Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Until dispelled
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Material Component:
gold dust worth at least 25 gp, which the spell consumes
Verbal Component:
Sero di Arcanus
Verbal Component (Alternative):
Thieves and robbers, I hope to block. Magic infuse and protect this lock.
Classes: Wizard, Rogue, Artificer
Tags: Utility, Warding
Source: Player's Handbook [5th Edition] (page 215)
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Spell FAQs
Below are commonly asked questions about this spell. Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to spell questions. If you have a FAQ about this spell that you feel other DM's may wish to know, please send us the message!
What mundane means can overcome Arcane Lock?
The spell does not make an Arcane Lock unlockable ... it just makes it harder to do so.
The last line of the spell description states (PHB p215):
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
So if the DC to force open a locked window or door is normally 10, then one under the effect of Arcane Lock is now 20.
Basically, the effect of this spell is to make an easy check a hard one, a medium check a very hard one, and a hard check nearly impossible.
As far as the text "impassible", it seems to mean in this context that the door/window can't be opened by normal means except with the higher DC.
Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).