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 Security for 12 seconds and then alerts the caster of Arcane Security
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.
In addition, any Teleportation spell with its end target being within the room, chest, or other designation, the Teleporter must make a spell save using their primary casting attribute. If the teleporter cannot normally cast spells the save defaults to constitution.
On a fail, the teleportation fails, they appear right in front of the locked portal and take 5d8 force damage. Should someone make the spell save and gain entry via non-planeshifting teleportation magic an alarm will be raised in the central Hall of Orzhava. The bank itself will be fully alerted in 1 minute(10 rounds) and a regiment of knights will arrive within 90 seconds (15 Rounds) Should the Intruder be especially unlucky, a Deathpact Angel may show up in the flesh to protect their investment.
(This spell is primarily used by the Orzhav guild of Ravnica to keep their vaults safe. They do sell the spell for an exorbitant amount in the form of spell scrolls, they however refuse to directly teach anyone themselves, no matter the amount of gold offered.)
* - (gold dust worth at least 500 gp, which the spell consumes, 1 door or lid with an accompanying lock. )
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