This magical Amulet was created by the Archons of Andorian Empire to syphon magic from their enemies and the world around them thus gaining control over the empire. When you attune to this item for the first time, it embeds itsef into your skin and can be removed only by casting Remove Curse spell.
While attuned to this item you get a +2 bonus to spell attacks and your spell save DC.
This item has 12 charges, you regain all charges at dawn.
Draining Counterspell (2 charges): Aa reaction you can cast counterspell through this item (3rd level). If the spell is successful you also regain 1D4 hit points multiplied by the level of the spell counterspelled.
Arcane Syphon (3 charges): As an action you target a spellcaster you can see within 30 feet to syphon their magic from them. The spellcaster must roll a DC 20 Constitution saving throw, on a failed save the spellcaster loses their ability to cast spells until the start of your next turn. Additionally, if the targeted spellcaster fails their saving throw by 5 or more, they roll a D8 and lose a spell slot equal to the number rolled on the dice. You then gain the spell slot if you have acces to it. If the target doesn't have spellslot of that level they lose the spellslot of a lower level.
Master of the arcane (4 charges): When a creature within 60 feet of you casts a spell, you can use your reaction to try to take controll of it. The creature must roll a DC 18 Wisdom saving throw, on a failed save you redirect the spell towards an area or a target of your choosing using the original spell's range. On a successful save the creature retains control of the spell but suffers 4 D10 psychic damage.
Arcane overload: This item grabs a tremendous power from the weave around you which can lead to overwhelming side effects. Every time when you finish a long rest you need to succeed on a DC 15 Constitution saving throw, on failed save you get overloaded by magic and you get no benefit of the long rest. Additionally you need to roll on the Wild Magic table everytime you cast a spell of 1st level or higher
Notes: Bonus: Spell Save DC, Bonus: Spell Attacks, spellcaster. When you attune to this item you must succeed on a DC 20 Constitution Saving Throw, on a failed save you suffer 5 D10 points of force damage and you can't attempt to attune to it for the next 24 hours.
Previous Versions
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6/10/2024 7:31:06 PM
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Coming Soon
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