User can willingly go through realms if successfully harness abilities. To successfully harness and go to another plane, must roll a percentile dice and roll above 25 to not be harmed. Must roll 1d100 again to see if successfully went to that plane. 30-60 rolled will cause the user to go to a random location in the plane named. 61-100 Will go to a specifically determined place by the user in that plane. Roll 1d20 to see if amulet can be harnessed within the same day. 16-20, can be used within same day. Below 16, must take long rest to use again, the next dawn. Other spells can also be cast via this amulet, such as evocation spells. At Higher Levels, cause 1 level of exhaustion to use amulet to a powerup.
Notes: To harness abilities, must be attuned
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