This amulet is fashioned from shards of energy from varying planes of the universe, contained by resilient extraplanar material originating from the Far realms. While you are wearing it, you gain the following benefits:
You can use an action to cause the amulet to become invisible until you use another action to make it visible, until you remove the amulet, or until you die.
- You can use the amulet as a spellcasting focus for your spells.
- You can try to cast a cantrip that you don’t know. You must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted.
- When you use a Metamagic option on a spell while you are wearing the amulet, you can roll on the Wild Magic Surge table in the Player’s Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
- When you use a Metamagic option on a spell while you are wearing the amulet, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you.
- When you use a Metamagic option on a spell while you are wearing the amulet, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.
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Enhanced Strength. Your Strength score increases by 4 while the shard is on your person. The shard can’t raise your Strength score above 22.
- Chaotic. Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn.
- Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out.
you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
This amulet stores spells cast into it, holding them until the attuned wearer uses them. The amulet can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 5th level into the amulet by touching the amulet as the spell is cast. The spell has no effect, other than to be stored in the amulet. If the amulet can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this amulet, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the amulet is no longer stored in it, freeing up space.
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Curse. Attuning to this item extends its curse to you. You remain cursed until you are targeted by a remove curse spell or similar magic, or until the shard is reattached to Xeluan’s petrified heart.
The shard’s curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard Misfortunes table to determine the misfortune. For as long as this misfortune lasts, no other shard misfortunes befall you.
Shard Misfortunes
d6 Misfortune 1 You accidentally cut yourself with the shard and are poisoned until the next dawn. 2 You experience a vision of an ancient calamity—a beautiful city threatened by crumbling mountains and erupting volcanoes—and are stunned until the end of your next turn. 3 For a few seconds, the ground shakes under you. You and each creature within 10 feet of you must succeed on a DC 16 Dexterity saving throw or be knocked prone. 4 The shard releases three glowing darts of magical force that target one random creature within 30 feet of you. If no such target exists, you become the target. Each dart hits automatically and deals 3 (1d4 + 1) force damage to the target. 5 Until the next dawn, Beasts with an Intelligence score of 3 or lower are hostile to you. 6 Nothing seems to go your way. Until the next dawn, you have disadvantage on ability checks.
Notes: Stacking Bonus: Strength Score, Bonus: Spell Attacks, Sorceror, warlock, bard and wizard
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