Discover the Enchantment of Magical Key Shelves for Your Home

By admin

Magical key shelves are a unique and enchanting way to store and display keys. These shelves are not just ordinary storage solutions but rather a whimsical and decorative addition to any home or office. The magic lies in the design of these shelves, which are often crafted to resemble trees, branches, or other fantastical elements. These shelves are usually made of wood, metal, or other materials and are adorned with intricate details, such as leaves, birds, or fairies. One of the main advantages of magical key shelves is their functionality. Unlike traditional key holders or hooks, these shelves provide a dedicated space for keys to be organized and easily accessed.


Skills: Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Knowledge (religion), Profession, Sense Motive, Spellcraft, Survival
Skill points: 4 + Int modifier

Skills Craft, Diplomacy, Handle Animal, Heal, Knowledge nature , Knowledge religion , Profession, Sense Motive, Spellcraft, Survival Skill points 4 Int modifier. Unicorn Companion When a healer attains 8th level, the deities recognize her devotion and grant her a celestial unicorn companion as her mount and aide.

Misinterpreting the proper techniques for healing magic

Unlike traditional key holders or hooks, these shelves provide a dedicated space for keys to be organized and easily accessed. Each key can be placed on a specific branch or hook, ensuring that they are always easy to find and never lost. Additionally, these shelves serve as a creative and eye-catching decor item.

Healer Conversion

EbonFyre and I have been working on updating her latest character to Pathfinder standard; as most of us know the Healer class was one of the most lackluster in 3.5 so we did what we could to try and amp it up a bit to bring it a little more playability. Credit where credit is due, most of the work is hers. Feedback is appreciated.

Alignment: any good
HD: d6 --down from d8, since the class has 1/2 BAB progression

Skills: Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Knowledge (religion), Profession, Sense Motive, Spellcraft, Survival
Skill points: 4 + Int modifier

1st level: BAB 0, Fort: +2, Ref: 0, Will: +2; Special: Orisons, Spellcasting, Healing Hands, Spontaneous Casting (cure), Healing Wave (1d6)
2nd level: BAB +1, Fort: +3, Ref: +0, Will: +3; Special: Skill Focus (Heal), Healing technique
3rd level: BAB +1, Fort: +3, Ref: +1, Will: +3; Special: Healing Wave (2d6)
4th level: BAB +2, Fort: +4, Ref: +1, Will: +4; Special: Healing technique
5th level: BAB +2, Fort: +4, Ref: +1, Will: +4; Special: Healing Wave (3d6)
6th level: BAB +3, Fort: +5, Ref: +2, Will: +5; Special: Healing technique
7th level: BAB +3, Fort: +5, Ref: +2, Will: +5; Special: Effortless healing; Healing Wave (4d6)
8th level: BAB +4, Fort: +6, Ref: +2, Will: +6; Special: Unicorn companion; Healing technique
9th level: BAB +4, Fort: +6, Ref: +3, Will: +6; Special: Healing Wave (5d6)
10th level: BAB +5, Fort: +7, Ref: +3, Will: +7; Special: Advanced techniques, Healing technique
11th level: BAB +5, Fort: +7, Ref: +3, Will: +7; Special: Improved Healing Hands, Healing Wave (6d6)
12th level: BAB +6/+1, Fort: +8, Ref: +4, Will: +8; Special: Healing technique
13th level: BAB +6/+1, Fort: +8, Ref: +4, Will: +8; Special: Healing Wave (7d6)
14th level: BAB +7/+2, Fort: +9, Ref: +4, Will: +9; Special: Healing technique
15th level: BAB +7/+2, Fort: +9, Ref: +5, Will: +9; Special: New limb; Healing Wave (8d6)
16th level: BAB +8/+3, Fort: +10, Ref: +5, Will: +10; Special: Healing technique
17th level: BAB +8/+3, Fort: +10, Ref: +5, Will: +10; Special: Healing Wave (9d6)
18th level: BAB +9/+4, Fort: +11, Ref: +6, Will +11; Special: Healing technique
19th level: BAB +9/+4, Fort: +11, Ref: +6, Will: +11; Special: Healing Wave (10d6)
20th level: BAB +10/+5, Fort +12, Ref: +6, Will: +12; Special: New life, Healing technique

Class Features

Weapon and Armor Proficiency: Healers are proficient with all simple weapons and with light armor. Additionally, a healer who uses metal armor or any kind of shield is severely hampered. The armor of a healer is restricted by traditional oaths, not simply training. A healer knows how to wear light metal armor and could become proficient with medium or heavy armor, but wearing metal armor or bearing a shield would violate her oath and suppress her healer powers. Her ethos requires a certain vulnerability that allows her to more fully empathize with those in their care. A healer who uses prohibited armor is unable to cast healer spells or use any of her supernatural or spell-like class features while doing so and for 24 hours after the armor is taken off.

Spells: A healer casts divine spells (the same type of spells available to clerics), which are drawn from the healer spell list given below. A healer must choose and prepare her spells in advance (see below).

To prepare or cast a spell, a healer must have a Wisdom score of 10 + the spell’s level (Wis 10 for 0-level spells, Wis 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a healer’s spell is 10 + the spell’s level + the healer’s Wisdom modifier.

Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Wisdom score.

Spontaneous Casting: A healer can channel stored spell energy into healing spells that she did not prepare ahead of time. The healer can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Healing Hands: Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

This bonus improves to two times her Charisma modifier at level 10.

Skill Focus (Heal): A healer’s focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different one.

Healing Wave: A healer can release a wave of healing energy by channeling the power of her faith. Healing Wave causes a burst that affects all living creatures in a 30 foot radius centered on the healer. The amount healed is equal to 1d6 points of damage plus 1d6 points of damage for every two healer levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures healed by healing wave cannot exceed their maximum hit point total--all excess healing is lost. A healer may use this ability a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity.

This ability counts as Channel Energy (positive) for the purposes of qualifying for prestige classes or feats.

Healing Techniques: As a healer gains experience, she learns a number of techniques that increase her healing abilities. Starting at 2nd level, a healer gains one healing technique. She gains an additional technique for every 2 levels of healer attained after 2nd level. A healer cannot select an individual technique more than once.

Cleanse Blindness: The healer gains the ability to cleanse blindness a number of times per day equal to 1 + her Charisma modifier, as if casting a remove blindness/deafness spell.

Cleanse Disease: The healer gains the ability to cleanse disease a number of times per day equal to 1 + her Charisma modifier, as if casting a remove disease spell.

Cleanse Fear: The healer gains the ability to cleanse fear a number of times per day equal to 1 + her Charisma modifier, as if casting a remove fear spell.

Cleanse Mind: The healer gains the ability to remove any charm effect a number of times per day equal to 1 + her Charisma modifier as a standard action.

Cleanse Paralysis: The healer gains the ability to cleanse paralysis a number of times per day equal to 1 + her Charisma modifier, as if casting the remove paralysis spell.

Cleanse Poison: The healer gains the ability to cleanse poison a number of times per day equal to 1 + her Charisma modifier, as if casting a neutralize poison spell.

Healer's Grace: When the healer casts any spell that cures hit point damage, she can choose to grant the subject a +1 sacred bonus for every 4 class levels to Saving Throws (minimum +1). This effect lasts a number of rounds equal to the healer's Charisma modifier. This ability can be used 3 times per day + her Charisma modifier.

Healer's Protection: The healer gains the ability to protect her charges. When the healer casts any spell that cures hit point damage, she can choose to grant the subject a +1 sacred bonus for every 4 class levels to Armor Class (minimum +1). This effect lasts a number of rounds equal to the healer's Charisma modifier. This ability can be used 3 times per day + her Charisma modifier.

Lingering Vitality: A healer with this ability is able to increase their healing effects over time. When the healer casts any spell that cures hit point damage, she can choose to grant the subject Fast Healing 1. This effect lasts 10 rounds plus 1 round per level, to a maximum of 15 rounds. This ability can be used 3 times a day + her Charisma modifier.

Practiced Healer: The healer is gains a +2 sacred bonus to caster level when using healing spells.

Rapid Healing: The healer gains the ability to reduce the casting time of her healing spells. The healer is able to cast any spell that cures hit point damage as a move action. This ability can be used 3 times a day + her Charisma modifier.

Selective Healing Wave: The healer gains the ability to target her healing wave. This ability allows the healer to select which targets within range are affected by her Healing Wave.

Touch of Healing: The healer gains the ability to channel divine healing with just a touch. As a standard action, the healer can heal 3 points of damage per caster level to a maximum of 30 points. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells.

Effortless Healing: At 7th level, a healer has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Unicorn Companion: When a healer attains 8th level, the deities recognize her devotion and grant her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the healer willingly and unswervingly.

Once per day, as a full-round action, the healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the healer and remains for 2 hours per healer level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the healer may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.

Advanced Techniques: At 10th level, and every two levels thereafter, a healer can choose one of the following advanced techniques in place of a healing technique.

Aura of Protection: The healer can emit a 30-foot aura of protection for a number of rounds per day equal to her healer level. She and her allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every five healer levels you possess beyond 10th. These rounds do not need to be consecutive.

Cleanse Spirit: A healer gains the ability to restore a creature to health a number of times per day equal to 1 + her Charisma modifier, as if casting a greater restoration spell.

Cleanse Petrification: A healer gains the ability to restore a petrified creature to health a number of times per day equal to 1 + her Charisma modifier, as if casting a stone to flesh spell.

Empowered Healing: All of the healer's cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not stack with the Empower Spell metamagic feat.

Expand Wave: Healing wave gains the range of a 60 foot radius.

Extra Wave: The healer gains additional uses of Healing Wave. She can now use Healing wave 6 times per day + her Charisma modifier.

Healer's Blessing: When the healer casts any spell that cures hit point damage, she can choose to grant the subject damage reduction of 1/- for every 4 levels of healer. This effect lasts a number of rounds equal to the healer's Charisma modifier. This ability can be used 3 times per day + her Charisma modifier.

Improved Touch of Healing: Functions as the healing technique Touch of Healing, except that the maximum amount of damage healed is 60 points.

Ranged Healing: The healer gains the ability to restore a creature to health from a distance. Any healing spell with the range of touch becomes a ranged touch spell with the range of close (25 feet + 5 ft per 2 caster levels).

Swift Healing: The healer gains the ability to reduce the casting time of her healing spells. The healer is able to cast any spell that cures hit point damage as a swift action. This ability can be used 3 times a day + her Charisma modifier.

New Limb: At 15th level, a healer gains the ability to regrow a creature’s lost or damaged body part once per day, as if casting a regenerate spell.

New Life: Once per week, a 20th-level healer can bring a dead creature back to life, as if casting a true resurrection spell.

Ex-Healers
A healer who grossly violates her ethos (such as by refusing to heal an ally or a good-aligned creature) loses all spells and class features (except for proficiency with simple weapons and light armor). She cannot thereafter gain levels as a healer until she atones (see the atonement spell).

Healer Spell List

Orisons (0 Level Spells): Create Water, Detect Magic, Detect Poison, Light, Mending, Purify Food & Drink, Read Magic, Resistance, Stabilize

1st Level: bless water, cure light wounds, deathwatch, delay disease, goodberry, healthful rest, ironguts, protection from evil, remove fear, remove paralysis, resurgence, sanctuary, speak with animals, lesser vigor

2nd Level: bear's endurance, calm emotions, cure moderate wounds, delay poison, gentle repose, mass lesser vigor, remove blindness/deafness, remove disease, resist energy, lesser restoration, status, summon elysian thrush, vigor

3rd Level: close wounds, consecrate, create food and water, cure serious wounds, greater resistance, magic circle against evil, mass resurgence, neutralize poison, protection from energy, remove curse, restoration, safety

4th Level: cure critical wounds, death ward, delay death, freedom of movement, greater status, mass cure light wounds, negative energy protection, panacea, planar ally (lesser), revenance, sheltered vitality, spell immunity

5th Level: atonement, break enchantment, breath of life, dance of the unicorn, hallow, life's grace, mass cure moderate wounds, raise dead, stone to flesh, spell resistance, true seeing, greater vigor

6th Level: greater resistance, greater restoration, heal, heroes’ feast, mass bear's endurance, mass cure serious wounds, mass restoration, planar ally, regenerate, vigorous circle

7th Level: aura of vitality, fortunate fate, mass cure critical wounds, refuge, renewal pact, repulsion, resurrection

8th Level: discern location, greater planar ally, greater spell immunity, holy aura, mass death ward, mass heal

9th Level: foresight, gate, miracle, true resurrection, undeath's eternal foe

Cleanse Spirit: A healer gains the ability to restore a creature to health a number of times per day equal to 1 + her Charisma modifier, as if casting a greater restoration spell.
Magical key shelves

They can be placed in any room, from an entryway to a living room or bedroom, and instantly enhance the space with their unique and magical appearance. Guests and visitors will be enthralled by the whimsy and charm of these shelves. Furthermore, the design of magical key shelves allows for customization and personalization. Homeowners can choose shelves that reflect their personal style and taste, whether it be rustic, elegant, or whimsical. The shelves can also be painted or stained to match the color scheme of a room or to create a focal point. In conclusion, magical key shelves are not only functional storage solutions but also decorative pieces that add an element of enchantment and whimsy to any space. With their unique designs and customization options, these shelves are sure to capture the imagination of anyone who sees them. So why settle for ordinary key holders when you can have a magical key shelf that will make every day a little more extraordinary?.

Reviews for "Key Shelves: Transforming Your Home into a Magical Wonderland"

1. John - 2/5 - I was really disappointed with the magical key shelves. The concept seemed great, but the execution was lacking. The keys kept falling off and the shelves weren't sturdy enough to hold anything substantial. It was more of a hassle than anything else. I wouldn't recommend it.
2. Sarah - 1/5 - I regret purchasing the magical key shelves. It was a waste of money. The shelves were poorly constructed and didn't look as magical as advertised. Additionally, the assembly instructions were confusing and it took me hours to put it together. Save your money and invest in a better quality storage solution.
3. Mark - 2/5 - The magical key shelves were a disappointment. The hooks were flimsy and kept bending when I tried to hang my keys. The shelves themselves didn't hold much weight, so I couldn't put anything substantial on them. Overall, it was a waste of money and I would not recommend it to others.
4. Emily - 1/5 - I had high hopes for the magical key shelves, but they were a complete letdown. The shelves were smaller than I expected and couldn't hold more than a few small items. The design was also lackluster and didn't add any magical touch to my space. It just looked cheap and poorly made. I wouldn't recommend it to anyone.
5. Michael - 2/5 - Honestly, I expected more from the magical key shelves. The shelves were not as sturdy as I thought they would be, and the keys had a tendency to slip off the hooks. It was frustrating to constantly have to reposition the keys and worry about them falling. The concept is good, but the execution needs improvement.

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