LGtC:Necromancer's Amulet

Necromancer's Amulet

Wondrous item, artifact (Mannimcarco) (requires attunement)

The legendary Necromancer's Amulet is the last surviving relic of the mad sorcerer Mannimarco, also known as the King of Worms. The amulet is an exquisitely crafted sterling silver pendant with an eerie glowing skull emblazoned upon it.

Popular among mages, the amulet instantly bestows the wearer with wisdom far beyond their years, and is mystically fortified to provide the same protection as heavy armor without the restriction of movement.

One of the greatest flaws of the amulet is it's instability. It is forever doomed to fade in and out of existence, reappearing at locations distant from that of its disappearance.

Random Properties. The Necromancer's Amulet has the following randomly determined properties:

  • 2 minor beneficial properties
  • 1 major beneficial property
  • 2 minor detrimental properties
  • 1 major detrimental property

Protection. Your AC can't be less than 17 while wearing the amulet, regardless of what kind of armor you are wearing.

Increased Intelligence. While wearing the amulet, your Intelligence score increases by 2, to a maximum of 24. Additionally, your magicka point maximum increases by half your character level, rounding down.

Enlightened Necromancy. While wearing the amulet, any necromancy spell you cast counts as one level higher, to a maximum of 9th level.

Bane of Undeath. After 1d20 days of wearing the amulet, you begin to acquire the physical traits of undeath. You may become unnaturally gaunt, or appear to have a grotesque disease that marks your skin. Your skin, fur, or scales might lose all natural coloring and become pale, or your body temperature is always cold to the touch. Or perhaps your eyes have glossed over in pure black, you've lost all facial features, or some other unholy feature the GM chooses. The bane grants you advantage on Personality (Persuasion) checks made to interact with evil creatures and Personality (Intimidation) checks made to interact with non-evil creatures.

Curse. This amulet is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the amulet fails to end the curse on you. While attuned to the amulet, your walking speed is reduced by 5 feet. Additionally, when you finish a long rest, you regain 2 fewer hit dice than you normally would.

Destroying the Amulet. The Necromancer's Amulet is incredibly unstable and is known to fall in and out of existence at its own unpredictable impulse. The only way to temporarily destroy the amulet is by bringing it to a temple of Arkay and participating in a ritual which banishes the amulet for 1d100 years. It then reappears in a random location on Nirn.

Found In: Legionnaire's Guide to Cyrodiil