As a bonus action, you can create an area the size of a cube 15 feet in side centered within 30 feet of you, the amulet or centered on the amulet itself. Choose a major Element between Air, Water, Earth or Fire. The free elements in the target area begin to dissipate through the ethereal plane, prioritizing the selected element, at 1/4 the total volume of the area per round, or approximately 6'000 gallons/24'000 liters per round. The effect persists in the area for the duration of the spell, until it is voluntarily dispelled or until the caster loses concentration. You can use an action to move the center of the effect 10 feet in any direction.
Any elemental in the area at the time of casting takes 4d8 Force damage. Double that if they're of the chosen element, half that, rounded UP, if they're not. Large or larger elementals take twice as much damage. Small or smaller elementals need to succeed a DC 14 Charisma saving throw or be ejected to the ethereal plane for the duration of the spell. Elementals that begin their turn in or enter the area need to succeed a Charisma saving throw against a DC of 11 + Half the caster's proficiency + The higher between the caster Wisdom or Intelligence modifier. On a failure, they are pushed away from the center of the effect for 1d6*5 feet (Half that, rounded down to the nearest multiple of 5, for Larger and larger elementals) and take 2d8 Force damage.
The effect lasts up to 5 minutes. You have advantage on your concentration if a friendly creature is holding or wearing the amulet, or if the effect is centered on the amulet and it is within 180 feet of you. You have disadvantage on your concentration if a non-friendly creature is holding the amulet, or you cannot see the amulet while the effect is centered on it, or if you are within the area of effect, or if the amulet is more than 240 feet away from you. You do not require concentration if you are holding or wearing the amulet and effect is centered on it or within 30 feet of you.
If you lose concentration, the elements regain their material anchor and hectically rush back into place in a chaotic elemental salad. Any non-elemental creature within the effect takes 1d8 random elemental damage, 1d8 bludgeoning damage and 1d8 force damage. Elementals that were ejected into the ethereal plane come back, and after that, every elemental in the area has a chance to regain their lost essence. They roll 1d20. On a 12 or higher, they regain 4d8 health and their next ability check or attack has advantage. Any Small or smaller elemental gains 16 health point instead. Half of the health point in excess of their maximum health, rounded down, gained this way are turned into temporary hit points that last until they are consumed or replaced.
If you voluntarily end the effect after at least 1 full round since it was first cast or it expires after 5 minutes, the ethereal plane traps the elements, and they float around in the ethereal plane, spreading around over the course of 72 hours, after which they dissipate completely. For that duration, any movement in the ethereal plane within 1 mile of the area is considered as if it was movement through difficult terrain. Any Small or smaller elemental that was ejected in the ethereal plane can make a Charisma saving throw against a DC of 18 to return to the material plane in a random place within 400 feet of the center of the effect at the time it ended.
Notes: After the amulet is recharged at the end of any rest, It cannot be used for 10*1d20 Minutes afterwards. The 1'000 gp worth of magical items required to attune to the item can be accumulated by the item through an indefinite amount of rests by any creature attempting to attune to it until the item is attuned. Every day in which a magic item isn't consumed and the item isn't attuned to, the accumulated amount decays by 10 gp., Any creature able to cast spells. Requires consuming 1'000 gp worth of magical items., Banishment, Necklace, Jewelry
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