(or “Just how many plot hooks can I get into a magic item?”)
Artifacts thousands of years old and of unknown origin, the Crystal Skulls appear as perfectly proportioned human skulls carved from hardened crystal, complete with moving jaws. It is also not known just how many of these are scattered about the multiverse, some say that many Prime Material planes contain several of these, whether this is true or conjecture is not known. What is known is that these magical items are powerful arcane devices that can allow the bearer to see into other planes and times and contact not only extra-planar entities, but also others holding these skulls. Strangely enough, if two to eight of these Crystal Skulls are brought together bad things start to happen; electrical storms of devastating magnitude, earthquakes, monsters, animals and people go berserk, and insanity reigns supreme, the first clue that another skull is nearing will be an eerie wailing emanating from the magic item that is very unnerving. Yet if nine or more converge at the same time a rift in the fabric of space and time will open and allow extra-planar travel, by opening a gate to the Astral Plane that anyone can walk into or out of.
Benefit: Any wizard holding a Crystal Skull can Contact Other Plane (as per the spell) with absolute clarity and hold conversations with the being on the other plane for several minutes. In addition, a telepathic conversation can be held with anyone else holding another Crystal Skull for basically any length of time. If nine or more of the magic items converge at the same location a gate is opened to the Astral Plane, however if 2-8 of these strange devices are within 50 feet of each other calamities of various kinds will spontaneously erupt. Usable by: Magic-users can use the to contact extra-planar creatures and entities as well as open the Astral Gate, anyone can use a Crystal Skull to communicate telepathically with another intelligent creature wielding one.