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From Pathfinder Society Scenario #4-11: Prisoners of the Electric Castle, which isn't enabled.

Hallajin Key

ITEM 7
Usage held in 1 hand
Bulk L

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 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 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.
Pathfinder Society Scenario #4-11: Prisoners of the Electric CastleOGL