Usable by all classes. These symbols are typically worn on neck chains as pendants, although talismans may be worn as pins. Nevertheless, only one of these items may be used by a character at a time. Many of the powers of these items are protective spells, but these have constant effect with no burnout chance rather than the durations listed in the conbook. GMs may also wish to read through the Medallions section of the item book; many of the items listed there could logically be found as amulets or talismans as well.
Level 3. Cursed-18. The wearer of this item is unaffected by any Teleport spell, regardless of his desire or consent.
Level 1. Cursed-14. The wearer of this amulet is at -25% to save against any Detect spell or prayer.
Level 1. The wearer of this amulet is protected against harsh climates. He feels comfortable in weather 30 degrees cooler or warmer than his clothes would indicate. Dampness is slow to affect him; only a drenching storm will wet him. He is slow to dehydrate in hot weather. This item is not absolute protection, but it significantly expands its wearer's tolerance to the weather.
Level 2. When the wearer strikes another or is struck in melee combat, this amulet seeks to drain one enhancement-type spell from each of the wearer and his opponent. Spells that are drained include any Bless-type prayer, Strength, and Haste. The amulet attempts to dispel the spells as a 12th level caster. The amulet targets the lowest level spell first, breaking ties randomly. The amulet does not stack with a Weapon of Equality; should the wearer of the amulet be wielding such a weapon, the amulet has no effect.
Level 2. The wearer of this amulet can lie undetected. Lies are never detected by normal means; magical means, such as Detect Lie or Inquisition, must win a level-vs-level battle versus the amulet at 12th level to succeed. The amulet has a Conceal Magic prayer upon it.
Level 2. Cursed-14. The wearer of this item is always affected by the Fair Fight prayer when in battle. "Battle" is defined as the wearer being with 6" of hostilities, either melee or the giving or receiving end of ranged attacks.
Level 2. The wearer of this amulet is well-liked by most; add +3 to his charisma for reactions. In addition, he is more likely to detect breaches of trust. If his friends lie to him about serious matters, the amulet acts as a clerical Detect Lie prayer. If a friend makes a successful spiritual save, he is protected from the amulet for one hour; otherwise, all lies that he utters are revealed to the wearer.
Level 1. The wearer of this amulet is protected from charm spells as per the clerical prayer Withstand Charm.
Level 1. The wearer of this amulet is constantly protected by the clerical prayer Withstand Disease.
Level 1. The wearer of this amulet is protected from paralysis and from Hold spells (and from spells and prayers with similar effects, such as Inquisition) as per the generic clerical Withstand prayer.
Level 3. The wearer of this item is protected by the mage spell Mind Shield, giving him +30% on saves and +3 on level-vs-level battles against mental attacks.
Level 2. Usable by Mages. The wearer of this amulet regains his spell points faster than normal when sleeping. For every 3 points gained normally (round down), an extra point is gained. However, if the wearer is awakened before regaining all his points, all bonuses from the amulet are lost.
Level 3. The wearer of this amulet is protected from Detect spells, as per the mage spell Protection from Detects. Any detect spell must win a level-vs-level battle against the 12th level amulet to succeed. The wearer's items are not protected by the amulet.
Level 3. The wearer of this item is protected from location and scrying spells as per the mage spell Protection from Locates. Any such spell must win a level-vs-level battle against the 12th level amulet to succeed. The wearer's items are not protected by the amulet.
Level 3. The wearer of this amulet is protected by the spell Protection from Normal Missiles.
Level 3. Usable by Clerics and Mages. This talisman prevents spellcasting from being disrupted and canceled by damage to the caster. The caster must make a mental (spiritual for clerics) saving throw for each attack from which he takes damage in order to avoid being disrupted. The caster still takes the damage, but the spellcasting continues. However, the wearer is always disrupted if he takes a total of more than 10 points of damage in a round. The talisman does not protect the wearer from being disrupted by a successful grappling attempt if he was using his hands to cast. Each save that the item grants carries a 5% burnout chance, to be rolled before the save is rolled. The wearer has the option not to use the item, thus avoiding the burnout chance. (This choice is obvious whenever the caster has exceeded the 10 point maximum in a round.) Level 4 items that provide complete protection as per the Concentrate spell are also possible.
Level 3. This talisman affects all demons and elementals. The wearer radiates a Protection from Demons/Elementals V, as per the generic clerical Protection prayer, that moves with him. He may cast Banish Demon as a 14th level cleric with a burnout of 20%. Burnout of this function destroys the item.
Level 4. The wearer of this item is protected by the prayer Withstand Level Drain. In addition, he radiates a Protection from Undead V, which moves with him. Finally, he may cast Dispel Undead VII with a default burnout of 10%. Burnout of this function destroys the item.
Level 2. The wearer of this talisman only takes half damage from Cause Wounds prayers. Against all-or-nothing spells such as Death Spell or Finger of Death, the wearer is +10% to save, and even if he fails to save, the result is unconsciousness (0 hit points) instead of death.
Level 2. The wearer of this item is constantly protected by the clerical prayer Resist Fire.
Last Modified on September 11,1995.
ammulder@princeton.edu