[alteration]
Caster Level 12
Range 30-ft.
Area of Effect One portal or object
Duration See description
Save See description
Aura Strong/Strong
Class Requirement none
Encumbrance 1-lb.
XP Vale/GP Value 3,500/20,000 g.p.
This 12-inch mithral tube will open locks, lids, shackles, or portals, even if magically locked.
When struck, the sound of this chime will open closed portals or containers even if locked or barred. The sound will also open devices such as shackles or manacles. Portals include doors, valves, or gates (as long as they are meant to open; i.e. a false door won't open).
The chime's sound will also dispel a hold portal spell (of any caster level) and a Wizard's Lock spell (of caster level 15 or lower).
Opening Chime. [innate; sonic] (major) The possessor points the tube at the target portal or object in range and strikes the chime with a hard object. A loud chime (easily heard out to 90-ft.) peals from the device and one method of enclosure is opened/removed. This removes one "charge" from the chime (see Charges below).
Only one method of enclosure is removed per sounding of the chime including the automated opening of of the portal or object. Only one portal or object (e.g. one container or one set of shackles) can be affected per sounding. A stuck portal or container will be rendered unstuck (but not autonomously opened) with a single sounding.
So, a locked and barred door can be affected thusly: It is first unlocked (one sounding), then unbarred (another sounding), and then autonomously opened (without touching the door by using a third sounding).
Removal of a portal locking spell, such as hold portal or Wizard's Lock, also requires a separate sounding. Other spells operating on a portal, such as glyphs of warding or the like will not be removed.
Locks are removed first (integrated first, then any padlocks), then bars, then chains, then any sticking feature or seals, then spell effects. Finally, the chime will automously open the targeted portal or object (although, the possessor does not need to use the chime to do so if they simply want to open it themselves).
A secret door can be targeted if the possessor knows where it is (enough to target it with the chime, per the GM).
Traps that trigger on the unlocking or opening of the affected portals or containers will trigger as if opened normally, or in the case of locks, picked (not using a special key).
The chime must have line of effect to a portal or object in order to affect it. The sound of the chime must carry to the portal or object (it is a sonic effect).
If the chime is used to autonomously open a portal (rather than just unlocking it) and the portal is blocked by creatures or objects (not simply barred), the opening effect is done as if the portal was opened with a 19 Strength score. If this is insufficient to open the portal, the magic fails.
As one sounds the chime, noises may be heard from the portal or object (locks turning or bars falling), but unless tested manually, it won't be apparent when the portal or container is ready for opening until a final chime is sounded that opens it autonomously.
Certain portals are made such that they cannot be opened from a certain direction, in this case, the GM will rule based on the construction whether the portal can be affected or treated as per a false door (i.e. the magic fails to open it).
If the chime is used on a gate that would otherwise fall due to gravity, the gate remains open for 1d4 rounds before falling (unless targeted with another sounding). The same effect would apply to valves operating on a counter-weight.
While there is no size or weight limit, the GM may require multiple soundings to affect very large portals like city gates (or may consider them immune due to mass).
A chime of opening can be sounded a maximum of 80 times before the item cracks and becomes mundane (the mithral worth some 300 g.p.). Most chimes found can be sounded 20 to 80 times (20 + 1d6 x10) before cracking. Each sounding can be considered a "charge".