Level: 4
Range: Touch
Duration: See below
Area of Effect: 30 sq. ft.
per level of caster
Components: V,S,M
Casting Time: 6 segments
Saving Throw: None
By means
of this spell, and a small
piece of iron (or
filings) and a tiny gem
(or a like amount
of gem fragments or powdered
remnants),
the spellcaster can make
a door,
chest, or portal secure.
An object or
area that is secured cannot
be opened
or passed through by any
means except
physical destruction of
the object or
area, or by dispel magic
(or a limited
wish, alter reality etc.,
so worded as to
achieve the same effect).
Unlike one
affected by a wizard
lock, a portal that
is secured cannot be passed
through by
magic-users of any level
(including the
spellcaster), and can be
passed otherwise
only by avoiding it through
astral,
ethereal, or dimension-altering
means
such as blink and dimension
door. The
dweomer will resist fire,
cold, and electrical
attacks of natural or magical
origin
without allowing any damage
to the
secured item or area. Thus,
a closed
and secured door will deflect
a magical
lightning bolt back upon
its caster, and
will escape unscathed from
a fireball
blast. Physical attacks
upon a secured
area will be ineffective--totally
negated-- for one round
per level of the
caster (beginning with the
round after
casting). At the end of
this time, the
secure spell remains, but
no longer
affords any protection from
physical
attack.
When a secured area is touched,
tested,
or attacked in any way,
it will flash
with a white radiance on
all sides and
surfaces of the area. A
knock spell is
ineffective against a secured
portal.
Any spell, spell-like natural
power, or
magical item effect that
attempts to
alter the shape and nature
of a secured
area will be reflected back
upon the
caster/user with full effects.
If the
power affects an area rather
than an
individual, the user of
the power will
immediately become the central
point
of the area of effect. Magical
powers
that are "reversed" in this
fashion
include, but are not limited
to: enlarge,
reduce, levitate, shatter,
dig, passwall,
stone shape, transmute rock
to mud,
move earth, stone to flesh,
vanish, turn
wood, and animate rock.
If the magic
does not affect living creatures
(such as
animate rock or move earth),
the usage
of that magic is simply
wasted. Powers
that are directly under
the control of
the user (such as psionics
or spell-like
natural powers, but not
spell casting)
will have no effect on a
secured area or
object, but the power is
counted as having
been used. In all cases
where magic
can be "reversed" back upon
the user,
all those who could be affected
are enti-
tled to saving throws if
a save is normally
allowed against the type
of magic in
question.
Light magics, magic mouth,
Nystul's
magic aura, and Leomund's
trap cannot
successfully be cast within,
or upon any
surface of, a secured area.
Any a
(of warding), explosive runes, or symbol
written upon any surface within a
secured area will discharge
immediately
upon completion, possibly
harming
the writer and/or companions
or
other nearby creatures.
A disintegrate
spell that destroys a secured
area will
have the effect of negating
the secure
spell. A glassee spell will
have its normal
effect on a secured area.
Find traps will
not reveal the presence
of a secure
spell, but detect magic
will reveal the
extent of its dweomer. Illusions
and other
spells of concealment can
be successfully
cast upon a secured area.
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