Courses / AR / Protection Charm
Protection Charm
Code:
AR 380
Prerequisites:
Qualifies For:
Countermagic Mastery (Partially), Ghost Form
Level:
3
Study DC:
11
Spell
Time:
Action
Target:
Melee: touch
Cost:
Duration:
Until the caster rests
You enchant an object to provide protection from harmful magic while it is on a target’s person.
You can end this enchantment as a fast action (if for some reason you want to).
Suggested Backfire: Target object becomes a cursed bad luck totem instead, which the Headmaster may use to give the bearer disadvantage on one save, and then the curse is dispelled. If the bearer discards it, it somehow finds its way back to them.
You can end this enchantment as a fast action (if for some reason you want to).
Suggested Backfire: Target object becomes a cursed bad luck totem instead, which the Headmaster may use to give the bearer disadvantage on one save, and then the curse is dispelled. If the bearer discards it, it somehow finds its way back to them.
“An ounce of prevention is worth a pound of cure.”
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 5 | You may create protection charms, but they don’t actually do anything. Still, believing they do could help, and you don’t have to tell others the truth about this. | |
Curse Protection | 10 | Unlock | Advantage on saves against curses. |
Spell Protection | 20 | Curse Protection | Advantage on saves against spells. |
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