Spell Details
Effect
You trace glowing runes that form a magical barrier over the target object. The seal prevents
the object from being opened by normal means and sounds a soft chime within 30 feet if tampered with. Any creature that attempts to force the seal must make a CON Tough save, taking
2d6 force damage on a failed save (half as much on success) and is pushed back 10 feet. The
seal triggers only when the warded object is forcibly opened or breached.
Scaling
At 4th level, the seal also creates a magical lock that requires a specific gesture to open.
At 9th level, the seal becomes nearly unbreakable and can only be dispelled by magic of 5th
level or higher.
Special Notes
Only one Seal of Warding may be active on an object at a time. The runes remain faintly visible
for 1 minute before fading from sight. Arcane Unseal can remove this seal without triggering
the damage effect if successfully cast.