Item: Spindle Key
This foot-long, spindle-shaped puzzle box is made of otherworldly metal inlaid with a finely traced labyrinth pattern. By manipulating the key's length, the wider spindle can be caused to open, unfold, and move up and down along the shaft, often in ways that defy geometry.
Every spindle key is attuned to one of the prison-spires that float above the Oubliette Plains in the Dreamlands. As a 10-minute activity, a creature can solve a spindle key by attempting a DC 37 Occultism check. On a success, that PC can thereafter use both of the spindle key's activations. On a critical failure, the key's magic plays havoc with the creature's spatial awareness. The creature becomes Clumsy 1 for 24 hours (which can't be reduced by any means) and can't attempt to solve the spindle key again until the effect ends.
Activate—Align Spindle 2 (concentrate, manipulate, occult)
Effect You rotate the sections of the spindle key into an arrangement of your liking. As you do, the corresponding steel separators between floors of Liralarue's Oubliette spin to match that arrangement. If a creature is within the ten-foot-space between floors at this time, they take 10d6 bludgeoning damage (DC 37 Basic Reflex save) from being crushed and are then pushed into one of the adjoining rooms at random as the rotation seals it up.
Activate—Breach 2 (concentrate, manipulate, occult)
Frequency once per hour
Effect You harness the key's occult geometry to bypass a lock within 30 feet. You attempt to Pick the Lock, using Occultism instead of Thievery for the check. You can spend a Mythic Point to attempt the check at mythic proficiency.
Trait Effects
Mythic: Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.
Occult: This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.
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