Open/ Close
Arcane
Effect
Expending 1 mana point, the character can open or close (caster’s choice) a door, chest, box, window, bag, pouch, bottle, or another container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things that are of standard weight. The lid of a big chest or an oversized door is beyond the spell’s capability.
Expending 3 mana points, an arcane lock spell cast upon a door, chest, or portal magically locks it. The character can freely pass the character's own lock without affecting it; otherwise, a door or object secured with arcane lock can be opened only by breaking in or by a successful dispel magic or knock spell. Add +10 to the normal DC to break open a door or portal affected by this spell. Note expending 6 mana to knock does not remove this lock. It only suppresses it for 10 minutes. This lock is permanent.
Expending 6 mana points, you knock open 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 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 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.
- Components: V, S, F
- Target: Portal or object that can be opened or closed
- Saving Throw: Will Negates
- Spell Resistance: Yes
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