Amulet of Protection from Sleep (Magic Amulet)

When worn on a chain or on a cord around the neck, this object prevents Us wearer from falling asleep, either natural or induced, magical sleep. The wearer is always alert under its influence, and cannot be affected by sleep spells, potions, or poisons that cause sleep, nor the sleep gaze of a jackalwere, or any other item or procedure that causes sleep or drowsiness.
The amulet of protection from sleep can be worn as long as desired. However, after three days of continuous use, the wearer begins to have mild and infrequent hallucinations. These effects increase in frequency and intensity each day after that. After seven straight days of sleeplessness, the user is afflicted by a form of insanity, determined by a roll of 1d6:
Roll	Induced Dementia 	 	
1 	Dementia Praecox: The afflicted character is quite uninterested in any undertaking when suffering from this form of madness. Nothing seems worthwhile, and the individual is filled with lassitude and a tremendous feeling of ennui. No matter how important the situation, it is 25% likely that the distressed character chooses to ignore it as meaningless. 	 	
2 	Delusional Insanity: Similar to megalomania, in this state, the deluded person is convinced that he or she is a famous figure-a monarch, demigod, or similar personage. Those who fail to recognize the true nature of the afflicted arouse great hostility. In normal affairs, the individual seems sane, but acts in a manner appropriate to a station that he or she does not actually hold, gives orders to actual or imagined creatures, and draws upon monies or items that do not exist.	 	
3 	Roll 	State	Strength
1-2 	Hysteria 	18/50	
3-4 	Enragement 	18/75	
5-6 	Mania 	18/00	
The hallucinations stop immediately if the amulet is taken off before seven straight days of use, but if the wearer is stricken by insanity, this condition persists until removed by a heal, restoration, or wish spell, or by similar magic. If the amulet is worn for 10 consecutive days, the wearer dies when the 10th day has passed. No magical cures can offset this effect, and the character can only be brought back to life by a raise dead, resurrection, or wish spell. The amulet does not provide a substitute for sleep, it merely postpones the need for it. A character who goes without sleep by using the amulet eventually has to make up for this deficiency.
To make up lost sleep, a character only needs to sleep one half-hour for each hour of lost slumber. This does not apply when the deficit is a full night's sleep (8 hours or less); in that case, lost sleep must be made up on an hour-for-hour basis. The wearer of the amulet is not penalized for lack of sleep (except by the side effects described above). Lost hit points are regained at the normal rate, and a spellcaster's ability to study and memorize spells is not impaired by lack of sleep as long as the amulet is worn.
The amulet can be removed at any time, either by the wearer or someone else. If the wearer has lost 16 hours (two nights) of sleep or less when the amulet is removed, he or she is able to remain awake for up to one hour, if engaged in fairly strenuous physical activity. (No one drops off to sleep in front of an onrushing dragon, for instance.) If the amulet has been used to postpone sleep for longer than two nights, the wearer immediately falls asleep when the amulet is removed, and cannot be awakened by normal means for 1d6 hours thereafter.
A haste or similar spell can restore the character to consciousness (but not provide any hasting effects) for the duration of the spell. Until a character has made up all lost sleep, he or she fights at -1 to attack rolls for every 8 hours of sleep (or any portion of that) that have not been made up. The amulet may be worn by any character class, and functions indefinitely without need for recharging.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Amulets
Category:Magic Jewelry