← Spells
Conjuration

Water Key

A liquid key that gradually learns the shape of a lock

Available Levels
1

Water Key conjures a small mass of water that can harden while changing shape. Inserted into a lock, it explores pins, discs, and mechanisms, then tries to assume the shape that moves them correctly. The caster can reconfigure it with a general action throughout the spell and use it on several locks, one at a time.

An ordinary, intact, accessible lock opens without a check when the key has a few moments to learn it. A complex, damaged, trapped, or actively contested lock requires a chance roll prescribed by the GM. Relevant factors include the caster's Intelligence, experience, caster level, available time, lock quality, and familiarity with similar mechanisms.

A magic lock opposes the spell with its own power. If it has a caster level, the caster must win a caster level check before the key can act on its physical mechanism. Water Key cannot bypass a ward without a lock, a purely magical seal, or a door that does not open with a key.

The spell does not automatically disable traps. Its fluid shape avoids brute force, but a failed attempt can still trigger whatever the lock protects.