
Sigil
Spell, High Magic, level 1
Uses the caster's personal sigil to seal a door or lock permanently, or to guard an item so touching it deals energy damage.
From the book
The caster uses their personal sigil, seal or emblem to ward an item, object or surface in one of two ways. As a Seal, it keeps any door, chest or lock it is marked on from opening, for good, unless it is dispelled or a counterspell breaks it. As Protection, anyone who touches the marked item takes 2 points of energy damage for each of the caster's levels, with no save; the caster may guard their own belongings this way, but can carry only 1 protected item on their person at a time.
The sigil may be scratched, carved, inked, painted or applied any other way, provided it can be plainly seen. A caster can never be hurt or blocked by their own sigils.
At a glance
- Seal
- Prevents opening; permanent until dispelled or broken by counterspell
- Protection
- 2 energy damage per caster level to anyone touching (no save); only 1 protected item carried on the person at a time
- Note
- Caster is never harmed by own sigils
- Save
- None
- Spell type
- Non-variable
- Marking
- Any method (scratched, engraved, inked, painted) as long as it is plainly visible
A scene
Nikias, an astrologer at the Observatory at Klymeus, had spent eleven years on his star charts, and he did not intend to lose them to a rival. He painted his personal sigil, a crescent crossed by three stars, on the lid of the cedar chest where they were kept. That night a hired thief crept into the observatory and put his hand on the lid. There was a crack and a blue flash, and the thief was flung across the room, his fingers smoking. Nikias, arriving in his nightshirt, opened the chest without a spark.