Charming Crown
Wearer gains +1 to Will saves for each charm the character has equipped, up to +6. Also imbues user with Psychic Power
This item is part of the Charming set.
When at least three items are equipped, character gains +1 level. There is no four-piece bonus.
- Charming Crown
- Charming Earcuff
- Charming Ring
- Ioun Stone Charming Cabochon
Note: Multiple bonus level effects do not stack.
Psychic Power
Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure. The coach will note on the party card when a character has Psychic Potential. Each player–not the coach–will then add up the numberĀ of Teeth of Cavadar (ToC) tokens they have equipped. During the adventure, the player may choose to activate one of the Psychic Powers below, so long as they have enough unique ToC equipped to qualify for that Power’s tier. Without any ToC equipped, only cell repair may be used. Think of the imbuing tokens as keys that unlock the door to psychic abilities and the ToC as fuel that expand one’s mind after it’s opened.
A Psychic Power can only affect the individual who manifests it.
No more than one Psychic Power can be used per person per adventure, unless you also equip a token that expressly allows you to use more than one power per game. Equipping more ToC does not grant additional manifestations of powers, it grants access to a higher power tier. E.g., if you have three unique ToC equipped, you have access up to the tier 3 power so you could manifest ESP, or control mass, or adjust mass, or cell repair; not all four, not three, not two.
Tier | Power | Description | Duration |
0 | Cell Repair | Heal 4 HP (once) | instant* |
1 | Adjust Mass | Walk on water as if it were solid ground | full room* |
2 | Control Mass | Greatly slow your fall(s) for no damage | full room |
3 | ESP | If the DM announces you’re Surprised, this retroactively negates it. Inform the DM you’re using this power. | full room |
4 | Planar Vision | Ignore the 50% miss chance when attacking incorporeal targets | full room* |
5 | Mind Shield | Negate the effects of a failed Will saving throw (once) | instant |
6 | Energy Adjustment | Negate 5 points of Cold, Fire, Shock, or Sonic damage (once) | instant |
7 | Energy Control | Negate 10 points of Cold, Fire, Shock, or Sonic damage (once) | instant |
8 | Ring Initiate | Swap in a new ring inside the dungeon** | instant* |
*Requires a Free Action to activate.
**Only available if Skull of Cavadar is equipped. See Skull of Cavadar for details.
Text On Token
+1 to Will saves for each Charm equipped (max +6) & imbues Psychic ability
*Click here for more information on the Token Exchange Program