You touch two pieces of metal and magically fuse them together, creating a bond between them that cannot be undone except by magical means or by a creature succeeding on a Strength check against your spell save DC. The spell can be used in various creative ways depending on the circumstances. The two pieces must be within 5 feet of each other and touchable by the caster.
The effects of the weld can vary depending on the target, such as:
- **Armor or Shield Joints:** You can weld the joints of a creature’s armor or shield, reducing the wearer’s Armor Class by 1 until the bond is broken or the armor is removed. Creatures wearing magical armor can make a Dexterity saving throw to avoid this effect.
- **Weapons or Tools:** You can fuse two metallic weapons or tools together, making them unwieldy and imposing disadvantage on attack rolls or ability checks made with the fused items until they are separated.
- **Structural Metal Objects:** You can reinforce or seal a break in a metallic structure, adding a temporary layer of strength. This increases the structure’s AC by 2 and grants it resistance to damage for the duration of the spell. This effect can be used to temporarily repair a broken metallic object or bridge a gap.
- **Limbs or Movement Restrictions:** If you target the joints of a metallic construct or armored creature, you can weld their limbs in place, reducing their speed by 10 feet for the duration. Constructs or creatures wearing magical armor can make a Strength saving throw to avoid this effect.
Once the spell ends, the weld weakens, and the bond becomes breakable by non-magical means. However, a magical attempt (such as *Dispel Magic*) will immediately undo the fusion.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the spell’s duration increases by 1 hour for each slot level above 2nd.
* - (Smith's tools )
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