is Open Game Content, and is licensed for public use under the terms of the
Open Game License v1.0a.
7, Travel 8
Casting Time 1 standard action
Range 0 ft.
Effect ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep
per three levels
Duration One usage per two levels
Saving Throw None
This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The
phase door is invisible and inaccessible to all creatures except you, and only
you can use the passage. You disappear when you enter the phase door and appear
when you exit. If you desire, you can take one other creature (Medium or smaller)
through the door. This counts as two uses of the door. The door does not allow
light, sound, or spell effects through it, nor can you see through it without
using it. Thus, the spell can provide an escape route, though certain creatures,
such as phase spiders, can follow with ease. A gem of true seeing or similar
magic reveals the presence of a phase door but does not allow its use.
You can allow other creatures
to use the phase door by setting some triggering condition for the door. Such
conditions can be as simple or elaborate as you desire. They can be based on
a creature’s name, identity, or alignment, but otherwise must be based on observable
actions or qualities. Intangibles such as level, class, Hit Dice, and hit points
Phase door can be made permanent with a permanency
of Mankind is owned and created by Mark John Goodwin
on this page is Open Game Content, and is licensed for public use under the
terms of the Open Game License v1.0a.
System and the d20 System logo are trademarks of Wizards of
the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.