Keyhole
TransmutationTransmutation spells change the properties of some creature, thing, or condition.
This spell is legal for play but accessible only to worshippers of Barzahk.
Available to
- Casting Time
- 1 roundMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, DFV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.DF (Divine Focus): An item of spiritual significance — e.g. a holy symbol appropriate to your faith, or a druid's or ranger's sprig of holly.Full rule on Archives of Nethys ↗
- Range
- touchHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- one touched door or portalHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 minute/levelHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- special (see text)If a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
By touching a single door, gate, or other portal, you create a keyhole where none existed before or double the size of an existing keyhole. A conjured keyhole allows you to peer through the door, though the limited perspective imposes a –10 penalty on Perception checks to spot anything beyond. It also allows a sealed door to be locked or picked if it could not be before. Locking or unlocking such a door requires a successful Disable Device check with a DC equal to the barrier’s break DC + 10. Enlarging an existing keyhole allows viewers to peer through to whatever lies beyond, even if the preexisting keyhole did not allow it, and it reduces the Disable Device DC to open or lock the door by 5.
This spell does not normally allow a saving throw, but magic doors and barriers can resist the effect with a successful Will saving throw, as if they were carried by their original creator.
This spell does not normally allow a saving throw, but magic doors and barriers can resist the effect with a successful Will saving throw, as if they were carried by their original creator.