Spells / Knock

Knock

transmutation
LevelArcanist 2, Inquisitor 2, Sorcerer 2, Wizard 2Casting time1 standard actionRangemedium (100 ft. + 10 ft./level)Targetsone door, box, or chest with an area of up to 10 sq. ft./levelDurationinstantaneous; see textSaving thrownoneComponentsV

Engine mechanics - what the game actually does

Utility

CL check +10 vs lock DC: opens up to 2 means of closure on one door/box/chest; suppresses arcane lock 10 min

Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.

Description

Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock . 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. This spell 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 something 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 casting can undo as many as two means of preventing access.