Magic Lock

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Magic Lock

Spell Information

Enchantment School

Spell Name: Magic Lock

School: Enchantment

Spell Level: 1

Duration: Long (Game Day)

Range: Touch

Target: An entryway or container

Flag: Building or Object

Dispel: Yes

Spell Description: Prevents an object from being open or closed.

Prerequisite: None

Equipment Condition

Condition Name: Magic Locked

Effect: Locks an opening into remaining open or closed..

Duration: Long (Game Day)

Common Sources: The Magic Lock Spell

Repair Methods: Waiting, Voluntarily, The Dispel Magic Spell, Magic Lock Picks

Oil

Oil Name: Magic Lock

Scarce: No

Scroll Information

Scarce: No

A useful trick for keeping people out or keeping things open.

Description

The caster seals an object's opening using an enchantment, preventing it from being opened or closed by others.

Effect

An object that can be opened or closed gains the Magic Locked equipment condition.

Detailed Interactions

  • Hope that this decoy box was worth it: Like any security measure, Magic Lock isn't foolproof. If someone wants in badly enough, they will get in, but for the low cost of 1 power you'll cost them 4 power to break into the container using 'Dispel Magic!'.
  • Extra security: Note that this can be stacked with a Lock and Key item, meaning that would-be thieves will need to bypass both a magical and a mundane lock to open the container.

The Magic Locked Condition

The Magic Locked equipment condition can only go onto something that can open and close. This is represented by putting a blue flag around the container, latch, or opening. Examples include:

  • A door
  • A lid
  • The opening to a bag
  • Anything else that can be reasonably defined as opening and closing.

Until the next convergence that object can no longer change from the state it was in when it gained this condition. If it was open, it must stay that way and if it was closed, it must stay that way.

This condition can be ended early by a 'Dispel Magic!' call or by the caster choosing to release the lock early.

Sample Incants

Septly

By the will of the Craftsman, I cast Magic Lock!

Neutral

The door is blocked, you have to knock; I use a spell called Magic Lock!

Evil

I invite Darkness to use unbreakable threads of magic to cast Magic Lock!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Magic Lock

Yes Yes 4 Item casts Magic Lock. May be taken multiple times. Can be cast 1/event for each time taken.

References

Dispel Magic

'Dispel Magic!' functions as a spell, designed to remove all effects and conditions originating from spells currently affecting the target.

In addition to individual targets, 'Dispel Magic!' can be used against magical fields like Sanctuary. These fields are separate entities from the caster; the caster's defenses do not protect the field, and dispelling the caster has no effect on the field.

'Dispel Magic!' can also be directed at tinkering items, applying the Suppressed condition.

Casting Spells

The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.

For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.

Power Points

Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.

Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.

Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.

Incantation Requirements

To cast a spell, you must speak an incantation. Spells have no fixed incantations, each character is free to create their own unique way of showing how they cast magic. While most players use spoken words, this isn't required; incants can be sung, chanted, or even dramatically role-played. The important part is that no matter how the player casts spells, their incants must meet the requirements.

Requirements for a proper incantation:

  • An incantation must be a minimum of 8 words, which must include the name of the spell being performed.
  • You may not bluff one spell and then cast a different one, such as by putting multiple spell names into the incantation.
  • The incantation must clearly convey EXACTLY what you are casting.
  • Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast.
  • You may not make the incantation gibberish or attempt to work it into a conversation. It must be both clear that you are casting a spell, and what spell you are casting.

Categories: Spells | Enchantment Spells | Level 1 Spells


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