Courses / AR / Lock
Lock
Level:
1
Study DC:
9
Code:
AR 173
Lock Spell
Time:
Action
Range:
30 ft.
Target:
1 object
Cost:
Duration:
Permanent
You create a glowing lock made of magic on an object, which keeps it closed.
(ex: A door, book, chest, mimic in the shape of a chest, or visor).
Roll a test of Spellcraft to set the DC to pick or break the magic lock.
You may end this spell as an action. If a creature expects resistance from the lock, but finds none, it may trip.
You may unlock or lock the lock as an action.
You may give the lock a password which unlocks it whenever it is spoken.
You may also use this magical lock to do other things a padlock can, such as connect two lengths of chain, which could prove useful if a hellhound breaks its chains.
Intensify: Each boost from Intensify increases the level of this spell, and therefore the DC to Dispel it.
Suggested Backfire: The object you are trying to lock is teleported to a place of the Headmaster’s choosing, up to a mile away.
(ex: A door, book, chest, mimic in the shape of a chest, or visor).
Roll a test of Spellcraft to set the DC to pick or break the magic lock.
You may end this spell as an action. If a creature expects resistance from the lock, but finds none, it may trip.
You may unlock or lock the lock as an action.
You may give the lock a password which unlocks it whenever it is spoken.
You may also use this magical lock to do other things a padlock can, such as connect two lengths of chain, which could prove useful if a hellhound breaks its chains.
Intensify: Each boost from Intensify increases the level of this spell, and therefore the DC to Dispel it.
Suggested Backfire: The object you are trying to lock is teleported to a place of the Headmaster’s choosing, up to a mile away.
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 35 | You can cast Knock. |