AMULET of the KITSUNE

A reward in my Oriental Adventures campaign.  Posted here for my PCs to reference. I am using the nemuranai tag for OA magic items since in Japanese Mythology magic items are not forged or made (this is seen as disrespectful to the indwelling spirit).  Instead, the items awaken through various processes – spontaneously, or through powerful magic.

KITSUNE AMULET
Wondrous Item (amulet), legendary (nemuranai, requires attunement by a wu-jen)

Omen: After wearing the amulet for at least 1 hour, it grows warm and the nine-tales occasionally moves and purrs (audible only to the wearer).

This platinum amulet has a jade set-piece and depicts a nine-tail kitsune – a powerful icon of magic.

The amulet has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. As a nemuranai weapon it grants its benefits based on the attuned characters proficiency bonus:

  • +2
    • Void Adept. While you wear the amulet, you gain a +1 bonus to spell attack rolls. You may expend 2 charges to increase this bonus to +2 or 4 charges to increase this bonus to +3 for the duration of an encounter.

 

  • +3
    • Arcane HealthYou gain 10 temporary hit points each day at sunrise. These hit points remain until expended or 24 hours pass.
    • The Fire of Inspiration. You can use an action to cast one of the following spells from the staff without using any charges: arcane lockdetect magicenlarge/reducelightmage hand, or protection from evil.
    • Element of All Thing I. You can spend a charge to cast arcane spells of up to 3rd level that are extended as though using the Extend Spell metamagic class ability.

 

  • +4
    • Spell Absorption. While holding the bo, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the bo absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the bo’s total number of charges above 50, the staff explodes as if you activated its immolation (see below).
    • Element of All Thing II. You can now extend spells up to 6th level by expending two charges.

 

  • +5
    • Isawa’s Gift. While holding the phoenix talon, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can increase the spell slot of these spells by doubling the charge usage each time you increase the spells level (for example dispel magic uses 3 chargers, you can cast it as a 4th level spell by expending 6 charges, a 5th level spell by expending 12 charges etc).
    • Hardened Nerves. You now have advantage on Constitution saving throws to maintain concentration spells.

 

  • +6
    • Awakened Kami. The kitsune amulet is now fully sentient and either takes the name you give it or takes the name Delphox. It has your alignment. Roll on the Sentient Magic Items table to determine its ability scores, communication ability and senses.
    • Fox’s Cunning. So long as you have at least one non-cantrip arcane spell remaining you may use shield without expending any spell slots even if you do not have it memorized.

The Five Rings. You can use an action to smash the amulet. The amulet is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centred on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take void damage (unspecified damage) equal to 16 × the number of charges in the amulet. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

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Tsukumogami

Nemuranai were man-made items of exceptional quality that had had their kami awakened, either through the skill used in creating them or through their association with great deeds. These items can usually only be attuned or used by a single person. They grow in power as the hero who owns it also grows in fame, honour and power.