Protective Amulet (Wizard Spell)

This enchantment is cast on a small talisman, such as a pendant, amulet, or other item of jew­elry. The item is thus, transformed into a protec­tive device against a single specific spell. The spell must allow a saving throw and be one that the caster knows how to cast. For instance, an amulet can be made to protect against charm person, but not against sleep or magic missile.
If the wearer of a protective amulet is at­tacked by the spell the amulet wards against, a normal saving throw is rolled. If the saving throw fails, the amulet absorbs the spell energy and shatters; the wearer is treated as if the saving throw succeeded.
A protective amulet must be an item of jewelry, costing at least 25 gp to protect against a 1st-level spell. The cost doubles for each spell level; 50 gp for an amulet against a 2nd-level spell, 100 gp for a 3rd-level spell, 200 gp for a 4th-level spell, and so on to 6,400 gp for an amulet against a 9th-level spell.
If a person wears more than one amulet of protection against the same spell, their energies cancel and none of them work.
Notes: Common for hedge wizards and witches. Uncommon for artificers; otherwise, rare.
Setting Note: The protective amulet spell was originally from a Roman setting. In that setting, the base price for an amulet against a 1st-level spell is 10 denarii and doubles from there. In that setting, witches often sell protective amulets; it is a major source of income. Most towns have a witch of 1st to 3rd level who makes a good living selling amulets against common 1st- or 2nd-level offensive spells such as charm person, hypnotism, spook, blindness, forget, or irritation. Depending on her re­action to the prospective buyer, the charge is usually two to five times the base cost of the amulet.
Protective Amulet
Optionally, the DM may allow this spell to Savage mages. In this case, the amulet is made of natural materials and requires a special ma­terial component. This is a quest item recovered by the one for whom the amulet is made (an eagle's feather, a tuft of giant badger fur, etc.). Components from a creature should be from one whose Hit Dice are at least equal to the level of the spell warded against. Items not won by the prowess or cleverness of the recipient will prove useless and the enchantment will fail.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells