Phase Door
School: Conjuration Level: Sor/Wis 7, Travel 8
Components:   V   Casting Time:   1 action  
Range:   Touch   Target:     
Effect:   Ethereal 5 ft. x 8 ft. opening, 1 ft./level deep   Area:     
Duration:   One usage/two levels   Saving Throw:   None  
Spell Resistance:   No   XP Cost:     
Focus:      Material Components:     

This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except the character, and only the character can use the passage. The character disappears when the character enters the phase door and appears when the character exits. If the character desires, the character can take one other creature (Medium-size or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can the character see through it without using it. Gems of true seeing and similar magic reveal the presence of a phase door but do not allow its use.

A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect.

A phase door can be made permanent with a permanency spell.

The character can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as the character desires. They can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don’t qualify.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002