Arcane Lock: You Shall Not Pass
Spell Level: 2
School: Abjuration
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Review by Sam West, Twitter:@CrierKobold
Listen: I’m not here to tell you Arcane Lock is a revolutionary, underrated tech piece that every wizard should be adding to their spell list. Arcane Lock more than anything else exists to give DMs an easy tool to make harder to pick locks that require puzzle solving or creative thinking to get around. That being said, Arcane Lock does have some merit on the right character sheets, and in urban or dungeon delving heavy adventures, is a pretty neat little tool that can be used to better effect than I think many expect.
My primary issue with the spell is the 25 gold cost; that on its own will steer a lot of players away from even trying it. Why burn 25 gold when we can slam the dresser, table, and mirror to bar the door, right? It is an expensive ask, especially in the low tiers when this spell is usable. Once enemies start getting burrow speeds and phasing in and out of the ethereal plane, walls and doors can start to feel more like suggested paths than required ones, but in the lowest levels of the game, they can be the only practical path a creature has. If it's got a tiny strength, this can be a major, instantaneous blockage if you can cough up the cost.
At its best, this can remove reinforcements or sure up retreat. It's a tool that can isolate monsters, capture enemies, and create permanent one way passages. Even just as a practical joking tool, Arcane Lock opens up a world of possibilities. Lock that pesky noble in their room so they miss an important summit. Bar a bar entrance after you were (probably rightly) removed from the premises by force. Get petty revenge in the best ways: permanent ways. It’ll at least require an extremely talented lockpick or very angry orc to fix the little problem you’re leaving behind.
Arcane Lock is like a zip-tie on steroids. It's a major hassle for most, and a great tool to have to help in some niche scenarios. It won’t revolutionize the way you’re playing Dungeons and Dragons, but in the right hands, it can feel like a signature spell. Maybe those hands are yours!
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