Knock– 2nd Level Wizard Spell (Player’s Handbook)

Knock– 2nd Level Wizard Spell (Player’s Handbook)

Knock– 2nd Level Wizard Spell (Player’s Handbook)





Knock


(Alteration)


Reversible




Range: 60 yds.

Components: V

Duration: Special

Casting Time: 1

Area of Effect: 10 sq. ft./level

Saving Throw: None





The knock spell opens stuck, barred, locked, held, or wizard-locked doors. It opens
secret doors, as well as locked or trick-opening boxes or chests. It also loosens
welds, shackles, or chains. If used to open a wizard-locked door, the spell
does not remove the former spell, but simply suspends its functioning for one
turn. In all other cases, it permanently opens locks or welds–although the former
could be closed and locked again later. It does not raise barred gates or
similar impediments (such as a portcullis), nor does it affect ropes, vines, and the
like. Note that the effect is limited by the area; a 3rd-level wizard can cast
a knock spell on a door of 30 square feet or less (for example, a standard 4-ft. x
7-ft. door). Each spell can undo up to two means of preventing egress through a
portal. Thus if a door is locked, barred, and held, or triple locked, opening it
requires two knock spells. In all cases, the location of the door or item must be known–the
spell cannot be used against a wall in hopes of discovering a secret door.


The reverse spell, lock, closes and locks a door or similar closure, provided there is a physical
mechanism. It does not create a weld, but it locks physically operated locking
mechanisms, set bars, and so on, up to two functions. It cannot affect a
portcullis.




Table of Contents


Published by adminNo Comments - Go back

No comments yet.

Leave a Reply

You must be logged in to post a comment.