Transmutation
Level: | Sorcerer 2, Wizard 2 |
Components: | V |
Casting Time: | 1 standard action |
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 |
The knock spell opens stuck, barred, locked, or held doors, as well as those subject to hold portal or arcane locked doors. When you complete the casting of this spell, make a caster level check against the DC of the lock with a +10 bonus. If successful, knock opens up to two means of closure. 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 an 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.