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 magic 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 item's 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 caster's 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 caster's 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 it's 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 spell's 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 shouldn't increase the spell's 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 evil's 1st-, 2nd-, and 3rd-round information come all at once. Cost: 550 gp * Keyed Divine Favor Amulet: The keyed spell's damage bonus also applies to spell damage. Cost: 800 gp. * Keyed Fly Belt: The keyed fly spell's 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 spell's 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.