Level Two
Guard Against Water
Difficulty: 7
Cost: 20 Sekhem
The creation of this brooch (often in the shape of a fish) grants the wearer a few boons outside his natural element. Firstly, wearer can breathe underwater indefinitely. Secondly, the wearer will not botch any Athletics rolls made while swimming. Finally, the character may endure the chill of even very deep water indefinitely. However, this amulet does not defend against other problems in the water, like hungry crocodiles or even pressure (if in water deep enough).
Sekhem Shield
Difficulty: 8
Cost: 10 Sekhem
The prayer slip or jewel is inscribed with symbols of spiritual protection; the jewel itself must be made from jade or the ink in which the prayer slip is written upon must contain crushed jade dust. Those protected by this amulet are difficult to drain of Sekhem through mystical means (such as the breath theft by Kuei-jin, Usury, or Prime magick). Whenever a creature attempts to steal Sekhem, he must first score at least 3 successes on a straight Willpower roll (difficulty 6). Success permits the creature to drain Sekhem as normal.
Level Three
Mark of the Indomitable Spirit
Difficulty: 9
Cost: 100 Sekhem
This potent talisman adds to the wearer's inherent attributes. However, instead of affecting an Attribute per se, it instead raises the character's effective permanent Willpower rating by 2. This can even take a character's score above 10, though the amulet's bonus is not an actual, additional point. They are "ghost" points. These "ghost" Willpower points may be used in the same way normal Willpower is used, and add to the character's rating when Willpower is considered as a resistance roll (maximum of difficulty 10 in these cases; e.g., a Cainite is attempting to Mesmerize a Reborn Dead whose normal Willpower is 9 but also wears this amulet – the vampire's maximum difficulty to Dominate the Reborn would then be 10, not 11). Whenever a Willpower point is spent, the "ghost" points are tapped first. Once they are gone, the character must use his normal Willpower pool. This amulet will only work for the Awakened, though any supernatural creature in possession of it may activate it. It is activated by funneling two temporary points of Willpower from the character's "real" Willpower pool. These points are effectively stored in the amulet for future use. Once one or both Willpower points are expended, the amulet must be recharged in the same manner. The initial creation of the amulet does not require these additional Willpower points to be spent in addition to the cost in Chi described above. Only re-activation requires the extra Willpower to be funneled. The amulet's stored points are only tapped if the amulet is worn or pinned to garments.
Talisman of Heka
Difficulty: 9
Cost: 100 Sekhem+
This marvelous trinket is costly and difficult to make, wrought from the finest gold filigree. However, it can prove a godsend, for this is one of the few ways a mummy can store extra Sekhem for readily available use. The Talisman can store up to five additional points of Sekhem at any given time (these are in addition to the base 100 needed just to create the amulet). Once a point is used, the mummy may “refill” it from his own Sekhem pool at any time. Other mummies may benefit from this amulet, even if a different mummy filled it with his Sekhem. However, Sekhem – although it is a universal energy source similar to fuels like Gnosis or Quintessence – is distinctly marked by the undead magic used to create it, and so may only be used by the Reborn. The Talisman of Heka is also fragile and likely to twist and break should the mummy decide to gallivant around like Hercules and wrestle people.
Level Four
Brooch of the West Wind
Difficulty: 8
Cost: 75 Sekhem
This amulet enables the wearer to fly at will through the air like a bird. She may soar up to 50 miles per hour. The wearer will feel as if a great wind is picking her up and carrying her wherever she wills. Flight is unlimited. Being spotted flying around without an airplane or even a hang-glider is ill-advised.
Jewel of the Dragon's Eye
Difficulty: 9
Cost: 90 Sekhem
Usually created using a flawless carbuncle jewel, the Reborn creates a sort of guiding device. This stone, when its power is activated, allows any mummy standing in a Node (caern, freehold, Dragon Nest) to step onto an adjacent ley line of his choice and immediately be whisked off to the line's destination (generally, another Node, though there are a few rare nexuses that lead into the Umbra). Of course, this talisman offers no protection against any guardians that may be on either end of the ley line. Generally, gaining access to a ley line requires great pomp and diplomacy. Most are guarded, by spirits or supernatural creatures. However, it is worth the time and effort. Ley lines can carry a magician great distances almost instantaneously.
Level Five
Charm Against Spirits
Difficulty: 9
Cost: 80 Sekhem
This talisman, once created, provides the wearer a measure of security against spirits of life and death alike. All spirits by definition -- (Umbrood, Banes, Wraiths, Spectres, etc.) -- are protected from by the creation of this charm. It requires as material a pearl blessed by one of the gods (Incarna-level minimum) themselves. This requires some means of mediumship with the entity, often exacted through an elder like Horus. However, the character may attempt to do so on her own by rolling Charisma+Amulets (difficulty 10) in an extended, nightly roll. At least one success must be made per night spent making this roll, which is spent in abject, humbling meditation at a sacred shrine, with a net total of 10-15 successes (Storyteller's discretion). Failure means the character must start over but must wait one cycle of the moon before doing so. Botching brings a curse down onto the character's head. The character must roll Stamina+Meditation (difficulty 9) to keep himself composed and conscious while in the midst of this ritualistic prayer. Once the Reborn has successfully obtained the blessing of one of the gods, he may then proceed in the normal creation process. Once complete, the charm need only be worn to provide its protection, though only the creator will benefit from this amulet. All spirits attempting to affect the wearer of this amulet with their Charms/Arcanos and the like do so at +3 difficulty (maximum of difficulty 10) and suffer a -3 dice penalty to all actions taken against the wearer – this includes beneficial actions! Materialized spirits are affected in the same way. This can enrage the spirit world at whole if the wearer of the charm takes advantage of the magic in order to intimidate, subdue, and otherwise bully spirits that would normally be allies. The spirit world could care less if Banes or Spectres are penalized, however.
Jewel of Anubis
Difficulty: 8
Cost: 120 Sekhem
This underrated yet potent charm is crafted from a single flawless diamond. This amulet then becomes one of the very few (alongside the Scarab amulet) that benefits a mummy even after death, so long as the khat is wearing it. While so worn, a living mummy gains an effective ward against “death magic” (such as necromancy, as described above under additional ward types) of 6. Additionally, his Ka and Ba spirits both gain a -1 difficulty bonus to soak rolls against all forms of damage while in the Underworld. Finally, the Ba cannot be reduced to 0 while in the Underworld – that is, the wearer of the Jewel cannot ever suffer the Withering. Should the Ba sustain enough damage that it would be reduced to 0, the spirit is instead atomized (a sort of semi-Withering) for 10 days minus one per point of temporary Willpower (minimum 1 day). While the Jewel hardly rewards reckless behavior of a Ba too eager to replenish itself, neither will a Ba suffer for untold months or years due to a single stroke of misfortune in the depths of the Tempest.