Wondrous Item, uncommon (requires attunement by a creature with an intelligence of at least 10)

Amulets usually worn by juniors members of magical guilds in order to ease them into the mastery of this specific school.

Theses, when attuned to, allows the wearer to cast some minor spells they don't master yet, and once per day more advanced utility spells to encourage them to keep on studying.

  • Amulet Of The Abjurer.

At will : Blade Ward, Resistance

1/day each : Alarm, Detect Magic


  • Amulet Of The Conjurer.

At will : Create Bonfire, Mage Hand

1/day each : Detect Magic, Find Familiar


  •  Amulet Of The Diviner.

At will : Guidance, True Strike

1/day each : Detect Magic, Identify


  •  Amulet Of The Enchanter.

At will : Encode Thoughts, Friends

1/day each : Detect Magic, Sleep


  •  Amulet Of The Evoker.

At will : Fire Bolt, Light

1/day each : Detect Magic, Magic Missile


  •  Amulet Of The Illusionist.

At will : Minor Illusion

1/day each : Detect Magic, Silent Image


  • Amulet Of The Necromancer.

At will : Chill Touch, Sapping Sting

1/day each : Detect Magic, False Life


  •  Amulet Of The Transmuter.

At will : Mending, Prestidigitation.

1/day each : Detect Magic, Feather Fall

Notes: creature with an intelligence of at least 10

Previous Versions

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