Level 1: Can wear 1 amulet/necklace per level.
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Level 1: Can make amulets of unusual materials (see [E5]). The maximum "S" factor is equal to your level. You must spend 25% of the cost of the unusual material, using a base cost of 10 gp per pound (minimum 1 pound). You get all the effects of the unusual material, as if you were wearing armor of that type. The amulet has a base AT of +0.
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Level 1: Can create counterspell amulets. Choose one of the following:
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(option a) When the amulet is created, choose a specific effect. 0, 1/reset: Counter an effect that you named.
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(option b) All effects that directly target you must roll SR vs. (your CL)*2.
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(option c) Gain MPIRR=(level*5%) vs. effects that directly target you.
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You may own 1 such counterspell amulet per level (but you might not be able to wear them all at the same time, due to the 1 amulet per level restriction above). The SR and MPIRR amulets stack using the A/1+B/2+C/3+D/4+... formula.
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Level 1: Can make a spell storing amulet. It stores your level in spell levels. You can have only one of these amulets.
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Level 1: Unlike other JG classes, AmuletMaker gets no bonuses to AC, TH, or dmg. (This is here to tell you nothing is missing.)
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Level 2: For each effect you cast that targets just you (even effects from other classes such as psionics), you may place the effect in an unused amulet. The effect works normally on you, but multiply the duration by your level. Each amulet can hold only one such effect. Artifact amulets cannot hold an effect.
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Level 9: The MPIRR of the level 1 ability (option c) becomes AaAR (RMPIWEaRaMaPaIaWaER)
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Level 18: Immune to the effects of ego from amulets or necklaces.
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