Rathgar, bored by the waiting, picked up the cold crystal hexagon from the shelf. It was thin, and he was able to just hold it with his finger tips. "What's this?"
"A key to the ice realm of Azarian." Feris answered after looking up from his book.
"Where's that?" Rathgar asked, examining it from all sides.
"Well, it doesn't exist anymore. At least that's what most of the stories say. That key is the last known piece of their civilization. It was given to a tiefling emissary so that she could safely and comfortably visit. She was the last person to see the realm when it came under attack by a fiery horde of demons."
"That's a shame. I bet it was a really stunning place with a name like that."
Crystal Key of the Azarian Ice Realm
This hexagonal disk of elemental ice (it won't melt) is cold to the touch, and as hard as steel. It is approximately 5 inches wide and about a quarter of an inch thick. It will protect its bearer from cold (as the spell) for as long as it is carried. It will also freeze any water it is brought into contact with, up to a 10' diameter sphere. If brought into contact with a large body of water this will result in a hemisphere of frozen water.
Water based creatures (elementals & wierds for instance) will take 1d10 points of magical damage from a successful attack. Fire based creatures will suffer 1d6 points of damage. Earth based creatures will be slowed, and air based creatures will take no damage but will cause an additional 2 points of damage on any successful attack after being struck by the key. Non-elemental creatures will take 1d2 points of magical damage if struck by the key.
The Crystal Key of the Azarian Ice Realm is immune to all damage except that caused by heat or fire. If the key takes 30 points of fire or heat damage in a single round (it may come from multiple attacks) it will be destroyed, otherwise it will immediately regenerate any damage taken.