The Mirror Key
Target: Any Non-Magical Mirror
Keyhole Location: Anywhere on the Target's Front Insertion Time: Action
Turn Time: Bonus Action
Removal Time: Action
Effect: When the Key is turned, a connection is formed between the target and an extradimensional space unique to the target that remains until the Key is removed. This extradimensional space is an endless hall of everchanging mirrors and reflections that move and shift randomly (this is not an illusion). While the connection remains, the target acts like a fluid with high surface tension, through which anything may travel between the extradimensional space and the Plane on which the target resides.
A creature that sees the target while the connection exists witness their own reflection urging them to follow it into the mirror and they are compelled to do so. When this occurs, the creature must make a DC 25 Wisdom Saving Throw. If the creature succeeds on its Saving Throw, the Key is removed, or the target is no longer in sight, the effect ends immediately and the creature is Immune to the effect for the next 24 hours. The user and anyone they choose automatically succeed on this Saving Throw.
If a connection exists between the extradimensional space and its respective mirror, a creature that is in the extradimensional space may attempt a DC 30 Survival Check to find their way out. Creatures with Blindsight make this Check with Advantage.
Keyhole Location: Anywhere on the Target's Front Insertion Time: Action
Turn Time: Bonus Action
Removal Time: Action
Effect: When the Key is turned, a connection is formed between the target and an extradimensional space unique to the target that remains until the Key is removed. This extradimensional space is an endless hall of everchanging mirrors and reflections that move and shift randomly (this is not an illusion). While the connection remains, the target acts like a fluid with high surface tension, through which anything may travel between the extradimensional space and the Plane on which the target resides.
A creature that sees the target while the connection exists witness their own reflection urging them to follow it into the mirror and they are compelled to do so. When this occurs, the creature must make a DC 25 Wisdom Saving Throw. If the creature succeeds on its Saving Throw, the Key is removed, or the target is no longer in sight, the effect ends immediately and the creature is Immune to the effect for the next 24 hours. The user and anyone they choose automatically succeed on this Saving Throw.
If a connection exists between the extradimensional space and its respective mirror, a creature that is in the extradimensional space may attempt a DC 30 Survival Check to find their way out. Creatures with Blindsight make this Check with Advantage.
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