Wizard Seal (Wizard Spell)

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.)
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells