General Magic · utility
Magic Key
Magic Key attempts to open an ordinary nonmagical lock using the caster's Intelligence. It can offer an alternative in a story where the party lacks the right key or a skilled locksmith. However, it is not a universal command for every door to open: the quality of the particular lock and success on the required check both matter.
Before casting, it is worth examining the door and its surroundings. Successfully unlocking it does not remove a possible trap, and the spell cannot overcome a magical lock. There is only one attempt per lock, so the party also needs a backup plan. A locked route may still call for negotiation, a search for the original key, or another suitable approach.
Exact effect: Makes an INT check against 7/9/11 depending on the lock's quality. Success opens the lock; it does not dispel a magical lock or disarm a trap. Target: 1 ordinary nonmagical lock within reach. Duration: instantaneous. Restrictions: 1 attempt per lock. Using it requires at least Intelligence 7, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.
- Requirements:Min. INT 7 · Min. Level —
- Rules:Exact spell parameters

Spell parameters
Target, duration, restrictions, and exact effect.
- School
- General Magic
- Type
- utility
- Min. Intelligence
- 7
- Min. Level
- —
- Bonus
- —
- Target
- 1 ordinary nonmagical lock within reach
- Duration
- instantaneous
- Restrictions
- 1 attempt per lock
- Exact effect
- Makes an INT check against 7/9/11 depending on the lock's quality. Success opens the lock; it does not dispel a magical lock or disarm a trap.
Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.