I think it fits well in with 2nd level spells. Comments?

![]() |

Ok, some inital thoughts.
1) If a second level spell is this long, I fear what your 9th level spells are. Now we know the real reason a spell takes up one page a level ;-)
2) It's an interesting concept. I understand the wanting to avoid the old invisibility dodge (so if I throw a fireball I become visible, but a summon monster keeps me safe?) but it really ads to the spell's length.
3) Very situational, why doesn't it have the [force] descriptor?
4) The 'if it's a weapon, then its repelled' raises some questions. Can I (accidentally) run over the person with a car? Is there a size limit? Can I drop a house on them?
5) The shield bonus is a bit unwieldly. If I understand your intent, "The recepient of the spell gains a +2 shield bonus for each arm affected by the spell," might be shorter. What if the person is using a spiked shield? Or what if they're wearing a normal shield and shield bash?
6) The severed mechanic is a bit clunky and severe (thought it gives a reason for the regeneration spell). a daze or stun effect might be better.
7) For some reason I get the image of those big rubber gloves you get for cleaning the bathroom.
It's an interesting concept, just think it needs to be shortened and simplified a little.

![]() |

ok, let me see if i have the rules down:
1: Can't wield weapons, other than unarmed strikes or touch spells.
2: +2 Shield Bonus / Arm, Max +6
3: +4 To Casting Defensively (stacks with Combat Casting feat)
4: +4 To Grapple
5: +6/+4 to defending Disarm (assuming this does not count to offensive disarm attempts)
Drawbacks: Cannot wield weapons, can have your hands/arms sundered.
As it, it is very unwieldly to parse through exactly what this spell is doing.
I think you could probably simplify it, probably giving a base +4 Shield Bonus, +4 CMB defense (or +4 on Grapple/Disarm defense rolls if using 3.5), and +4 to Casting Defensively.
With this, you can lose the "sunder your arms" clause, this is a tricky mechanic to introduce in a single spell, and breaks the usual rules of "no called shots." After all, how many people are going to stop and think: I can sunder this one guy's arms but no-one else's?
As such, this basically combines Shield, bits of Grease, and adds in the part about casting defensively, all for a 2nd level spell and the inability to wield weapons for the duration. (I would specifically state what a weapon is for this spell, do wands count? improvised weapons slip out when you go to whack someone? etc.)
-t

Leonis472 |
It's an interesting concept, just think it needs to be shortened and simplified a little.
Thank you, and I agree! I've attempted to respond to your suggestions, and by the way I'm very much in your debt for responding to my post. Many thanks!
1) Hahahahaha! I think so! At least in my spellbooks. :)
2) It's a simple spell with a complex concept, and the things I've mentioned would come up in gameplay. And it's not so much longer than Dispel Magic . . . :)
3) Because the spell is discriminating, and doesn't apply force to accomplish its task. It blocks weapons and objects functioning as them, nothing else. If I wanted to create reinforced (no pun intended) forearm/hand armor it would be a Conjuration (Creation) [Force] spell like Mage Armor is, creating something like invisible force gauntlets. Which isn't entirely too far from the truth . . . I'm afraid it's somewhat difficult to make my case.
Honestly, many spells could be of a different school in the PHB. For instance, since its protective, why isn't Mage Armor of the Abjuration school? I know because it accomplishes its task by creating something, so Conjuration, but still. And why aren't healing spells in the Necromancy school? They deal with life and death and forces thereof. Anyway, I wanted a protective spell like an improved Shield spell which was of the Abjuration school.
To precipitate another question, it works on incorporeality because even incorporeal weapons attempt to affect objects on the Material Plane, and to do so against a swordstop-warded character means attempting to breach AC, something this spell contributes to.
4) Good question. The spell reads intent, and provides its AC bonus based on that intent. In the car example, a car is not a weapon, but may be employed as one. The driver would have to beat his victim's AC, which would include a +4 shield bonus, if the character has two arms.
5) I'm not sure I understand the question entirely. The spell provides a +2 shield bonus to AC per arm, up to +6. If the subject of the spell is wearing a shield as well, the highest modifier applies. Swordstop and an actual shield would compete to give the bonus, and the higher wins. Swordstop's other effects would still apply, and if that's what you mean by that question, then the actual shield would fly off if a character attempted to use it offensively in a shield bash. Throwing a punch with a spiked gauntlet might cause it to fly off too . . .
6) I agree completely. Perhaps I should just describe the mechanic for dispelling swordstop through sunder, and leaving it to the DM to decide what happens with a sunder attempt on the underlying arm. Perhaps if swordstop is dispelled, as an added benefit it prevents the weapon from trying to apply "rollover" damage to the forearm as if in a sunder attempt.
7) Hahaha! An excellent mental picture, and not a bad analogy.

Leonis472 |
psionichamster-
Your summary looks correct. I know it's difficult to understand, I blame myself for that, though thanks for taking the time to review it. I really appreciate the input!
The bit about improvised weapons is covered in my description. Look for the second time the letter opener and thrown stone are mentioned. I think it's the second paragraph.
I think the bonus would apply to both offensive and defensive Grapple/Disarm. The warded creature's forearms and hands cannot be touched by weapons, and the spell doesn't care why someone is trying to harm you, just that they are, and that they are with what the spell considers a weapon.
I knew I forgot something! Scrolls, rods, staffs, wands etc. are all weapons. Magic rings/bracers which have an offensive ability do not automatically fly off your hand but will if you attempt to use them that way. The use will fail as well.
I think that's everything . . .
Changes:
- Agreed on the bonus: +4. (I'll cap it at 4, too.)
- I'll make the Disarm a +4 as well. so, off. & def. Grapple/Disarm = +4.
- Sunder attempt stops at the spell. The spell protects the arms as it dissipates, much as you float to the ground in a spent/dispelled Fly spell.
- Wands, scrolls, staffs, rods considered weapons. Rings and bracers are weapons if their ability is offensive. They are cast off if attempted to be used.

![]() |

Ok, so what is it protecting with, bubble wrap? ;-) That's why I assumed it should have the force descriptor.
And the main reason, I think, that Mage Armor is Conjuration and Shield is Abjuration is legacy. If both were Abjuration then a specialist who took Abjuration as his barred school would not have access either. Yes, I've thought about going through and redoing all the spells.
Intent is the reason behind me specifying accidentally trying to run you down. It would be simpler I think to make it all or nothing. Yes it would make it impossible to handle anything. Invest in Eschew materials. It wouldn't be the first spell to hamper casting (blink)
I was just trying to imagine how a shield would fly off w/o damaging it or the arm. From my reading the caster couldn't wear a spiked shield and if he was a gish, spiked armor would be a Bad Thing(tm).
Personally I like the shock of the spell being sundered dazing the character for 1d4 rounds or something.

Leonis472 |
REVISED: Bold Text = Revision
SWORDSTOP
Abjuration
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
A protective field of energy surrounds your hands and forearms, emanating a distance from the surface of your skin equal to the length of one-third your forearm. This field repels any and all weapons which try to breach its field, meaning you cannot handle or touch weapons, neither can they touch you. If you are holding a weapon at the time this spell takes effect, that weapon falls swiftly to the ground at your feet. For the purposes of this spell, ammunition is considered a weapon. Objects not normally considered weapons but used as them—such as a letter opener used in a melee attack, or a stone thrown as a ranged attack—are likewise repelled. Swordstop offers no protection against spells and other effects which are not weapons or weapon-like, as outlined herein.
Swordstop understands intent. A hand offered in greeting may be shaken, but a fist is repelled. You may pick up and use objects such as a letter opener, but if you intend to use it as a weapon, it slips out of your hands as if turned into a warm stick of butter. A stone may be picked up, but just before it’s thrown it slips away too. Material components which are weapons may not be touched, for example the required dagger in cloud of daggers. The same rule applies to foci. Semblances of weapons may be touched, such as a miniature pendant in the likeness of a sword. Wands, scrolls, rods and staffs (as well as other objects which are as likely as not to hold offensive magic) are considered weapons. If you’re wearing a magic ring or bracers that have an offensive ability when this spell is cast, they are not flung off your body automatically. If you attempt to use them, however, they are, and the attempt fails. Worn shields or gauntlets fly off as well when used as weapons, but not otherwise.
This spell does not prevent you from making a fist or otherwise using your hand and forearm offensively, such as in a grapple or disarm attempt. Natural weapons generally involving the upper appendage are likewise unhindered. Swordstop has no effect on touch spells, and ranged touch attacks are uninfluenced by its protective field. Touch spells which require you to touch a weapon to release the spell may be cast normally, but the charge of such a spell cannot be released, as you may not touch weapons (examples include magic weapon and flame arrow). Raising your warded arm to block a blade does not release a touch spell you may be holding the charge for, as this spell blocks said blade by preventing you from touching it.
Swordstop does not hinder or prevent spells which improve one’s fighting ability, including spells which transform the upper appendages into natural weapons. Spells which conjure up weapons (summon weapon [01]) or create a weapon-like effect (flame blade, prismatic bow [02]) may be cast, but you are immediately disarmed. Consult the spell’s description for details on what happens if you are disarmed or try to set down the effect of the spell.
Swordstop grants a +4 shield bonus to Armor Class. It provides a +4 bonus to both offensive and defensive Grapple checks, as in both attacking and defending your hands and forearms may not be touched by the opponent’s hands, which of course, swordstop considers weapons. It grants a +4 bonus to defensive Disarm checks or offensive ones made for non-weapon objects, as it is very difficult to keep someone from taking something when you cannot touch the thieving hand. Opponents can, however, penetrate the field with the intent of getting a better grip on the contended item, or on their own hand holding that item. The benefits provided by swordstop to grapple and disarm checks stack with other bonuses. Disarm attempts made against you for a worn object on your hands or forearms are impossible while this spell is active.
Like a force effect, incorporeality and similar effects cannot bypass swordstop’s protection. Since your hands cannot be harmed, you are free to use them to perform the somatic components of your spells and deflect blows simultaneously. Thus, swordstop provides a +4 bonus while casting on the defensive (PH p.140), which stacks with the bonus provided by the Combat Casting feat. [03]
Since you are likely to use them to deflect the swings of blades, swordstop is subject to sunder attempts. Treat a sunder attempt against the ward as a worn object, namely one-inch iron armor with a +1 enhancement bonus: Hardness 12, HP 40. Swordstop restores 5 HP per round. If successfully sundered, swordstop is dispelled, and as the spell dissipates it protects the underlying arm from damage.
[01] - Spell comes from the Spell Compendium/
[02] - Spell comes from Complete Mage/
[03] - This line was here, but I think it might be too much in light of all else the spell affords: You gain the benefit of the Deflect Arrows feat, even if you do not meet the prerequisites.

Leonis472 |
Ok, so what is it protecting with, bubble wrap? ;-) That's why I assumed it should have the force descriptor.
Heh. You may as well ask where acid energy comes from in an acid arrow spell. The Elemental Plane of Ann Coulter? :)
Really, it's like the spell is made of equal parts discernment and telekinetic force. The spell is constantly asking "Is this a weapon?" And if the answer is yes, it moves it swiftly and strongly out and away from it's field of influence using motion. I hope that explains it better.
And the main reason, I think, that Mage Armor is Conjuration and Shield is Abjuration is legacy. If both were Abjuration then a specialist who took Abjuration as his barred school would not have access either. Yes, I've thought about going through and redoing all the spells.
I agree, though I understand why sometimes the lines between schools of magic are blurred. And I'm not suggesting a revision, just making a point. Consider an Abjurer who has as a banned school Conjuration. He wants to craft a spell which gives him protection without making actual gauntlets of force, and in the process can protect him in melee while he casts defensively. Imagining that might help understand this spell.
Intent is the reason behind me specifying accidentally trying to run you down. It would be simpler I think to make it all or nothing. Yes it would make it impossible to handle anything. Invest in Eschew materials. It wouldn't be the first spell to hamper casting (blink)
Simpler, certainly, but a spellcaster who wants to make a spell can make it however they wish. Absurdity and innovation have a lot in common, and if I was a wizard, I'd make this spell (and I did! haha!).
Though really there is no such thing as an intentional accident. Either you wish to hit the character or you don't, and swordstop doesn't ask, "Is this going to hurt?" It asks, "Is this moving car a weapon?" If you intend to hit the warded character, the answer is yes, and swordstop helps protect you from the improvised weapon that is this automobile. If you don't intend to, then the answer is no, and swordstop offers no protection.
I was just trying to imagine how a shield would fly off w/o damaging it or the arm. From my reading the caster couldn't wear a spiked shield and if he was a gish, spiked armor would be a Bad Thing(tm).
I imagine the spell loosens cords and the like and ejects it without injury. It is composed of motion, so it might feel like a strong breeze.
Personally I like the shock of the spell being sundered dazing the character for 1d4 rounds or something.
I don't mind that idea. Perhaps 1 round, as a possibility of 4 is suicide for any character. I might include that.

![]() |

Hey, nice. You definately posted in the right place. I just wanted to say that while I like the idea with Matthew's enhancments.... I'd like to see a shorter verion.
And I'm not trying to tell Mozart that he uses too many notes... but I'd like to keep it brief, print it, and use it in my game. Any chance of trying to make it more concise/compact at this point?
Again, its your spell - so do as you like. But if much shorter, I could use it, since I like it.
Thanks for considering. Good luck.

Leonis472 |
Again, its your spell - so do as you like. But if much shorter, I could use it, since I like it.
Thanks for considering. Good luck.
Thanks for your kind comments. I'm complimented most by your desire to use it in your campaign!
I'd be very happy to shorten it for you, and truly for everyone. I just don't know what needs to go. Everything I've added was added in anticipation of game-interrupting questions. I figure it's one of those spells you just know the answers to once you've read and understood it.
You may want to gloss over this and skip to the Alternate 2nd Edition in the next post, though the information here is helpful.
Some things to remember:
Swordstop . . .
--- provides +4 shield bonus to AC against weapons, including improvised weapons
--- does not protect against spell effects without attack rolls.
--- allows subject to attack with natural attacks, unarmed strikes
--- allows subject to make touch and ranged touch attacks
--- provides +4 to all Grapple/Disarm checks, other bonuses stack with
--- Worn objects on subject's forearms & hands can't be disarmed by others
--- provides +4 to Casting Defensively, other bonuses stack with
--- prevents subject from touching actual weapons, including ammunition
--- forces subject to immediately drop improvised weapons before attack
--- considers wands, scrolls, rods, staffs, etc. weapons
--- removes worn objects used as weapons in subject's warded area
--- protects from incorporeality like a force effect
--- can be sundered. Hardness 12, HP 40. Dispelled if successful.
As a rule of thumb, swordstop is always asking, "Is this a weapon?" If the answer is yes, then swordstop provides its AC bonus and prevents the subject from touching it with his hands and forearms. If the answer is no, then it doesn't.
Improvised weapons are much the same. Swordstop asks, "Is this being used as a weapon?" If the answer is yes, then swordstop does as is written above for a yes answer. If the answer is no, then it doesn't. In short, swordstop always knows the difference between "accidents" and accidents.
I may be forgetting one or two. As I said, I'm all for shortening it, I really am! It's just if I made it less, people would post questions on how this applies to this and that, etc., which I've worked so hard to answer.

Leonis472 |
This is the best I could do, I believe, while touching on all the important points. Not much better, I'm afraid. I've placed the above posts here.
Pax Veritas, read the Alternate 2nd Revision first, then of course is the 2nd Revision which you've mostly already read.
ALTERNATE 2nd REVISION, click to expand.
SWORDSTOP
Abjuration
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
Your forearms and hands are surrounded by a protective, almost-invisible field that weapons cannot breach. This field also prevents you from touching weapons. You gain a +4 shield bonus to AC while this spell is in effect. This AC bonus applies against attacks made using weapons or improvised weapons, or against spells which require an attack roll.
For the purposes of this spell, an actual weapon is one which is always a weapon, even if it can be used as a tool. You may never touch an actual weapon with your hands or forearms, and swordstop always offers its AC bonus against attacks made with them. Wands and scrolls, rods and staffs are considered actual weapons to this spell, as is ammunition.
An improvised weapon is a tool being used as a weapon, such as a letter-opener or a thrown stone. A fist or hand attempting to grab you is considered a weapon. Swordstop protects against all of these, not allowing them to touch your forearms or hands, and offering its AC bonus against them. Objects you wear on your hands and forearms are forcibly and harmlessly removed if used as part of an attack. If your try to make an attack with an improvised weapon (not an unarmed strike or natural attack) the improvised weapon slips from your fingers and the attack fails.
Swordstop discerns intent. It allows a handshake to reach you, but not a hand extended to harm you. You do not need to perceive the threat for swordstop to repel it. Like a force effect, incorporeality and similar effects cannot bypass swordstop's protection.
Swordstop does not hinder or prevent spells which improve one’s fighting ability, including spells which transform the upper appendages into natural weapons. You may make a fist and use your hands and forearms offensively, including touch attacks and ranged touch attacks. Spells which conjure up weapons (summon weapon [01]) or create a weapon-like effect (flame blade, prismatic bow [02]) may be cast, but you are immediately disarmed. Consult each spell’s description for details on what happens if you are disarmed or try to set down the effect of the spell.
You gain a +4 bonus to all Grapple checks, and a +4 bonus to defensive Disarm checks and offensive ones you make to try to snatch a non-weapon object. You gain a +4 bonus to Cast Defensively. Bonuses from other sources stack with the bonuses provided by swordstop to Grapple, Disarm and Cast Defensively.
Swordstop is subject to sunder attempts. Treat a sunder attempt against the ward as a worn object, namely one-inch iron armor with a +1 enhancement bonus: Hardness 12, HP 40. Swordstop restores 5 HP per round. If successfully sundered, swordstop is dispelled, and as the spell dissipates it protects the underlying arm from damage.
[01] - Spell comes from the Spell Compendium.
[02] - Spell comes from Complete Mage.
2nd Revision, click to expand.
SWORDSTOP
Abjuration
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
A protective field of energy surrounds your hands and forearms, emanating a distance from the surface of your skin equal to the length of one-third your forearm. This field repels any and all weapons which try to breach its field, meaning you cannot handle or touch weapons, neither can they touch you. If you are holding a weapon at the time this spell takes effect, that weapon falls swiftly to the ground at your feet. For the purposes of this spell, ammunition is considered a weapon. Objects not normally considered weapons but used as them—such as a letter opener used in a melee attack, or a stone thrown as a ranged attack—are likewise repelled. Swordstop offers its bonus to AC against spells requiring attack rolls.
Swordstop understands intent. A hand offered in greeting may be shaken, but a fist is repelled. You may pick up and use objects such as a letter opener, but if you intend to use it as a weapon, it slips out of your hands as if turned into a warm stick of butter. A stone may be picked up, but just before it’s thrown it slips away too. Material components which are weapons may not be touched, for example the required dagger in cloud of daggers. The same rule applies to foci. Semblances of weapons may be touched, such as a miniature pendant in the likeness of a sword. Wands, scrolls, rods and staffs (as well as other objects which are as likely as not to hold offensive magic) are considered weapons. If you’re wearing a magic ring or bracers that have an offensive ability when this spell is cast, they are not flung off your body automatically. If you attempt to use them, however, they are, and the attempt fails. Worn shields or gauntlets fly off as well when used as weapons, but not otherwise.
This spell does not prevent you from making a fist or otherwise using your hand and forearm offensively, such as in a grapple or disarm attempt. Natural weapons generally involving the upper appendage are likewise unhindered. Swordstop has no effect on touch spells, and ranged touch attacks are uninfluenced by its protective field. Touch spells which require you to touch a weapon to release the spell may be cast normally, but the charge of such a spell cannot be released, as you may not touch weapons (examples include magic weapon and flame arrow). Raising your warded arm to block a blade does not release a touch spell you may be holding the charge for, as this spell blocks said blade by preventing you from touching it.
Swordstop does not hinder or prevent spells which improve one’s fighting ability, including spells which transform the upper appendages into natural weapons. Spells which conjure up weapons (summon weapon [01]) or create a weapon-like effect (flame blade, prismatic bow [02]) may be cast, but you are immediately disarmed. Consult the spell’s description for details on what happens if you are disarmed or try to set down the effect of the spell.
Swordstop grants a +4 shield bonus to Armor Class. It provides a +4 bonus to both offensive and defensive Grapple checks, as in both attacking and defending your hands and forearms may not be touched by the opponent’s hands, which of course, swordstop considers weapons. It grants a +4 bonus to defensive Disarm checks or offensive ones made for non-weapon objects, as it is very difficult to keep someone from taking something when you cannot touch the thieving hand. Opponents can, however, penetrate the field with the intent of getting a better grip on the contended item, or on their own hand holding that item. The benefits provided by swordstop to grapple and disarm checks stack with other bonuses. Disarm attempts made against you for a worn object on your hands or forearms are impossible while this spell is active.
Like a force effect, incorporeality and similar effects cannot bypass swordstop’s protection. Since your hands cannot be harmed, you are free to use them to perform the somatic components of your spells and deflect blows simultaneously. Thus, swordstop provides a +4 bonus while casting on the defensive (PH p.140), which stacks with the bonus provided by the Combat Casting feat.
Since you are likely to use it to deflect the swings of blades, swordstop is subject to sunder attempts. Treat a sunder attempt against the ward as a worn object, namely one-inch iron armor with a +1 enhancement bonus: Hardness 12, HP 40. Swordstop restores 5 HP per round. If successfully sundered, swordstop is dispelled, and as the spell dissipates it protects the underlying arm from damage.
[01] - Spell comes from the Spell Compendium.
[02] - Spell comes from Complete Mage.
1st Revision, click to expand.
SWORDSTOP
Abjuration
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
A protective field of energy surrounds your hands and forearms, emanating a distance from the surface of your skin equal to the length of one-third your forearm. This field repels any and all weapons which try to breach its field, meaning you cannot handle or touch weapons, neither can they touch you. If you are holding a weapon at the time this spell takes effect, that weapon falls swiftly to the ground at your feet. For the purposes of this spell, ammunition is considered a weapon. Objects not normally considered weapons but used as them—such as a letter opener used in a melee attack, or a stone thrown as a ranged attack—are likewise repelled. Swordstop offers no protection against spells and other effects which are not weapons or weapon-like, as outlined herein.
Swordstop understands intent. A hand offered in greeting may be shaken, but a fist is repelled. You may pick up and use objects such as a letter opener, but if you intend to use it as a weapon, it slips out of your hands as if turned into a warm stick of butter. A stone may be picked up, but just before it’s thrown it slips away too. Material components which are weapons may not be touched, for example the required dagger in cloud of daggers. The same rule applies to foci. Semblances of weapons may be touched, such as a miniature pendant in the likeness of a sword. Wands, scrolls, rods and staffs (as well as other objects which are as likely as not to hold offensive magic) are considered weapons. If you’re wearing a magic ring or bracers that have an offensive ability when this spell is cast, they are not flung off your body automatically. If you attempt to use them, however, they are, and the attempt fails. Worn shields or gauntlets fly off as well when used as weapons, but not otherwise.
This spell does not prevent you from making a fist or otherwise using your hand and forearm offensively, such as in a grapple or disarm attempt. Natural weapons generally involving the upper appendage are likewise unhindered. Swordstop has no effect on touch spells, and ranged touch attacks are uninfluenced by its protective field. Touch spells which require you to touch a weapon to release the spell may be cast normally, but the charge of such a spell cannot be released, as you may not touch weapons (examples include magic weapon and flame arrow). Raising your warded arm to block a blade does not release a touch spell you may be holding the charge for, as this spell blocks said blade by preventing you from touching it.
Swordstop does not hinder or prevent spells which improve one’s fighting ability, including spells which transform the upper appendages into natural weapons. Spells which conjure up weapons (summon weapon [01]) or create a weapon-like effect (flame blade, prismatic bow [02]) may be cast, but you are immediately disarmed. Consult the spell’s description for details on what happens if you are disarmed or try to set down the effect of the spell.
Swordstop grants a +4 shield bonus to Armor Class. It provides a +4 bonus to both offensive and defensive Grapple checks, as in both attacking and defending your hands and forearms may not be touched by the opponent’s hands, which of course, swordstop considers weapons. It grants a +4 bonus to defensive Disarm checks or offensive ones made for non-weapon objects, as it is very difficult to keep someone from taking something when you cannot touch the thieving hand. Opponents can, however, penetrate the field with the intent of getting a better grip on the contended item, or on their own hand holding that item. The benefits provided by swordstop to grapple and disarm checks stack with other bonuses. Disarm attempts made against you for a worn object on your hands or forearms are impossible while this spell is active.
Like a force effect, incorporeality and similar effects cannot bypass swordstop’s protection. Since your hands cannot be harmed, you are free to use them to perform the somatic components of your spells and deflect blows simultaneously. Thus, swordstop provides a +4 bonus while casting on the defensive (PH p.140), which stacks with the bonus provided by the Combat Casting feat. [03]
Since you are likely to use it to deflect the swings of blades, swordstop is subject to sunder attempts. Treat a sunder attempt against the ward as a worn object, namely one-inch iron armor with a +1 enhancement bonus: Hardness 12, HP 40. Swordstop restores 5 HP per round. If successfully sundered, swordstop is dispelled, and as the spell dissipates it protects the underlying arm from damage.
Original Edition, click to expand.
Abjuration
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
A protective field of energy surrounds your hands and forearms, emanating a distance from the surface of your skin equal to the length of one-third your forearm. This field repels any and all weapons which try to breach its field, meaning you cannot handle or touch weapons, neither can they touch you. If you are holding a weapon at the time this spell takes effect, that weapon falls swiftly to the ground at your feet. For the purposes of this spell, ammunition is considered a weapon. Objects not normally considered weapons but used as them—such as a letter opener used in a melee attack, or a stone thrown as a ranged attack—are likewise repelled.
Swordstop understands intent. A hand offered in greeting may be shaken, but a fist is repelled. You may pick up and use objects such as a letter opener, but if you intend to use it as a weapon, it slips out of your hands as if turned into a warm stick of butter. A stone may be picked up, but just before it’s thrown it slips away too. Material components which are weapons may not be touched, for example the required dagger in cloud of daggers. The same rule applies to foci. Semblances of weapons may be touched, such as a miniature pendant in the likeness of a sword.
This spell does not prevent you from making a fist or otherwise using your hand and forearm offensively, such as in a grapple or disarm attempt. Natural weapons generally involving the upper appendage are likewise unhindered. Swordstop has no effect on touch spells, and ranged touch attacks are uninfluenced by its protective field. Touch spells which require you to touch a weapon to release the spell may be cast normally, but the charge of such a spell cannot be released, as you may not touch weapons (examples include magic weapon and flame arrow). Raising your warded arm to block a blade does not release a touch spell you may be holding the charge for, as this spell blocks said blade by preventing you from touching it.
Swordstop does not hinder or prevent spells which improve one’s fighting ability, including spells which transform the upper appendages into natural weapons. Spells which conjure up weapons (summon weapon [01]) or create a weapon-like effect (flame blade, prismatic bow [02]) may be cast, but you are immediately disarmed. Consult the spell’s description for details on what happens if you are disarmed or try to set down the effect of the spell.
Swordstop gives a +2 shield bonus to Armor Class per arm for two-armed creatures. Unlike separate bonuses to Armor Class of the same type, swordstop’s shield bonus stacks. Creatures with more than two upper appendages gain an additional +2 bonus, though as they and creatures with more limbs than six have more body to cover, the benefit caps at +6. It provides a +4 bonus to all grapple checks, as in both attacking and defending your hands and forearms may not be touched by the opponent’s hands, which of course, swordstop considers weapons. It grants a +6 bonus to disarm checks made for non-weapon objects, as it is very difficult to keep someone from taking something when you cannot touch the thieving hand. Opponents can, however, penetrate the field with the intent of getting a better grip on the contended item, or on their own hand holding that item, in which case the bonus drops to +4. The benefits provided by swordstop to grapple and disarm checks stack with other bonuses.
Incorporeality and similar effects cannot bypass swordstop’s protection. Since your hands cannot be harmed, you are free to use them to perform the somatic components of your spells and deflect blows simultaneously. Thus, swordstop provides a +4 bonus while casting on the defensive (PH p.140), which stacks with the bonus provided by the Combat Casting feat. [03]
There is a danger to this spell’s use, however. Since you are likely to use them to deflect the swings of blades, your forearms are subject to sunder attempts. Treat a sunder attempt against the ward as a worn object, namely one-inch iron armor with a +1 enhancement bonus: Hardness 12, HP 40. Swordstop restores 5 HP per round. If successfully sundered, swordstop is dispelled, and damage above swordstop’s remaining hit points is immediately applied against your forearm as in a successful sunder attempt. Treat your arm as three-inch thick non-magical leather if you're a medium creature: Hardness 2, HP 15. If your forearm survives, you’d be wise to not offer it up again, and you are lightly bleeding 1HP per round. But if that too, is sundered, you’ve lost your hand and half your forearm! You lose 10 HP and are bleeding profusely: take 1 Constitution damage and -1 HP per round until you stabilize with a Heal check or as little as 1 HP of magical healing. Finally, swordstop offers no protection against spells and other effects which are not weapons or weapon-like, as outlined above.
[01] - Spell comes from the Spell Compendium/
[02] - Spell comes from Complete Mage/
[03] - This line was here, but I think it might be too much in light of all else the spell affords: You gain the benefit of the Deflect Arrows feat, even if you do not meet the prerequisites.

![]() |

I like the 2nd revision. Good enough to be worthwhile, but has enough drawbacks to make it something you'd think twice about.
Envisioning a Monk/Druid/Wizard combo with this spell, Girallon's Blessing, Greater Mage Armor, and Barkskin. If you get through his one force-shield-effect, there's at least 1 more to break. And if you get through it all, your attack is still hitting thick woody skin.
I think its about right for a specialized 2nd level spell, and concise and specific enough to actually see game play.
good job.
-t

Leonis472 |
I like the 2nd revision. Good enough to be worthwhile, but has enough drawbacks to make it something you'd think twice about.
Envisioning a Monk/Druid/Wizard combo with this spell, Girallon's Blessing, Greater Mage Armor, and Barkskin. If you get through his one force-shield-effect, there's at least 1 more to break. And if you get through it all, your attack is still hitting thick woody skin.
I think its about right for a specialized 2nd level spell, and concise and specific enough to actually see game play.
good job.
-t
Thank you very much! Your input and the input of others helped a great deal. If I were to add anything to the Regular 2nd Revision it would be this line from the Alternate 2nd Revision:
You do not need to perceive the threat for swordstop to repel it.
And your example spell layering is a great picture, and I'm grateful to you for posting it to this thread. Also, I place this spell's 2nd Revision under the OGL.

![]() |

Tried rewriting concisely...only thing I think I removed was the extra arm protection if it is dispelled. I also removed the bit about setting the spell down. My thought was the effect of dispell should be primary, not allowing extra protection if effective. Let me know what you think.
>
SWORDSTOP
Abjuration
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
Swordstop wraps the targets hands and forearms with a 1" thick force that protects the target and bestows healing of up to 5 hp per round. A creature protected by swordstop receives a +4 shield bonus to AC against weapons, or items intentionally used as weapons in melee, natural attacks, ranged spell attacks, and the attacks of any rod, staff, or scroll. Likewise, incorporeality and similar effects cannot bypass swordstop's protection.
The force provided by swordstop also bestows a +4 bonus to grapple, defensive disarm, defensive casting checks. The target of swordstop may make touch and ranged attacks, and receives a +4 attack bonus to snatch non-weapon objects, but is otherwise prohibited from touching the weapons described above with any part of its hands or forearms. Any attempt to do so fails, and any object worn on the hand or forearm is forcibly removed if used as part of an attack.
Swordstop permits handshakes and other nonthreatening to reach the target, provided there is no intent to do it harm. The spell does not require the target to have foreknowledge of intent in order to wwork. This spell stacks with spell effects that provide improvement to the target's fighting ability, including any appendages transformed into natural weapons. The target of swordstop may cast spells that conjure weapons or create a weapon-like effect may be cast, but the caster is immediately disarmed.
The force created by this spell can be physically sundered away from the target; treat as a worn object, 1" iron armor with +1 enhancement bonus; Hardness 12, HP 40. If successfully sundered, Swordstop is affected as if a dispell magic spell were cast (CL 7, DC19). Should the spell survive a successful sunder attempt, it falls directly down with the force of iron, and as a full round action the force may be picked up by the target and worn again.

Leonis472 |
3rd REVISION:
SWORDSTOP
Abjuration
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
Your forearms and hands are surrounded by a protective, almost-invisible field that weapons cannot breach. A creature protected by swordstop receives a +4 shield bonus to AC against melee and ranged attacks made by weapons or objects used as weapons, and against spells or effects which require an attack roll. It bestows this bonus to AC against attacks made with natural weapons and unarmed strikes. Like a force effect, incorporeality and similar effects cannot bypass swordstop's protection.
Swordstop bestows a +4 bonus to all Grapple checks , defensive Disarm checks and Concentration checks made to cast defensively. You receive a +4 bonus to offensive Disarm attempts made to snatch a non-weapon item.
While under swordstop's effects, you cannot touch any weapon or improvised weapon with any part of your hands or forearms. To this spell, a weapon is any object created for use in battle, and an improvised weapon is any object intentionally used to inflict harm. You may handle material components and foci which are not weapons. You cannot touch a weapon to use it as a material component or as a focus in a spell, and you cannot touch a weapon to cast a spell on it with a range of touch (such as flame arrow).
This spell does not prohibit you from making unarmed strikes, touch attacks or ranged touch attacks. It does not hinder spells which increase your fighting ability, or ones which transform your forearms or hands into natural weapons. Spells which create a weapon-like effect that you hold in your hand or wear on your hand or forearm may be cast, but you are immediately disarmed. If any object worn on your hand or forearm is used in an attack, that object is forcibly ejected from the warded area.
Swordstop discerns intent. For instance, it would allow a handshake to reach you but not a hand extended to harm you. You do not need to perceive the threat for swordstop to repel it. If swordstop cannot discern someone's intent, it automatically provides its bonus to AC and prevents you from touching the object in question.
Like physical armor, swordstop is subject to sunder attempts. Treat a sunder attempt against the ward as against a worn object, namely one-inch iron armor with a +1 enhancement bonus: Hardness 12, HP 40. Swordstop restores 5 HP per round. If successfully sundered, swordstop is dispelled, and as the spell dissipates it protects the underlying arm from damage.
I think I'm beginning to see what I've been doing wrong in my description, and I'll explain it in a moment. First, thanks for your interest in this small project of mine.
Here's an outline, and we have to plug in the terms:
1. What this spell is
2. What the spell protects the subject from
3. Other benefits this spell provides to the subject
4. What the spell does not allow you to do (because it won't allow you to come into physical contact with them, define what a "weapon" is in this paragraph)
5. What this spell does not prohibit you from doing
6. This spell can be sundered
We must describe these topics in at least a paragraph each. Something that must, must be described well is the difference between what swordstop protects you from and what it allows you to touch. Each one of the above six categories is important and carefully worded, even if they don't appear to be.
. . . in a 1" thick force that protects the target and bestows healing of up to 5 hp per round.
The thickness of this force should be in a relative measurement. One inch is huge for Tiny creatures and miniscule for Large ones, which is why I said before "one-third the length of your forearm" and so on. Also, this spell does not heal. It restores 5 HP per round to itself if the spell lost hit points in a Sunder attempt.
A creature protected by swordstop receives a +4 shield bonus to AC against weapons, or items intentionally used as weapons in melee, natural attacks, ranged spell attacks, and the attacks of any rod, staff, or scroll. [ . . . ]
It's important to keep everything in two categories:
One- what the spell provides its AC bonus against
Two- what it won't allow you to touch
It doesn't specifically protect you from rods, just attacks and spells/effects requiring an attack roll. Whether any of those come from a rod or whatever doesn't matter. But it won't allow you to touch a rod, wand, staff or scroll, considering them weapons. The distinction is crucial to avoid confusion.
I like most of everything else you wrote, but I put it into my own words, as written above in the spoiler.
As a side note, when you describe the game you should also capitalize names of specific game actions like Disarm, etc., so it stands out. Capitalizing helps to say, "This is the name of something," and they can therefore expect to find that something under that name. It's a better reference that way.
The force created by this spell can be physically sundered away from the target; treat as a worn object, 1" iron armor with +1 enhancement bonus; Hardness 12, HP 40. If successfully sundered, Swordstop is affected as if a dispell magic spell were cast (CL 7, DC19). Should the spell survive a successful sunder attempt, it falls directly down with the force of iron, and as a full round action the force may be picked up by the target and worn again.
This, however, deserves mentioning. "Sunder" means "to split into two or more pieces." You don't sunder anything away from anyone. You break it with a strong blow and if falls off.
However, with swordstop, you can literally break the spell, and, once broken, the spell is gone as if dispelled (i.e. it can't be picked up again and put back on) Sundering a spell is very unusual, and makes sunder data necessary in the spell's description. If someone tried to sunder a spell, the DM would have to know in game terms what physical thing it is like to have it fall under the normal rules for Sunder.
And if someone wanted to dispel it properly, they'd just use the normal rules for Dispel Magic, because dispelling a spell is commonplace and normal. However, you can't specify how difficult that is the way you did, because it varies from caster to caster. If a higher-level caster cast swordstop, the DC to dispel it would be higher than if a lower-level wizard did.

Leonis472 |
I may do one more revision, but honestly, I'm pretty happy with the 3rd revision so far, though I almost prefer the 2nd revision due to how explanatory it is. I'll probably combine them, but feel free to use the one you like best. I'd recommend the 3rd.
And thanks for the support, and you didn't do so bad. Just some elements that needed explaining. You're right about the good writing is rewriting bit.