When you use an action to toss an Amber Stone into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Absorption. While this pale amber ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see. If the spell targets more than 1 creature, you must choose to cancel the spell for only 1 creature while all others still experience the effects.
Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. These stones can be recharged by a willing level 17 abjuration wizard.
Notes: Warding, Consumable
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