Level
2nd
Casting Time
1 Action
Range/Area
Touch
Components
V, S, M *
Duration
Until Dispelled
School
Abjuration
Attack/Save
None
Damage/Effect
Utility (...)
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.
* - (gold dust worth at least 25 gp, which the spell consumes)
As the spell can be dispelled, would it make sense to have the spell cast at a higher level? A NPC with a level 9 spell slot would logically be able to cast a very powerful arcane lock, no?
As my wizard has a changeling trying to assassinate him he uses this spell, among others, regularly
For the lulz?
A very interesting campaign doesn't sound all that disappointing young Halfling.
I allow this to be cast at higher levels but the material cost increases by a factor of 2 each time. 3rd is 50gp, 4th is 100gp, 5th is 200gp, 6th is 400gp, 7th is 800gp, 8th is 1600gp and 9th is 3200gp.
Hmm... I'd keep it the same way it is for higher level casting without change of cost, simply because you are getting an equal trade-off. Casting it at higher levels doesn't increase the DC or make it immune to a spell. It just becomes harder to Dispel {and would still have the weakness to 'Knock', no matter what level's its cast at) which I would consider an equal trade-off for using a higher level spell slot in the 1st place.
I mean, there is nothing stopping a wizard casting a spell using a higher level slot, even if there is no increase to its power {save for the fact its harder to Dispel / Counterspell, which can be a legit reason in it of itself to do so.}
I also allow upcasting to function similar to how counterspell works. I do not however increase the cost similar to how summon fey and summon beast don't require increased cost.
I believe the DM is describing his homebrew rule that upcasting arcane lock makes it immune to knock, unless knock too is cast at a higher level. It's true that dispel magic and counterspell would need to increase to be certain to open it, but even those still have a chance but even the DCs remain on par to a like-leveled PC (see Save DC column of table in DMG pg 274).
I assume in cases of a changeling or alter self, the arcane lock doesn't work in reference to the "You and the creatures you designate" portion of the spell.
I'm nearly certain it doesn't work for simple illusions such as disguise self.
I agree, this really should be a Ritual spell, and also be harder to unlock if cast at higher levels.
If you cast this on a door with a wooden bar lock, would the beam of wood move up and down to unlock itself whenever you wanted entry? Do you rule that the Arcane Lock takes the form of the most obvious locking mechanism available, or is it more of an arcane force that just immobilizes doors?
Krodothlhren is right, you cannot stack the same spell effect as a rule, but depending on your DM, you could have three locks on the door and the door, each of which is enchanted with this spell.
Technically the spell targets the whole doorway, not just the lock, but a DM may be swayed if you explain your intended purpose.
Could you Arcane Lock a Bag of Holding?
Cast this spell on the front door to some guy's house and designate that everyone but him can open it.
Hmmmm. 🤔 I guess I can try that out.
That's cruelty on a whole 'nother level! It's a slow and painful death!
You won't even need the lock, because the lightest form of armor still takes a whole minute to get out of (10 rounds), while heat metal deals damage every round. That's more than enough time to kill most creatures (unless themself or an ally has dispel magic).
Behold, the only level 2 wizard abjuration in the game. Hope a new source changes that sometime.
Yes if you have multiple locks at the door but then again you can just install a latch to bar the door from other side if you want to keep people out
This is an incredibly old post, but for anyone wondering, it doesn't say "a word," it says "a password."
You could have a password as simple as "unlock," or as complex as "the delicious looking champagne became animate and poured itself for the king's visitors, secretly because of the wizard a few feet away trying to give his lord's peers a better first impression of him; after all, he was lacking funds and a wizard needs his resources."
Oh, and a DM that follows every rule perfectly despite them being a detriment to fun is not a DM I want to have. Talk with them to see what you can work out, if they do this often, and don't be that guy, it only detracts from this game designed not to be perfectly rigid in its rules.
I suggest DMs just throw your players a bone - but make sure they understand the mechanics so they don't have unrealistic expectations from the spell.
Players need to understand that someone can still breach the pouch fairly easily, even with the Arcane Lock. You're not going to break the game if you allow Arcane Lock to affect a pouch.
You can't "pick" an arcane lock nor is a lock required (see underlined text below):
Needs if casted at higher level properties.