Wondrous Item, rare (requires attunement by a Requires Attunement by a spell caster)

When the Titan King of Mooni attempted to merge the multiverse together, the Weave shattered and broke across the ravaged lands of Mooni. Some of these shattered fragments have been made into the center piece of this amulet. 

Meta-Magic. The Amulet of Meta-Magic has 6 charges, these charges represent how many sorcery points the wear gets while wearing the amulet. 1d6 charges are regained over a long rest or by sacrificing hit dice; 1 hit dice per charge. The user is also given two meta-magic options. 

Cursed. The user automatically attunes to the amulet if they meet the requirements. They cannot unattuned until effected by a remove curse spell of level four or higher. When the wear uses a charge, they must roll on a d100 or d1000 wild magic table. 

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Notes: Requires Attunement by a spell caster, Cursed, Necklace, Jewelry, Eldritch Machine

Item Tags: Cursed Necklace Jewelry Eldritch Machine

BruceMark

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