Krimh's Amplifier has 1d6 + 4 charges when it is found. It regains 1d4 + 1 charges every time it is exposed to the moon. The attuner can expend 1 charge to double the damage dice used for a spell of 6th level and below. For a cantrip like poison spray, the damage dice is doubled using the base damage, not changing even if the character is at the prerequisite level to add an extra die to the damage. The attuner can expend 2 charges to emit a blast of magic energy. Choose a target. Roll a d6. On a one, cast a random cantrip on that target, on a 2, a level 1 spell, etc. This spell can be anything from 3rd level spell fireball to the cantrip light. Once this option is used, it can't be used again until the amplifier regains charges again. Once the last charge is expended, roll a d20. On a 1, the amplifier bursts into a harmless display of lights and a random spell, using the same base as expending 2 charges. It reforms somewhere in the multiverse, sometimes on the same plane of existence, sometimes on a different realm, but never in a demi-plane.
Random Properties
Krimh's Amplifier has the following random properties:
- 2 minor beneficial properties
- 1 major beneficial property
- 1 minor detrimental property
Notes: Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, by a spellcaster who has spell slots over 3rd level
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