Hall Pass

Max 3 charges

A common tool of 2nd story artists, burglars, and delvers.  They are relatively easy to craft for most users of magic.  But the ease in which they can be crafted generally results in novice crafters doing the vast amount of the creation, leading to wide range of quality in the finished product.  Not all Hall Passes are created equally. 

This bronze rod is wrapped in dark brown tooled leather.  Only the capped tips are exposed.  When the cap at the base of the rod is rotated, you hear a soft click indicating 1 charge of the rods power has been primed.  This process can be repeated to prime additional charges (up to 3).  When the user wishes to release the primed magical energy, they simply push the exposed black pearlescent button that is half way up the wrapped rod as they whisper the word "furatus".

1 Charge:  A beam of yellow light shines from the tip of the rod revealing the trap or lock that you are investigating.  (Guidance)

2 Charges:  A cone of dim red light shines from the tip of the rod, revealing traps that were previously hidden.  (Find Traps)

3 Charges:  The tip of the rod begins to glow with an orange energy.  If the tip of the rod is touched to a lock, it is magically unlocked (Knock)

The Baton regains all spent charges at sunset. If you expend the last charge, roll 1d20. If you you roll a 5 or less, the baton loses its magical properties.