Origin
This amulet is ancient, crafted aeons ago and bestowed to the first elven settlers of Ruha. The amulet was given as a peace offering by the Ruhardians, knowing that the 48-hour cycles of Ruha are very difficult for creatures who rely heavily on a circadian rhythm. At the time, the amulet allowed everyone connected to the wearer to sleep peacefully and even enter the same dream. The elves, thankful for the gift of generosity, transformed it into a catalyst for powerful revival magic. Essentially imbuing it with the 9th level spell, True Resurrection.
The elves showed this to the Ruhardians, who accepted it as a return gift of knowledge and trust. Acknowledging new allies, the Ruhardian Torn Mages displayed their magical prowess. They showed the elves how a coven of six powerful casters could create a 10th-tier spell using Ruha's Great Chasm of Magic. The spell, "Lusolar", was a powerful spell that enabled the elves to create regions of space that were perpetually night or day, regardless of location and time outside Ruhardia. Over time, however, the elves could never cast the magic again, and now places of Ruhardia's underground network of tunnels (known as Beladoria) and vast forestry regions are locked in night and day.
After receiving the amulet back from the elves, it was locked in a display case in the quarters of Ruhardia's High Priestess, where it was passed down and used to heal various important members of society. The amulet had twelve total usages, each marking one point of the day that it took to make. The amulet, over the course of the war and before, only has two charges left, with its destruction guaranteed after the final charge used. Classed as a vital historical artifact, it remains in in possession of the Ruhardian Royal family, or at least until it came to you...
Negentropic Craftsmanship
Made by the blacksmiths of the first era and blessed by the Goddess of Balance Ashiinen, the amulet is a device of unequalled indestructibility, provided at least one charge remains. It can't be affected by the process of time, and any magic spell of 9th level or lower directed to it is nullified, provided that the amulet becomes the target of the spell.
Healing Warmth
When held, that who holds the amulet is immediately cured of magical and mundane poison and becomes immune to the poisoned condition for the duration that they hold the amulet. Whilst attuned, any curse or cursed item that is affecting the wearer is removed unless the curse or cursed item was made using a spell slot of 9th level or higher. In that case, the curse is temporarily removed, and returns once the wearer becomes unattuned from the amulet or if the amulet runs out of charges. At the end of each long rest, the amulet restores any missing limbs (excluding heads) and removes all exhaustion levels.
Turning Aura
The amulet gives off an aura of divine energy in a 30-foot radius. Any undead that enters the aura must perform a Constitution saving throw, DC 20, or become Turned. Any undead of CR 3 or lower are destroyed instantly.
Increased mental capacity
Whilst attuned to this amulet, your INT, WIS and CHR scores are increased by 2, to a maximum of 20.
Charges
The Amulet stores a maximum of twelve charges, of which only two remain. A charge is naturally restored after every thousand years, and charges can be forcefully restored if bathed in the blood of Greater Celestial being for a year— however, the second method is only known by the Torn Mages who crafted the amulet.
Bathed in Divinity
Using one of the remaining charges, you are able to muster a true empirical blessing of divine power that bolsters your strength and heals your wounds. The blessing lasts for one minute, or until you to 0 hit points. Whilst blessed, you can use an action to move the blessing from yourself onto another willing creature within 30 ft, where it remains for the remainder of the blessing's duration.
While blessed, you gain a 1d4 bonus to attack and saving throws, and regain 1d10 hit points at the start of each of your turns. When you become blessed, effects such as Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified or Poisoned stop affecting you, but you can be affected on later turns.
Empirical Ressurection
You can expend one charge to cast the 9th-level spell True Resurrection on any target. The spell succeeds even if the soul is unwilling.
Notes: Bonus: Intelligence Score, Bonus: Wisdom Score, Bonus: Charisma Score, Cleric, Divine Soul Sorcerer, or Wizard of any Good Alignment
Previous Versions
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10/15/2023 10:57:37 PM
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5
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0
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Alpha
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Coming Soon
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