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.

Tags: Spellburn, Spell, Ranged, Test, Spellcraft, Utility, Enchantment

Upgrades
Name Effort Requires Description
Unlock 35 You can cast Knock.
Previous: Knock
Next: Dispel