Pendant of Possibility

The Pendant of Possibility:

The Pendant itself is a luxurious gemstone, though which stone it appears to be depends on the day. When not in use- or when its powers are not active- it seems to be a magnificent Rainbow Opal. The Pendant is circular and has around its edge a ring of gold that can be spun. Embedded in the ring are tiny gemstones, each a different color. When the ring is spun, one of the gemstones always seems to end up on top. When the Pendant's powers are in effect, the center stone changes color to match the stone chosen by the spin.

To activate the Pendant you must spin the ring. (Roll a d10). The gemstone selected based on this spin becomes locked into place for 12 hours, activating a power of the Pendant for this duration. Simultaneously, you are unable to remove the Pendant while it's powers are active. To see what effect it has, consult the chart below.

1: Amethyst. The wearer cannot get drunk and has resistance to poisons, immunity to disease and paralysis, and is immediately cured of these things if under their effects when this power comes into play.

2: Onyx: the wearer feels nauseous and uneasy all day. They have disadvantage on all Con checks and saves.

3: Ruby: the wearer may cast fire bolt at will as if they were a wizard of their current level. Each time they invoke this power the pendant crackles with heat, dealing 1 point of fire damage to the wearer. The damage is unavoidable, though immunity to fire prevents it.

4: Aquamarine: The wearer's legs fuse together into a magnificent fish tail. They may breathe water and swim without impediment. Walking is now a problem, though.

5: Topaz: The wearer may now fly at half of their movement speed. They gain angelic wings for the duration. You cannot fly as long as your wings are constrained by clothes or armor.

6: Sapphire: The wearer is immune to fire damage. They suffer one level of exhaustion as a deep chill sets into their bones. The exhaustion goes away when the Pendant's power ends for the day.

7: Emerald: the wearer becomes stone for the day. Their speed is halved. They cannot speak. They gain resistance to all piercing, slashing and bludgeoning damage.

8: Diamond: whenever the wearer rolls a natural 1, treat it as a natural 20.

9: Bloodstone: The Pendant feeds on your life force for the day. Each time you take damage, suffer an additional 1d6 necrotic damage.

0: Opal: the pendant shimmers with vibrant light for a moment. Choose which effect you want the pendant to have today.