Wondrous Item, legendary (requires attunement by a Sorcerer, Warlock, Wizard)
This amulet is a small oval vial filled with a substance that is constantly changing between lightning, fire, frost, earth, wind, and water. It is a strung around your neck with a thin golden thread. When the user becomes attuned to the amulet they hear the voices of the element arguing in your head for as long as you are attuned to the amulet. Every morning the player must make a DC 12 Wisdom roll or take 2d6 psychic damage.
Use one of the Amulet's charges to cast one of the following spells based on 3d6's roll.
- 1-LIghting, The Amulet glows purple and the sky rumbles as a lightning bolt strikes from the sky, the target must make a Dexterity saving throw based on 13+the users dexterity modifier if the target fails they take 3d10 lightning damage otherwise take half that rounded up
- 2-Fire, The Amulet glows a bright orange and a cone of fire erupts from the gem, the target must make a Dexterity saving throw based on 13+the users dexterity modifier if the target fails they take 3d8 fire damage and the target takes 1d4 fire damage for 1d4 turns after, otherwise take half that rounded down.
- 3-Frost, The Amulet glows a light blue and the air begins to chill and the ground begins to freeze 10 feet around the target, the target and any creature is a 10ft radius of the target must make a Dexterity saving throw based on 13+the users dexterity modifier if the target fails they take 5d6 frost damage and speed is reduced by 10, otherwise take half that damage.
- 4-Earth, The Amulet glows a deep brown as the earth trembles, target and any creatures within a 10 radius of the target must make a Dexterity saving throw based on 13+the users dexterity modifier if the target fails they take 2d12 bludgeoning damage and are made prone, otherwise take half that.
- 5-Wind, The Amulet glows a bright white as the wind around the use begins to blow with great force a 10ft wide 30ft tall whirlwind forms, target and any creatures within the whirlwind must make a Dexterity saving throw based on 13+the users dexterity modifier if the target fails they take 5d6 bludgeoning damage and are made prone, otherwise they take half that damage.
- 6-Water, The Amulet glows a deep blue and a torrent of water erupts from the ground, the target must make a Dexterity saving throw based on 13+the users dexterity modifier if the target fails they take 4d6 bludgeoning damage and are knocked down making them prone.
Recharges for 1d4 charges at dawn
Notes: Sorcerer, Warlock, Wizard
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