An old, rusted key that looks like it's for an equally ancient lock. The wielder is able to insert the key into any door to create a doorway to another dimension. When attuning with the key, the wielder must make an Arcane check for the certain levels of attunement.
Passing a DC 16, the wielder is able to use the key to travel to any plane of existence with no difficulty. If traveling with a party, each person must make a Wisdom saving throw (DC 14) to travel to the intended plane. Failing to make the saving throw, and the traveler is thrown out of the doorway or sent to another plane, at the DMs discretion.
Passing a DC 10, the wielder is able to use the key as intended but is affected with wild magic. When using the key, the wielder must make a Wisdom saving throw (DC 14) to open a doorway to the intended plane. Regardless of passing the Saving Throw, the DM must roll a D4 to reveal the following effects:
1: Nothing happens
2: The magic surges from the door and drags a section number of people into the doorway to the intended plane with the wielder.
3: The portal shuts down and the wielder is unable to use the key for the rest of the day
4: The wielder is sent to completely different plane at the DM's discretion
Lower than a DC 10, the wielder is unable to attune to the key and must wait 24 hours before attempting to attune to the key again.
Notes: By any magic user, Utility, Exploration
Comments