Pathfinder 2 Lock Spell
Traditions arcane, divine, occult
Cast [2 Actions] somatic, verbal
Range touch
Targets 1 lock, or a door or container with a latch
Duration 1 day
The target’s latch mechanism clinks shut, held fast by unseen magical restraints. When you magically lock a target, you set an Athletics and Thievery DC to open it equal to your spell DC or the base lock DC with a +4 status bonus, whichever is higher. Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell, though the key or combination does grant a +4 circumstance bonus to checks to open the door.
If the target is opened, the spell ends. Assuming the target is not barred or locked in some additional way, you can unlock and open it with an Interact action during which you touch the target. This does not end the spell. You can Dismiss this spell at any time and from any distance.
Heightened (2nd) The duration increases to unlimited, but you must expend 6 gp worth of gold dust as an additional cost.
Similar Spells
Alarm H
Traditions arcane, divine, occult, primal
Level 1
Cast [10 Minutes] material, somatic, verbal
Requirements 3 gp silver bell focus
Range touch
Area 20-foot burst
Duration 8 hours
Be alerted if a creature enters a warded area.
Sanctuary
Traditions divine, occult
Level 1
Cast [2 Actions] somatic, verbal
Range touch
Area 1 creature
Duration 1 minute
Protect a creature from being attacked.
Protection
Traditions divine, occult
Level 1
Cast [2 Actions] somatic, verbal
Range touch
Targets 1 creature
Duration 1 minute
Shield a creature against those of a chosen alignment.