Level: Sor/Wiz 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, 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.
Find topic in: Epic, Equipment, Magic, Monsters, Psionic, Rules of the Game
2Nd-Level Sorcerer/Wizard SpellsArcane LockFire Trap
Hold Portal
dnd Spells SRD roleplaying Magic rpg dnd rpg roleplaying wizards dnd roleplaying d20 H-L d&d roleplaying wizards dungeons H-L srd Magic roleplaying srd Magic 3.5 roleplaying d20 Knock roleplaying dungeons 3.5 srd wizards Spells Knock wizards d20 d20 srd dungeons