Boddynock, there are a couple of items in your price range that might help with mind affecting spells/ablilities in MIC.
[sblock=CRYSTAL OF
MIND CLOAKING]
Price (Item Level): 500 gp (3rd) (least),
4,000 gp (8th) (lesser), or 10,000 gp
(12th) (greater)
Body Slot: — (armor crystal)
Caster Level: 5th
Aura: Faint; (DC 17) abjuration
Activation: —; see text
Weight: —
This crystal is black as a clouded night sky.
A crystal of mind cloaking protects you
against mental infiltration.
Least: This augment crystal grants
you a +1 competence bonus on saving
throws against mind-affecting spells and
abilities.
Lesser: As above, except the crystal
grants a +3 competence bonus.
Greater: As above, except the crystal
grants a +5 competence bonus. In addition,
if you fail a save against a mind-affecting
spell or ability, you can choose to reroll
the save as an immediate (mental) action.
This ability functions once per day.
Prerequisites: Craft Magic Arms and
Armor, resistance.
Cost to Create: 250 gp, 20 XP, 1 day (least);
2,000 gp, 160 XP, 4 days (lesser); 5,000 gp,
400 XP, 10 days (greater).[/sblock]
Or
[sblock=MINDARMOR]
Price: +3,000 gp
Property: Armor or shield
Caster Level: 5th
Aura: Faint; (DC 17) enchantment
Activation: Immediate (mental)
Constructed of seamless and tightly bound
layers, this item steadies your thoughts when
worn.
When activated, a suit of armor or a
shield that has this property grants you
a +5 bonus on Will saves to resist mind- affecting spells and abilities until the start
of your next turn.
The mindarmor property functions
three times per day.
Prerequisites: Craft Magic Arms and
Armor, heroism or empty mind (EPH 99).
Cost to Create: 1,500 gp, 120 XP, 3 days.[/sblock]
Any item that produces the effect of a 'Protection From (evil, good, law, chaos)' will also do the trick.