The Keys

The collection of magical items known as “The Keys” are all fragments of a greater artifact – The World Heart. Each is a potent artifact in its own right, with powers that grow with the strength and will of its wielder. Each item is unique and indestructible – no known process or magic can damage a Key. In addition, each Key emits a faint humming sound when in close proximity to any of the other Keys.


The Crown of Conquerors

Caster Level: 20th Aura: Enchantment

The Crown of Conquerors is a seemingly simple circlet of braided bands of gold, silver, and brass with a ruby set at the brow. It was last seen in the treasure vaults of Ghaal Garuk. It occupies the Headband Slot and functions as a Headband of Alluring Charisma +2.

When worn by a character with 6 or more Hit Dice, the item improves to function as both a Headband of Mental Prowess +2 (Intelligence and Charisma) and as a Crown of Conquest.

When worn by a character with 12 or more Hit Dice, the bonus granted to Intelligence and Charisma improves to +4. Once per day, as a standard action, the wearer of the crown can grant either themselves or someone they are touching enhanced prowess, as per the Heroism spell (caster level 5th). At 16 or more Hit dice this improves to Greater Heroism (caster level 11th). The bonus to Leadership (and attack bonus granted to Cohorts and Followers) improves to +2.

When worn by a character with 16 or more Hit Dice, the item improves to function as a "Headband of Mental Superiority +4. It also gains the ability to use Heroism an two additional times each day. The bonus to Leadership (and attack bonus granted to Cohorts and Followers) improves to +4.


The Dragon Seal

Caster Level: 20th Aura: Abjuration

The Dragon Seal is a golden disk with an emblem of twin dragons etched upon it. It was recovered from the hoard of the dragon known as the Crimson Dread after he was slain by the Warriors of Drakon – Ur. The item had since been adopted as the royal emblem and was passed through generations of rulers. Currently in the possession of Dagon and Marom Crescent.

It radiates an aura that hides anyone carrying it from Divination spells and effects, functioning as a constant Nondetection effect (caster level 20th).
An individual must carry the Dragon Seal on their person for 24hours before its abilities activate. The carrier may also choose to extend the Nondetection ability to protect a number of companions equal to the carriers Charisma modifier.

When carried by a character with 6 or more Hit Dice, the item gains the ability to generate a shield of energy that protects the carrier. Three times each day, the Dragon Shield can create an effect as per the Shield spell (Caster level 3rd).

When carried by a character with 12 or more Hit Dice, the Dragon Seal gains potent protective powers against dark forces. Once per day, the Seal can project Magic Circle against Evil effect, centered on the Seal (caster level 5th). At 16 or more Hit dice this improves to caster level 11th.

When carried by a character with 16 or more Hit Dice, the Dragon Seal gains to ability shield entire locations against intruders. The power may be used once per day, and operates as the Guards and Wards spell (caster level 11th). In addition, bonuses to AC granted by any of the Dragon Seals effects gain a +2 enhancement bonus.


The Metamorphic Fist

Caster Level: 20th Aura: Transmutation

The Metamorphic Fist is a single armored gauntlet comprised of plates made from adamantine, mithral, cold iron and dragon hide. It is warm to the touch and wisps of smoke rise from it when worn. The item functions as a +1 gauntlet and is treated as adamantine, mithral and cold iron for the purposes of bypassing damage reduction only.

When worn by a character with 6 or more Hit Dice, the gauntlet gains the ability to warp and mold material with a touch, functioning as Gloves of Shaping. In addition, the gauntlets enhancement bonus increases to +2.

When worn by a character with 12 or more Hit Dice, the Metamorphic Gauntlet can living flesh into inert matter with a touch. Once per day, after making a successful touch attack, the wearer may turn the target to stone (or a similar material) as per the Flesh to Stone spell (Caster level 11th) . In addition, once per day , they may reverse such an effect as per the Stone to Flesh spell (Caster level 11th). The gauntlet also gains the Rusting special ability.

When worn by a character with 16 or more Hit Dice, the Metamorphic Fist gains the power to restore or unmake matter. Once per day, the wearer may unleash a beam that destroys whatever hits, which functions as the Disintegrate spell (Caster level 11th). In addition, once per day, the wearer may also repair damaged items with a touch, which functions as the Make Whole spell (Caster level 11th).


The Mirror of Deception

Caster Level: 20th Aura: Illusion

The Mirror of Deception is an innocent seeming object. It is a small,round hand mirror made of mithral and glass and appears as an item with an aura of Faint Illusion magic when observed with Detect Magic, identify, or similar effects. Up to three times per day, user may Cast Color Spray (Caster level 1st). At 6 or more Hit dice the user gains an additional casting per day and adds +2 to the spell’s Hit Dice categories to determine its effects on creatures.

When used by a character with 6 or more Hit Dice, the Mirror’s Illusions gains the ability to project a variety of Illusionary effects. Up to three times per day, the user may cast Invisibility, Minor Image, or Mirror Image (Caster level 3rd) in any combination. At 12 or more Hit dice the user gains an additional casting per day. Also, the Save DC of any Illusion spell cast from the Mirror of Deception gains a +2 bonus. This is in addition to prior abilities.

When used by a character with 12 or more Hit Dice, the Mirror of Deception gains access to more potent illusions. Up to three times per day, the user may cast Invisibility Sphere or Major Image(Caster level 5th) in any combination. At 16 or more Hit dice the user gains an additional casting per day. This is in addition to prior abilities.

When used by a character with 16 or more Hit Dice, the Mirror of Deception can project large scale illusions. Once per day, the user may cast Mirage Arcana (Caster level 9th).


The Portal Cloak

Caster Level: 20th Aura: Conjuration

The Portal Cloak is a dusky grey hooded riding cloak, woven of fine wool. It is a durable, comfortable garment that smells faintly of smoke and pine.

The folds of the Cloak function as an extra-dimensional space that can hold 30 cubic feet or 250lbs of material without altering the weight of the cloak.When the wearer reaches into it for a specific item, that item is always what is retrieved. Retrieving any specific item from the cloak is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

When worn by a character with 6 or more Hit Dice, the extra dimensional space within the Portal Cloak expands, allowing creatures to enter. This effect functions like the Rope Trick spell (Caster level 5th), except the point of entry is through the Cloak itself instead of a rope; the Cloak hovers in place as a doorway into the extra-dimensional space. When this ability is in use, the Cloak cannot be worn and none of its abilities function. Those in the extra-dimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the Cloak.
The extra-dimensional space holds as many as 6 medium size creatures in place that is lightless,featureless and shrouded in dense fog.

When worn by a character with 12 or more Hit Dice, the Portal Cloak gains the ability to travel through space. Three times per day on command, the wearer to use the magic of the Dimension Door spell (Caster level 8th), flicking out of existence and reappearing a short distance away. In addition, the extra-dimensional storage capacity of the Cloak expands to 70 cubic feet or 500lbs of material.

When worn by a character with 16 or more Hit Dice, The Portal Cloak gain even greater power over space. Once per day, the wearer may cast Teleport (Caster level 11th). In addition, once per day, the extra dimensional space within the Cloak may be expanded to include furnishings and amenities as the Secure Shelter spell. (Caster level 11th).


The Scepter of Light

Caster Level: 20th Aura: Evocation

The Scepter of Light is a rod of darkwood banded in mithral and topped with a crystal figurine in the shape of a warrior of an unknown and long forgotten race. The Scepter functions as a +1 Flaming Light Mace. The Scepter sheds light equivalent to a Light spell, which can be activated or deactivated at will.

When wielded by a character with 6 or more Hit Dice, the Scepter gains the ability to focus its radiance. Up to three times per day, the user may cast Blinding Ray, Flare Burst, or Scorching Ray (Caster level 5th) in any combination.Also, the Save DC of any Evocation spell cast from the Scepter of Light gains a +2 bonus.

When used by a character with 12 or more Hit Dice, the Scepter of Light gains the power to generate intense light and heat. Up to three times per day, the user may cast Daylight or Fireball level 8th) in any combination.In addition the Scepter becomes a +2 Flaming Light Mace.

When used by a character with 16 or more Hit Dice, the Scepter of Light can call down a radiant blast of divine fire. Once per day, the user may cast Flame Strike (Caster level 11th). In addition the Scepter becomes a +2 Flaming Burst Light Mace.


The Sphere of Revelation

The Sphere was considered lost within the depths of the Dead Marsh until recently discovered in the possession of an undead priest within the Siksta Waori Temple.

Caster Level: 20th Aura: Divination

The Sphere of Revelation is a crystal ball the size a grapefruit that has a smoky color and is flawlessly smooth. The Sphere was considered lost within the depths of the Dead Marsh until recently discovered in the possession of an undead priest within the Siksta Waori Temple.

The Sphere reveals the unseen. As a move action that incurs an attack of opportunity, the weilder may peer through the Sphere to see mystic energy and invisible objects or beings, as per the Detect Magic and See Invisibility Spells. This effect is always active. Also, anyone holding the sphere gains a +2 bonus to saves vs. Illusion spells or effects.

When carried by a character with 6 or more Hit Dice, the Sphere grants greater ability to reveal secret truths. Up to three times per day, the user may cast Identify, Locate Object, or See Alignment (Caster level 3rd) in any combination.In addition, anyone using the Sphere gains a +2 bonus Sense Motive checks.

When carried by a character with 12 or more Hit Dice, the Sphere grants the power to percieve across distances.Twice per day, the Sphere can cast a Clairaudience/Clairvoyance effect that allows both hearing and sight simultaneously (caster level 5th). Alternatively, the user may instead cast Scrying (caster level 8th), but only once per day.

When carried by a character with 16 or more Hit Dice, the sphere of Revelation shatters all deception. Once per day the user may cast True Seeing level 11th). In addition, bonuses to Save vs Illusion and Sense Motive increases to +4.


The Void Blade

The blade has been in the possession of the royal house of the Kyr Eldar for nearly 600 years, but has been determined to be much older.

Caster Level: 20th Aura: Necromancy
Enhancement: +1 Magic Damage: d6+2 Critical: 18-20/x2 Weight:4 lbs Type: Slashing

The Keys

Realm Blackroom