Spell
Lock
- Type
- Any-time spells
- Cost (wounds)
- 1
- Effect
- Withdraw and lock the door permanently.
Cost is the wounds the caster pays. Type: W combat, O any time, N negotiation, V bribery, S special.
How it plays
Lock closes a door for good, cutting off whatever lies behind it. Cast it right after opening a door and seeing a monster you don't want to face: retreat and shut it. The door can never be opened again, but if you enter that segment from another direction the same monster is still there. A cheap way out of a bad encounter, for 1 wound.
- Costs 1 wound of the caster's own strength, and the spell can't be cast if that would kill the caster.
- Can be cast at any point in play, though a few spells only help in one situation (rule 10.6).
Figures come straight from the rulebook tables and rules, before any magic items or bonuses.
Full rules: 10.0 Spells· 11.0 Resisting Spells· Spell list (10.9)