Magic Keys (d10)

Magic Keys from the Graverobber's Guide

Each can be used once, and disappears after its effect completes. A keyring holds 2d4 random keys.

https://graverobbersguide.blogspot.com/2018/09/1d10-magic-keys.html

d10 Result

1

Opens any non-magical lock.

2

Restores lost memories and normal mental state (breaks charm, control, etc.).

3

When spun on the floor, points to the nearest deliberately hidden object.

4

When pointed at a door and turned until a click is heard, that door opens (or closes if it was open already), but this effect cannot lock or unlock.

5

Remembers the shape of any key it touches and can assume them at the holder's will, lasts a day

6

If gripped tight for a minute, all other keys within ~200ft fly towards the holder.

7

Instantaneously undoes knots, unscrews screws and opens bolts for 1 minute after its first use, cannot unlock locks.

8

Creates a door in any wall that leads through any other doorway the user knows well, the door vanishes only when it is first shut.

9

Can lock any lock, cannot unlock anything.

10

In conversation, the listener thinks the holder said the exact right thing - the most witty or charming answer, the correct password, the information the listener was hoping to receive, etc. but only the listener hears these words, lasts 1 hour.