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.Keyed
Spell Items
A Sneak Peek From Book of Hallowed Might II: Portents
and Visions
This
excerpt is taken from Chapter Five: Mountain of the
Voice. At the priory there, followers of the Divine
Voice have learned to make a new classification of
maigic item....
Keyed
spell items are a whole new type of magical item,
of use only to spellcasters. Each keyed spell item
is infused with the essence of a single spell, making
it easier for a spellcaster to cast that spell. Sometimes
they further enhance that specific spell.
A
cleric with a keyed searing light bracelet
does not need to prepare the searing light
spell. Instead, he can use any of his 3rd-level spell
slots to cast searing light in the same way
that he could switch out a prepared 3rd-level spell
to cast cure serious wounds. A keyed spell
item allows the caster to spontaneously cast the spell
it is keyed to, using the power from another prepared
spell. The prepared spell is lost. Keyed spell items
do not allow a caster to cast more spells in a day,
but they provide versatility.
In
order to use a keyed spell item, a caster must have
on his spell list the items keyed spell. So
a druid cannot use a keyed teleport ring or
a keyed divine favor amulet.
Spellcasters
who do not prepare spells can use keyed spell items,
casting the spell keyed to the item as if it were
one of their spells known. However, activating the
item requires a slot one level higher than normal.
So a sorcerer with a keyed fireball headband
must use a 4th-level slot to cast fireball.
Keyed
spell items are almost always objects that take up
a standard position on a casters body: a bracer,
cloak, belt, vest, necklace, headband, and so on.
Those that do not fit a standard position, such as
a wand, must be in the casters hand at the time
of casting.
The
cost of a keyed spell item equals the level of the
keyed spell squared, multiplied by 100 gp. So a 1st-level
keyed spell item costs 100 gp, a 2nd-level keyed spell
item costs 400 gp, 3rd-level costs 900 gp, and so
on. A keyed spell item with a 0-level keyed spell
costs half as much as a 1st-level item: 50 gp.
Obviously,
keyed cure spell items appear only very rarely,
since most casters who could use such an item can
already spontaneously cast cure spells.
Enhanced
Keyed Spell Items
Sometimes,
a keyed spell item not only allows a character to
spontaneously cast a specific spell, but, whenever
he casts the keyed spell (whether its prepared
or not), the item gives it extra power. The enhancements
below offer some suggestions.
Appearance:
Using the keyed spell item changes the appearance
of the keyed spells effect to something specific.
For example, a protection from evil keyed spell
gives the recipient the aura of swirling golden shields.
Cost: +100 gp.
Area:
This enhancement doubles the area of a keyed spell
whose area is described as a physical space (as opposed
to Personal, single target, etc.). Cost: +500
gp/spell level.
Duration:
This enhancement doubles the duration of a keyed
spell whose duration is something other than Instantaneous.
Cost: +300 gp/spell level.
Potency:
This damage-inflicting keyed spell deals 50 percent
more damage than normal. Cost: +1,000 gp/spell
level.
Range:
This enhancement doubles the range of a keyed
spell whose range is something other than Self or
Touch. Cost: +300 gp/spell level.
Spell
Specific: Some items have enhancements that apply
to the specific parameters of a spell, such as the
speed of levitation or the number of creatures
a sleep spell can affect. Generally, the item
shouldnt increase the spells overall power
by more than 50 percent. It should not change one
spell into another spell (such as altering a lesser
globe of invulnerability to resemble a greater
globe of invulnerability). Cost: Varies.
Some
example specific enhanced keyed spell items include:
- Keyed
Blur Cloak: The keyed blur spell offers a 30
percent miss chance. Cost: 1,400 gp.
- Keyed
Commune Headband: The caster is allowed an additional
follow-up question at the end of the spell, before
which she can take 5 rounds to contemplate and confer
with others. Cost: 4,000 gp.
- Keyed
Darkness Gem: The
keyed darkness spell allows the caster to see within
its confines. Cost: 2,400 gp.
- Keyed
Detect Evil Lenses: The
keyed detect evils 1st-, 2nd-, and 3rd-round
information come all at once. Cost: 550 gp
- Keyed
Divine Favor Amulet: The keyed spells
damage bonus also applies to spell damage. Cost:
800 gp.
- Keyed
Fly Belt: The keyed fly spells move rate
increases to 90 feet. Cost: 1,900 gp.
The
enhanced factor of these items is always very specific
to their keyed spell. Thus, obviously, there are no
keyed searing light items that increase duration,
because the spells duration is Instantaneous.
Universal
Keyed Spell Items
The
most powerful type of keyed spell item is the universal
keyed spell item, which allows casters of any class
to spontaneously cast a specific spell, regardless
of whether it is on their spell list or not. So a
cleric with a universal keyed magic missile glove
could use any of his 1st-level spells to cast a magic
missile, even though it is strictly a sorcerer/wizard
spell.
The
cost of a universal keyed spell item equals the level
of the keyed spell squared, multiplied by 2,000 gp.
Making
Keyed Spell Items
Characters
use the Craft Rod feat to create keyed spell items.
Creators must be able to cast the spell to key it
into the item.
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Spell Items" ©2004 Monte J. Cook. All rights
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