Arcane Lock — Complete D&D 5e Spell Guide
Table of Contents
- •Quick Answer
- •Overview
- •Stat Block
- •When NOT to Use
- •Comparisons
- •Spell Slot Efficiency
- •Pro Tips
- •Common Mistakes
- •Usage Tips
- •Synergies
- •FAQ
Arcane Lock is a niche 2nd-level Abjuration spell that turns mundane entryways into magically secured vaults until dispelled. Touch a door, chest, or gate to lock it tight—only you, designated creatures, or your password (spoken within 5 feet) can bypass it normally. It boosts break/pick DCs by 10, making it a staple for downtime security but a slot trap in fast-paced combats. Veterans love it for campaign-long utility on bases or loot, but new casters waste slots prepping it for dungeon crawls. Material cost of 25gp gold dust per cast adds up, so track your pouch. RAW, Knock suppresses it for 10 minutes (not dispels), creating fun cat-and-mouse games.
| Property | Value |
|---|---|
| Level | 2 |
| School | Abjuration |
| Casting Time | 1 action |
| Range | Touch |
| Components | V, S, M |
| Material | Gold dust worth at least 25gp, which the spell consumes. |
| Duration | Until dispelled |
| Concentration | No |
| Ritual | No |
| Save/Attack | None |
| Classes | Wizard |
| Metric | Assessment |
|---|---|
| Slot Efficiency | Poor in combat (0 DPR), Excellent in downtime (infinite value until dispelled). |
| Action Economy | Excellent |
| Opportunity Cost | Forfeits 2nd-level blasts like Scorching Ray (avg 21 damage) or utility like Invisibility. |
When worth the slot: Campaigns with bases, hoards, or intrigue—secures 1000s gp value for one 25gp slot.
When NOT worth the slot: Combat-heavy one-shots or parties with Knock/Rogues.
Why veterans know this: 15+ years of tables: one forgotten familiar turns hilarious to deadly.
This avoids the mistake of: Newbies forget touch range excludes self-designation.
Why veterans know this: Economy math: one cast pays for itself vs repeated bribes or thieves.
This avoids the mistake of: Overlooking non-combat RP utility.
Why veterans know this: Builds worldbuy-in; enemies guessing wrong wastes their turns.
This avoids the mistake of: Generic words enemies overhear.
Why veterans know this: Big delves need 4-5 casts; prevents mid-run gold shortages.
Why it's bad: Spell requires closed entryway; wastes slot and 25gp.
Do this instead: Close it first, then cast—takes one interaction.
Why it's bad: Runs dry mid-adventure, turning secure plans to dust.
Do this instead: Buy in bulk (250gp for 10) during downtime.
Why it's bad: Enemies pick/break quietly if undetected.
Do this instead: Layer with Alarm ritual—no slot cost.
Why it's bad: Dungeon crawls prioritize mobility over locks.
Do this instead: Ritual Alarm + flexible prep.
Situational—excellent for securing loot/doors long-term in campaigns, poor combat pick. Costs 25gp but lasts until dispelled. Prep if downtime matters.
Arcane Lock prevents entry (+10 DC), Alarm detects it. Use both: Alarm free ritual, Lock for denial. Alarm better short-term, Lock permanent.
Yes, Knock suppresses Arcane Lock for 10 minutes but doesn't dispel. Recast after. RAW interaction, not broken.
No concentration—fire and forget until dispelled. Stacks with other buffs perfectly.
Yes, on closed chests/gates/doors. +10 to pick/break locks. Ideal for loot security.
25gp gold dust consumed per cast—no recycling. Buy bulk for megadungeons.
Yes in base-building campaigns, no in hack-and-slash. Opportunity cost high vs damage spells.
Yes, touch/VSM works fine; gold dust floats but consumable. No issues RAW.
Citations: api:spells/arcane-lock
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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