Equippable
Wearer becomes immune to olfactory attacks. E.g., a troglodyte’s stench would not affect the wearer. (Sadly, does not protect against gamer stink.)
Wearer can understand the Deeperdark language when it’s being spoken, as long as the wearer can hear the speaker.
Does not bestow the ability to read or speak Deeperdark.
+4 to (Will) saving throws vs. Charm and +4 to Charisma
If your character has a Charisma of 16 or higher, you may equip up to two Figurines of Power.
When using spell surge on a damage-inflicting Spell, add +5 to the total damage done. The bonus provided by this item cannot be modified and is added after all other bonuses and calculations are totaled.
This item cannot affect healing Spells.
This headpiece allows the wearer to transform a damage-inflicting spell to a different elemental energy (e.g., changing a Fire attack to a Cold attack). Only spells that are memorized by the character (i.e., on the character card) are eligible. The only eligible energies are Cold, Fire, and Shock. This means a Cold spell could be transformed into Fire or Shock, Fire could be transformed into Cold or Shock, or Shock could be transformed into Cold or Fire.









