Magic Keys (d10)

Magic Keys from the Graverobber's Guide

Description (more info)

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

d10 Result


Opens any non-magical lock.


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


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


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.


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


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


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


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.


Can lock any lock, cannot unlock anything.


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.