Sunday, January 2, 2011

Campaign Design - Spells: Great Knock

Great Knock (from Relics & Rituals)

Level: Sorcerer/Wizard 3
Components: V
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One door, box, or chest with an area of up to 25 square feet per caster level
Duration: Instantaneous
Saving Throw: None (Reflex half for burst effect)
Spell Resistance: No

Much like the lesser knock spell, great knock breaks open stuck, barred, locked, held, or arcane locked doors. In addition, the spell also opens secret doors and locked or trick-opening boxes or chests. Unlike knock, this spell shatters welds, shackles, chains, and similar impediments as well as the arcane lock spell. Great knock removes all methods of preventing egress through a single portal. The portal may be up to 25 square feet in area per level of the caster. Like knock, the location of the door or item must be known.

Great knock completely destroys the door or item in the process of opening it. Anyone standing within 10 feet of the other side of a great knocked door or within 10 feet of a chest and so on, takes 1d6 points of damage per two caster levels from flying debris (maximum 5d6 or less if the item being burst open is small). A Reflex save halves the damage.

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