Home / Spells / Sign of Sealing

Sign of Sealing

πŸ›‘οΈAbjuration

Custom Spell 3 Level Abjuration

πŸ“– Spell Statistics

School
Abjuration
Level
Sorcerer/Wizard 3
Casting Time
1 round
Components
V, S, M (a crushed emerald worth 100 gp)
Range
Close (25 ft. + 5 ft./2 levels)
Target
One door, chest, or other opening up to 30 sq. ft./level
Duration
Permanent until discharged
Saving Throw
Reflex half; see text
Spell Resistance
No
While pointing at the target, you trace the lines of a complicated sigil that visually appears where it is to seal. The sigil glows with latent magical energy.

You seal a door, chest, or similar closure with a prominent magical sigil that bars entry and prevents opening. A door or object protected by this spell can be opened only by breaking (add 10 to the normal break DC) or by the use of knock or dispel magic. If the door or object is forced open by any means (magical or physical), the sign of sealing deals 1d4 points of force damage per caster level (maximum 10d4) in a 30-foot radius (Reflex save for half).

A knock spell doesn’t negate or automatically bypass a sign of sealing, but will suppress the sign for 10 minutes on a successful caster level check (DC 11 + the caster level of the sign’s creator). A sign of sealing is a magic trap that can be disarmed with a DC 28 Disable Device check. You can pass your own sign safely, and it remains set behind you. The sign of sealing does not damage the item the spell is cast on, or other objects.

πŸ“œ Source

This spell was imported from New Spells 2025-03-26 (1).docx.

Eric Vaubel Pathfinder Spell Archive β€’ Pathfinder 1e custom spells