Wondrous Item, artifact (requires attunement)

This delicate and exquisitely crafted Amulet features multiple components that represent the complex interplay of planar and magical realms. The Amulet is a wondrous device imbued with magic of its own, but the power of its six components makes the artifact even more potent.

The Amulet of Vurdos was created by the Celestial known as Splintarius. He crafted the relic as a means of tapping into the power of the planes and controlling the Empyrean Vurdos. But Splintarius soon realized that her creation was far more powerful than she had intended for just one person. 

To prevent the Amulet from ever being so used as a means of personal gain, Splintarius scattered the components that powered it across the kingdoms of the world. 

The Sum of Its Parts. Each of the six components that powers the [Tooltip Not Found] is a powerful magic relic in its own right:

The [Tooltip Not Found]
The [Tooltip Not Found]
The [Tooltip Not Found]
The [Tooltip Not Found]
The timepiece of travel
The wheel of stars

Creatures can attune to the Crown's components individually. If attuned to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components installed in it. Attuning to an installed component doesn’t count against the number of magic items you can normally attune to.

While a component is not installed in the orrery, its magic might function sporadically or with unpredictable side effects, as determined by the DM.

Future Echoes. With or without its components, the orrery lets you catch momentary glimpses of the future that warn you of danger. As long as the orrery is within 30 feet of you, you gain a +1 bonus to AC.

Into the Void. With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms.

Master of Travel. While all six components of the Orrery of the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges), demiplane (6 charges), gate (7 charges), plane shift (5 charges), or teleportation circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn.

Notes: Bonus: Armor Class

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