Keen Edge
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One weapon or fifty projectiles, all
of which must be in contact with each other at the time of casting
Duration: 10 min./level
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
This spell
makes a weapon magically keen, improving its ability to deal telling blows.
This transmutation doubles the threat range of the weapon. A threat range of 20
becomes 19–20, a threat range of 19–20 becomes 17–20, and a threat range of
18–20 becomes 15–20. The spell can be cast only on piercing or slashing
weapons. If cast on arrows or crossbow bolts, the keen
edge on a particular projectile ends after one use, whether or not the
missile strikes its intended target. (Treat shuriken as arrows, rather
than as thrown weapons, for the purpose of this spell.)
Multiple
effects that increase a weapon’s threat range (such as the keen edge spell
and the Improved Critical feat) don’t stack. You can’t cast this spell on a
natural weapon, such as a claw.
Knock
Transmutation
Level: Sor/Wiz 2
Components: V
Casting
Time: 1 standard
action
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
The knock
spell opens 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 a 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 spell can undo as many as
two means of preventing egress.
Know Direction
Divination
Level: Brd 0, Drd 0
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: Instantaneous
You
instantly know the direction of north from your current position. The spell is
effective in any environment in which “north” exists, but it may not work in
extraplanar settings. Your knowledge of north is correct at the moment of
casting, but you can get lost again within moments if you don’t find some
external reference point to help you keep track of direction.