The Amulet of Cona is a beautiful purple hexagonal stone about the size of a large coin. It is encased in a black slippery-slick metal like pendant that is plain with no inscriptions. There is a platinum and black chain that suspends the amulet around the wearers neck.
Constructed of the remains of the Cone of Animation from the Abyssal Black Metal known as "Abysmite" and the eight-sided purple gem. The black metal remains of the cone were unknown for over a thousand years until unearthed by the Lich Socrifice during his mortal wanderings as Trader Jim. The gem that is party of the Amulet was stole from the pommel of the sword of the Archangel Nathaniel, the Angel of Death.
While this item was originally in possession of Orcus’s Lieutenant Dread Crimson, it was later leant to the Fallen Angels to open a plane to yet another parallel prime material plane. However, this item was lost to Orcus when some celestial magic trapped his fallen angel servants into a strange demi-plane on Nothe.
The amulet radiates a strong dimensional normalization, that will counteract all but strongest demonic or celestial magic within a 30’ radius around the amulet. This will allow all magic to operate normally and radiates a curtain like purple emanation coming out from the item.
Each of the 8 facets of the gem, allow a different sort of power to be released. Each facet has a series of dots which correspond to its active minor powers. Each power can be used twice per day.
- Allows the wearer to the ability to control beings to shift in and out of the plane the wielder is on. Unwilling recipients get a constitution saving throw versus this effect. DC is 10 + your Spellcasting ability modifier + your Proficiency Bonus . This only will effect beings who straddle more then one plane and it will only do so temporarily (casters spellcasting ability + d10 expressed in minutes).
- Reverse Time - Target up to 3 creatures or 1 object (not held by target) within 30 feet. After the spell ends, everything involving those targets, including hit points, ability scores, equipment, spell slots, experience, etc. will all be returned to as it was up to 3 minutes before the spell was cast. This would include reversing death, spell effects etc.
- Planar Rift (3rd-level conjuration), Casting time: 1 action, Range: 30 feet, Duration: 2 turns
Description: Tear a small rift into Space, creating a portal to a place you can see or can visualize. Any creature or object of the size Medium or smaller can enter the Rift and be transported to the other side. You can also look into it, but the view is blurry and shortend to 10 feet. You can only look and enter into the Rift from the direction you created it from, anything running into it from the wrong side will just pass it. The Rift is not visible from the other side. The target Rift follows the same rules, but things can only leave it into the said direction. If the output is blocked, or the Rift itself, the spell will just fail and consume your Spellslot. Rift can only transport up to 1.000 miles of distance, but there is no limit on the amount of people or objects while the duration hasn't run out. Note that only the starting Rift is considered magical. You Endpoint can lay in Zones of Dead Magic, does not trigger anything that senses magic and so on.
- Time stop
- Teleport to all areas as “Very Familiar” even with only a brief description by one of the denizens
- Gate
- Dimensional Adherence – Anchors or extends any dimensional spell that has been cast previously within 100 feet of the wielder by the wielder or any other being. It can extend or re-open a portal spell that had been cast any time in the past 6 years but can only be leveraging the same endpoints. For example, if a Mage cast teleport 2 days before within the area of effect, the wielder knows that and can choose to follow to where the caster went. For existing spells such as gate, the wielder can extend to double the initial spell duration.
- Dimensional blocking – protects an area up to 100’ around the wielder from any dimensional magic including Teleport, Gate etc. The duration of this protection is up to 4 hours per power use. DC is 10 + your Spellcasting ability modifier + your Proficiency Bonus
In addition to the above powers, the following Coven Powers are available through Necklace
- Aging - Constitution save versus DC:26 or age victim 10d10 years.
- Reverse death (not undead) – reverse the status of death, except for undeath, this is not "Resurrect" but acts more like a "Reverse Time" for death. At least one piece of the deceased must be present and they must have died within 1 year/wielders level.
- Draconic binding - Forge any entity with the anti-force of a Vampiric Entity. Unwilling recipients are entitled to a constitution saving throw versus DC: 26. The forging is the equivalent of the merging of two souls and is different then Dragonkin.
- Mass Undeath - Raise an army equal to the number of CR x10 of the combined total of the coven (So 10 Witches of 10th level could raise 10x10x10 or 1000 CRs of creatures). The statistics of the undead will depend on the bodies available and are limited to non-magic using undead.
- Raise Undead Power – Raise one being of a CR equal to total hit dice of coven. This includes special and magic using undead
- Bind with Vampiric Entity - - Forge any entity with the anti-force of a Vampiric Entity. Unwilling recipients are entitled to a constitution saving throw versus DC: 26. The forging is the equivalent of the merging of two souls and not the same as raising someone as undead.
Notes: Examination, use and prayers to wielders deity over the course of 3 days
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