Creates a makeshift enchanted object. This object contains at least one level one spell that anyone touching the object can use. the total level of the Empowerment spell is the total level of the spells imbued+1. You can only empower an object with a spell you know. Creating the object requires a successful Arcana check against your spell save DC + the total level of the spells for each spell. If you roll a critical for the spell empowerment the spell can be performed at will. The object requires attunement. Creating the object also consumes the spell-slots of whatever spells you empower it with, including the spell creation slot.
The object is not a normal enchanted object and can be broken like any other object. If the object is broken the empowerment is dispelled and can be dispelled through magic. 1 charge replenishes after every short rest. 2 charges after every long rest. If charges are depleted roll a d20 if you roll a 1 the object explodes with 1d6+spell level blasting damage. The object has the same number of charges as the spell level. Attuning to the object has a negative effect on the user because it was improperly enchanted. You will need to do an saving throw against the spell save DC. Find the largest statistic of the user:
If Strength, you do a strength saving throw on a failure the individual receives one point of exhaustion.
If Dexterity, you do a dex saving throw and on failure become stunned.
If Constitution, you do a constitution saving throw and on failure become poisoned.
If Intelligence, You do an intelligence saving throw and on failure become Blinded.
If Wisdom, You do a Wisdom saving throw and on failure become frightened of the Spell-castor.
If Charisma, You do a Charisma saving throw and on failure become Charmed of the Spell-castor.
* - (the item to be empowered. any elements of the spells you want to empower the object with)