Knock

School transmutation; Level inquisitor 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2

CASTING

Casting Time 1 standard action
Components V

EFFECT

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

DESCRIPTION

Lock Quality DC
Simple 20
Average 25
Good 30
Amazing 40

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 (see table at right) 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.

Knock, Mass

Source PCS:IST

School transmutation; Level cleric 6, inquisitor 6, mesmerist 6, occultist 6, psychic 6, sorcerer/wizard 6

CASTING

Casting Time 1 standard action
Components V

EFFECT

Range close (25 ft. + 5 ft./level)
Target one means of closure/level, no two of which can be more than 30′ feet apart
Duration instantaneous
Saving Throw none; Spell Resistance no

DESCRIPTION

Also known as “unshackle,” this spell functions as knock, but works on multiple means of closure at once.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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