The Anywhere Key
Target: Any Door with a Lock
Keyhole Location: The Target's Keyhole
Insertion Time: Action
Turn Time: Bonus Action
Removal Time: None
Effect: The Key can be turned only if the user succeeds on a History Check whose DC is equal to 10 + the appropriate modifiers from the two tables below in order to recall a different door on the same Plane of Existance. When the Key is turned, a connection is formed between the target and the door chosen by the user that remains until the Key is removed and the target is closed. While the connection remains, anything can travel between the target and the chosen door.
Keyhole Location: The Target's Keyhole
Insertion Time: Action
Turn Time: Bonus Action
Removal Time: None
Effect: The Key can be turned only if the user succeeds on a History Check whose DC is equal to 10 + the appropriate modifiers from the two tables below in order to recall a different door on the same Plane of Existance. When the Key is turned, a connection is formed between the target and the door chosen by the user that remains until the Key is removed and the target is closed. While the connection remains, anything can travel between the target and the chosen door.
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