Spells (3e)

NameKnock
Subschool
Descriptors
LevelSor/Wiz 2
ComponentsV
CastingTime1 action
RangeMedium (100 ft. + 10 ft./level)
TargetOne door, box, or chest with an area of up to 10 sq. ft./level
Effect
Area
DurationInstantaneous (see text)
SavingThrowNone
SpellResistanceNo
Description

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 becomes 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. Note that the effect is limited by the area. A 3rd-level caster can cast a knock spell on a door of 30 square feet or less (for example, a standard 4-foot-by-7-foot 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 quadruple locked, opening it requires two knock spells.

BaseSpell
XPCost
Focus
MaterialComponents
BlurbOpens locked or magically sealed door.
id263
SchoolTransmutation