Wearer automatically passes the skill check when casting 0th-level and 1st-level spells.
Cleric
Whenever the wearer casts 1st-level Spells or 2nd-level Spells from their class card, the cleric may, if desired, channel the casting of those Spells through the necklace. The result of this channeling allows the necklace to cast those Spells by proxy and as Free Actions. The Spells still get marked off the player’s class card, but since the necklace is doing the work of casting, the cleric’s hands are free to do other things (e.g.,
When the cleric who’s equipped this token successfully completes the turn undead skill test, the cleric regains 2 HP. Healing gained from this effect only affects the cleric–the cleric cannot use that healing on another character.
Your cleric character may not benefit from more than one holy symbol per adventure–even if you, as a player, own more than one. (The gods don’t care for competition.) When applicable, you may use the same holy symbol multiple times.
Wearer may use restore spell one additional time, but this use may only be used to restore a 1st-level Spell.
Up to 5 times per game, when the wearer casts 1st-level Spells from their class card, the wearer may, if desired, mentally channel the casting of those spells through the ring. The result of this channeling allows the ring to cast those Spells by proxy and as Free Actions. The Spells still get marked off the player’s class card, but since the ring is doing the work of casting, the wearer’s hands are free to do other things (e.g.,
Whenever the wearer casts 2nd-level Spells from their class card, the cleric may, if desired, mentally channel the casting of those spells through the necklace. The result of this channeling allows the necklace to cast those Spells by proxy and as Free Actions. The Spells still get marked off the player’s class card, but since the necklace is doing the work of casting, the cleric’s hands are free to do other things (e.g., cast another Spell as a Standard Action,
As a Standard Action, the wearer may mark off one use of the cure light wounds Spell to instead deal 5 Sacred damage to one target. There is no hard limit on the number of times this ring’s power can be activated, but each time it’s used the player must first mark off one use of cure light wounds.






