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WARNING: Posts addressing individual campaigns contain spoilers, including: Lost Mine of Phandelver, Horde of the Dragon Queen, The Rise of Tiamat, Yawning Portal, Princes of the Apocalypse, and home-brew content.

Saturday, February 15, 2020

Notes on Arcane Lock and Tiny Hut

In recent sessions groups I have been playing with had questions on the details of two spells.  I want to share the resolutions we came up with for them in this post.
  1. Arcane Lock
  2. Tiny Hut


Arcane Lock

This is a simple spell that adds a magical lock to any door.  Here's the description:
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.
That sounds simple enough, but questions arose on what happens when it is used on a door that doesn't otherwise have a lock. There can also be doubt about what it is, in the "it is broken" phrase.

I ruled that:
Arcane Lock placed on a portal that does not otherwise have a lock creates a magical  DC10 lock that can be deactivated by thieves tools.  It also increases the DC or forcing the door open by 10, including a portal that was previously DC0. The lock is destroyed if the portal it is protecting is forced (broken) open.

Tiny Hut

The tiny hut spell has utility in protecting rests and has been subject to considerable discussion on the interwebs.  Personally, I think it is a spell well worth using, especially as a ritual.  Here is the spell description:
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Issues have arisen about the existence of a floor and what happens if it is created in a space that is too small for the hut. Here's my clarrification text:

The hut will fill a smaller space if it can not expand to full size.  Existing objects that impinge on its volume are walled around so they remain outside the hut. The hut has a flat floor that behaves like the walls.

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