Spell:Spell k

Keen Edge
Transmutation Level: Brd 3, Sor/Wiz 3 Components: V, S Casting Time: 1 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 minutes/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 normal threat range becomes 19–20. A threat range of 19–20 becomes 17–20. A threat range of 18–20 becomes 15–20. The spell can be cast only on piercing or slashing weapons (and it does not stack with itself). 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.

Knock
Transmutation Level: Sor/Wiz 2 Components: V Casting Time: 1 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 becomes 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. Note that the effect is limited by the area. A 3rd-level caster can cast a knock spell on a door of 30 square feet or less (for example, a standard 4-foot-by-7-foot door). Each spell can undo up to two means of preventing egress through a portal. Thus if a door is locked, barred, and held, or quadruple locked, opening it requires two knock spells.

Know Direction
Divination Level: Drd 0 Components: V, S Casting Time: 1 action Range: Personal Target: The character Duration: Instantaneous

The character instantly knows the direction of north from the character's current position. The spell is effective in any environment in which "north" exists, but it may not work in extraplanar settings. The character's knowledge of north is correct at the moment of casting, but note that the character can get lost again within moments if the character doesn’t find some external reference point to help the character keep track of direction.