Amulet

**Amulets**, also known as **Fetishes**, are items which are not innately magical, but which can nonetheless be used as dweomers by those with special connections to the objects and/or their histories.

## Description

Amulets possess no magical power of their own, and can only produce magical effects when wielded by individuals who place some measure of importance on the object. Thus the magic, truthfully, comes not from the amulet, but rather from the individual wielding it.

While all amulets of a given school generally are of a certain broad type of object, typically something related to the school or the amulet's effect, the significance of an amulet to its wielder can vary wildly. Some are objects of historical significance such as the idol of a long-dead civilization or the skull of a once-great king. Others are religious in nature; the relics or regalia of a Saint, for example. Still some other amulets are things of value to no one but their wielder; personal things like the bones of a relative, or the belongings of a dead friend or family member.

## Mechanics

Those who wield amulets are known as **Fetishists**. Their Fetishist level is determined by the class or feat which grants them their access to amulets.
Amulets are, like spells, divided into groups by the eight schools of magic. Most Fetishists can only use amulets from a handful of these schools, and not all eight, and only a limited number of amulets at a time.

Each day, a Fetishist must choose from among her amulets which amulets she wishes to use for that day, much like how a Wizard must choose her spells from her spellbook. The daily number of amulets a Fetishist may benefit from is determined by her Fetishist level.

A 1st level Fetishist can use two amulets per day. At 3rd level and every 2 levels thereafter, this number increases by 1. For example, a 3rd level Fetishist can use 3 amulets per day, while a 5th level Fetishist can use 4.

### **Amulet Powers**

All amulets have two powers assigned to them; a passive power determined by their school, and an active power. Each amulet has one and only one active power bound to it, although one may carry multiple objects of the same type but with different powers. For example; two bells may have two different powers. The Fetishist may choose which of her amulets belong to which school and possess what active power from within that school, although there are rules and limitations there as an amulet's power is tied to its significance to the Fetishist and the object's history and form.

Upon designating an item as an amulet, the Fetishist must choose the amulet's active power. Once chosen, an amulet's active power cannot be changed. To use an amulet's active power, a Fetishist must expend some of her mystic investment. A Fetishist has an amount of mystic investment equal to their Fetishist level plus their relevant ability modifier.

If an amulet takes the form of a piece of clothing or armor, it must be worn to be used as an amulet. Other objects used as fetishes must be prominently displayed when used, as though focuses in spellcasting. Shields and weapons may be wielded or simply displayed when serving as amulets.

Unless otherwise noted, the DC for the saving throw against an effect produced by an amulet is always 10 + the Fetishist level + the relevant ability modifier.

* **Abjuration Amulets**
* **Conjuration Amulets**
* **Divination Amulets**
* **Enchantment Amulets**
* **Evocation Amulets**
* **Illusion Amulets**
* **Necromancy Amulets**
* **Transmutation Amulets**