Item: Hallajin Key

Level7
Rarity
Unique
Price-
UsageHeld in one hand
PublicationPathfinder Society Scenario #4-11: Prisoners of the Electric CastleLegacy

Alignment Chaotic Good

Perception +12 Perception; imprecise hearing 60 feet

Communication telepathic images (Common), 60 feet

Int +2, Wis +2, Cha +4

Will +15 Will


Working together, Lumna and the crystal key form an intelligent magic item. This item begins the adventure with 10 charges.

Activate R envision

Cost 1 charge

Trigger A creature within 60 feet of the key takes electricity or mental damage

Effect Lumna grants the target resistance 10 to the triggering damage.


Activate 1 command (mental); Cost 1 charge

Effect Lumna floods the brain of a creature within 30 feet with painful telepathic images, inflicting 3d8 mental damage with a DC 24 Basic Will (4d8 mental damage, DC 27 Basic Will for Levels 9-10). The key can spend an additional action and 1 more charge to double the amount of damage or change the area to a 15-foot cone, but then can't use this activation again for 1d4 rounds.


Activate (10 minutes) command, Interact (exploration)

Cost 5 charges

Effect Lumna briefly transforms all allies within 60 feet into energy, renewing them as if they had spent a full day resting. These allies regain Hit Points and recover from conditions as if they had 24 hours of rest. They can make their daily preparations again, with access to all their spell slots and any other daily abilities, even if they already used or expended them. Daily preparations happen as part of this activation, even if it would normally require an hour of study, prayer, or communion.


Activate (1 minute) command, Interact

Frequency once per day

Cost 2 charges

Effect Lumna returns the key and all living creatures within 60 feet to the Ardis Scholars' manor.


Trait Effects

Intelligent: An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don’t have. Intelligent items can’t be crafted by normal means, and they are always rare or unique.

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.


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