While the spell was called phase "door", what appeared on casting was an ethereal, and thus invisible, tunnel. This tunnel was both invisible and unusable for everyone but the caster, though the caster can open access to others.
Only on wooden, plaster or stone surfaces was the tunnel successfully created. The caster can walk through the wall via this tunnel for an increasing number of times per strength of the caste. By using up more uses, the caster can also bring others along. Light or sound from the one side didn't get to the other side and if the spell was forcefully ended, for example through dispelling, those inside the phase door were ejected out as it happened when a passwall spell was dispelled with someone inside.
Access for usage could be given to others by stating a number of conditions on casting. These conditions needed to be observable, like identity or passwords.
- ↑ 1.0 1.1 1.2 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 24, 27. ISBN 0-7869-0437-2.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 261. ISBN 0-7869-2886-7.
- ↑ David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 185. ISBN 0-88038-716-5.
- ↑ Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 180–181, 184. ISBN 0-7869-0394-5.
- ↑ Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.
- ↑ slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 122–123. ISBN 0-7869-0437-2.