Foiling knock spells

Vaxalon

First Post
What would you say was the cheapest way to foil an intruder who was using a wand of knock spells (caster level 3)?

I mean how would you make the locks resistant to this method?
 

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Make the door really big. Then bar it, hold, cast arcane lock and quadrupal lock it.

Knock only works on 10 square feet per level,, so a 10x10 door requires at least a 10th level caster, and each casting only works on 2 "locks." So the above door would need 4 castings. That's it for cheap methods.

PS
 

Don't lock the door. In fact, don't even have a normal door. Have a portcullis instead. The knock spell can't be used to raise a portcullis.

The only challenge would be opening it yourself. If you had a levitate spell, you could use that to raise your portcullis. Alternately, you could polymorph into a troll and lift it, etc.
 

Knock says it "does not affect ropes, vines, and the like" ...

... so just TIE the darned thing shut. Bar the door, and tie the bar in place with normal, ordinary rope.

Also note, Knock doesn't bypass traps associated with a door; if you can open the door with teh key and NOT disarm the trap, then, knock will unlock the door, you open it -- and suck trap. Put the trap disarming mechanism in a hidden wall niche near the door, and that's another deterrent.
 

Well, having a really BIG door does help.

But I need to be able to have people moving around in the castle fairly easily, when they DO have the proper key.
 


Vaxalon said:
Well, having a really BIG door does help.

But I need to be able to have people moving around in the castle fairly easily, when they DO have the proper key.

Then don't use a door. Use a Portal (a la the FRCS), keyed to some item or other the castle residents can carrya bout, which noone else would take much note of.
 

This is funny to me. In our last campaign, I was very happy to pick up knock as a spell and then every door we came on was impervious to the spell for one reason or another. Only magic keys worked, though the exact parameters were never explained.

I'd be happy just to see the spell work once.
 

SWS, that sort of behavior by your GM is reprehensible. If the GM doesn't want knock spells to work at all, then s/he should simply forbid the spell.

However, making the occasional door impervious by one means or another, to avoid letting Knock derail an important plotline, is a different matter.

As long as it's occasional, of course.
 

The thing that bothers me is that someone with a wand of knock would be able to get anywhere he wants with no problem.

I'm thinking that alarm-based traps on important doors would do it. If the door is opened without the key (that is, by picking it, or knocking it, sets off an alarm bell.
 

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