The Astral Ignition spell makes any locked door become a portal to one of 8 planes. Roll an Intelligence saving throw. If it succeeds, roll a d8. Whatever side it lands on will conjure an arcane key that will open a gate to a plane on this list.
1. The Feywild (Green Portal)
2. The Outlands (White Portal)
3. The Abyss (Deep Blue Portal)
4. Limbo (Gray Portal)
5. The Astral Plane (Yellow Portal)
6. Shadowfell (Black Portal)
7. The Plane Of Dreams (Blue Portal)
8. The Far Realm (Purple Portal)
The conjured key automatically levitates to the closest locked door and opens a clear portal. If the door is locked by an “Arcane Lock” spell, you must role a Intelligence saving throw [DC 10] or take 3d4 psychic damage and must role a 1d10. If it lands on 2, you are teleported 3000 ft. away from your current location. If it succeeds, the lock unlocks and the spell works. The portal is then struck by the amount of radiant damage rolled. Any radiant damage done to the portal will effect the plane you land on. The spellcaster who uses this spell and everyone within 10 ft. of them must make a Dexterity saving throw [DC 9] or take 4d6 force damage. All who fail must roll a d4, if it lands on 1 or 2, they are placed in a random unoccupied space on their current plane. Due to the ambient astral energy created by using this spell, the caster is blinded for 1 hour.
* - (A silvered key and an opal gem worth at least 3000 gp)Previous Versions
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