Courses / AR / Protection Charm
Protection Charm
Prerequisites:
Qualifies For:
Countermagic Mastery (Partially),
Level:
3
Study DC:
11
Code:
AR 380
Protection Charm Spell
Time:
Action
Range:
5 ft.
Target:
1 target
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).
A target can have multiple Protection Charms at the same time.
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).
A target can have multiple Protection Charms at the same time.
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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