Glyphbreaker

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Required Snake Discipline 2
Range Touch
Target Area 1 Magical Trap or Lock
Duration Instant
Action Standard
Cost 1 Mana
Effect Your finesse extends to the arcane. When attempting to disarm a magical trap or open an enchanted lock, you may roll Disable Device or Pick Lock + Snake Rank vs. a flat difficulty determined by the enchantment’s complexity (typically 2–5).

If the magical trap or lock has a physical component (glyph, sigil, arcane seal), you may bypass it using tactile precision, disabling it silently and without triggering its effect. On a success, you do not trigger the trap or lock’s alarm or magical countermeasures. On a failure, you may reattempt after 1 hour, but the trap may activate based on its effect. You may always attempt to disarm mundane traps and locks using this power. At Rank 4+, you may attempt to disarm magical traps without visible sigils if you can physically touch the object.