Node Lock

Champions of Ruin (CR)Updated Forgotten Realms (3.5)

Node Lock is a D&D 3.5 spell (Abjuration) from CR. On class lists for Sorcerer (Level 2), Wizard (Level 2), Spellthief (Level 2), and others. Range or area: Close (25 ft. + 5 ft./2 levels); Saving throw: None; Duration: Permanent; Casting time: 1 standard action.

School
Abjuration
Casting Time
1 standard action
Components
V, S
Range
Close (25 ft. + 5 ft./2 levels)
Target
One node
Duration
Permanent
Saving Throw
None
Spell Resistance
No

A node lock spell cast upon a node magically "locks" it against others who might wish to use its power. You can affect a node whose class is equal to one-half your caster level or less. For any caster except you, a node lock adds +15 to each Spellcraft DC associated with the use of the node’s standard powers. In addition, the node cannot be detected by a locate node spell. A successful dispel magic breaks a node lock.

Special: You must have the Node Spellcasting feat to cast this spell.