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WizardLv. 6

Wizard Seal

This spell enables the caster to protect magical writings (such as spellbooks) from perusal by unauthorized individuals. Common sealings allow safe access to designated individuals or to a specific class alignment, guild, or experience level, and so on at the caster's choice.

Unauthorized entities attempting to read the material must immediately save vs. spell or be afflicted with a curse (as the 4th-level spell, but permanent) which is specified at the time of sealing. This can be removed only by a spellcaster of equal or greater level than the original sealer. A successful saving throw means that the reader experiences a sudden headache but no further ill effects at that time. However additional saving throws must be made for each spell level (or equivalent) read thereafter; each at a cumulative -2 penalty. Failure at any point afflicts the reader with the curse.

The seal remains potent until removed by the caster or a remove curse spell. If the remover's experience level is lower than that of the original caster, then there is a 5% chance per level difference between them that the sealed writings will be destroyed. If the writings are destroyed, there is a 10% chance per level difference that the curse affects the remover. Dispel magic doesn't affect a wizard seal.

Sealed material detects as magical. If sealed by alignment, the appropriate detection spell will reveal it as “good” or “evil” or even reveal tile caster's exact alignment if a know alignment spell is used. It is rumored that a variation of this spell allowing the sealing of small containers exists or is being researched.

The material component is a 1,000 gp ruby, which is crushed at the conclusion of the spell.

Notes: Very rare spell. (Updated from Polyhedron Newszine.)

Sources: Wizard's Spell Compendium

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