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Knock

Source PRPG Core Rulebook pg. 303 (Amazon)
School transmutation; Level arcanist 2, inquisitor 2, medium 2, mesmerist 2, occultist 2, psychic 2, red mantis assassin 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

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.

Mythic Knock

Source Mythic Adventures pg. 99
The spell unlocks up to three means of closure instead of two. The spell automatically opens locks of simple or average quality, without requiring a caster level check to do so). If used on a door locked with arcane lock, you can attempt a free dispel check against it as if using a targeted dispel magic, adding your tier to the check.

Augmented (3rd): You can expend two uses of mythic power to target one locked item per tier, unlocking up to four means of closure on each, allowing a free dispel against an arcane lock on each, and automatically opening locks of up to good quality (no caster level check needed).

If the door has a trap that triggers when opened, you become aware of the trap and its general nature, and the door is unlocked but doesn’t automatically open.

The spell can raise a barred gate, portcullis, or similar impediment, but each one counts as two locked doors.

Knock, Mass

Source Inner Sea Temples pg. 23
School transmutation; Level arcanist 6, cleric/oracle 6, inquisitor 6, mesmerist 6, occultist 6, psychic 6, sorcerer/wizard 6, warpriest 6

Casting

Casting Time 1 standard action
Components V

Effect

Range close (25 ft. + 5 ft./2 levels)
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.