Amulet of Reunion
Magic Item (Rare, Unique)
Description:
The Amulet contains a teleportation spell, created and designed by an archmage, for emergency situations or to reunite companions separated by great distances.
Properties:
- Single Use: Once used, the amulet loses its power and becomes a simple decorative pendant.
- Activation: To activate the amulet, the bearer must concentrate on a specific companion and utter a command word inscribed on the back of the amulet.
- Destination: The bearer and up to five additional creatures in physical contact with the bearer are instantly teleported to the exact location of the desired companion.
- Restrictions: The amulet can only be used once and cannot be recharged or reused.
Associated Spell:
Mystic Reunion
Level: 6
School: Conjuration
Casting Time: 1 action
Range: Unlimited (within the same plane)
Components: V, S (performed when activating the amulet)
Duration: Instantaneous
Description:
This spell allows the caster to instantly teleport to the location of a specific companion. Up to six willing creatures, including the caster, can be transported, provided they are in physical contact at the time of activation.
Effect:
Upon activating the amulet and uttering the command word, the caster and the creatures in contact are teleported to the exact location of the desired companion within the same plane of existence. The spell bypasses any barrier or distance, ensuring a precise and safe arrival.
Special Features:
- Single Use: The spell can only be used once, after which the amulet loses its magical power.
- Fixed Destination: The spell cannot be manipulated to change the destination once activation has begun.
- Safety: The teleportation is safe and cannot be interfered with by external forces.
Drawbacks:
- Temporal Disorientation: All teleported creatures must make a Constitution saving throw (DC 15). On a failure, a creature becomes disoriented and suffers disadvantage on all attack rolls, ability checks, and saving throws for 1d4 hours.
- Magical Exhaustion: Additionally, all teleported creatures gain one level of exhaustion.
- Magical Instability: Upon arrival at their destination, there is a 20% chance of a burst of magical energy, dealing 4d6 force damage to all teleported creatures (Dexterity saving throw DC 15 to halve the damage).
Notes: Teleportation, Exploration, Jewelry
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