Name | Knock |
---|---|
School | Transmutation |
Level | Beguiler 2, Greed 3, Hoard 2, Sor/Wiz 2, Wuj 2 |
Components | V |
Casting Time | 1 standard action |
Recharge Time | 5 minutes |
Range | Medium (100 ft. + 10 ft./level) |
Target | One door, box, or chest with an area of up to 10 sq. ft./level |
Duration | Instantaneous; see text |
Saving Throw | None |
Spell Resistance | No |
Version | SRD |
Sources | System Reference Document on page 246 |
Short Description | Opens locked or magically sealed door. |
Living Greyhawk | Open |
The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
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