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. |