Seal of Warding
- Level
- 2
- Casting Time
- Turn
- Range
- Touch
- Duration
- 1 hour, plus 10 minutes per caster level
- Target
- One door, window, or container
- Save
- CON Tough (half damage)
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.
At Higher Levels
At 4th level, the seal also creates a magical lock that requires a specific gesture to open.
Special
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.