6 units
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Any healing spell cast (from the character card, not from scrolls or items) by the wearer will heal 1 additional HP. This power may be activated every round, if desired, but eventually the character will run out of spells.
Healing spells which affect multiple targets get a total of +1 HP healed, not +1 HP per recipient–the caster selects the target to receive the extra healing.
Note: This item may not be used more than once per round,
These gloves allow the wearer to retrieve and drink one potion as a Free Action once per combat.
Once per room, these gloves can negate the effect of a 3rd-level or lower cast spell (not a scroll, magic item, or anything not emanating directly from the caster) if the wearer is the sole target. The player (not necessarily the character) has the option to allow a spell to take effect (e.g., a healing spell or a buff), but if the player chooses to allow the first targeted spell to take effect (whether the spell would have caused weal or woe),
Sneak attacks made by the wearer gain +2 To Hit. These gloves to not affect non-sneak attack attacks.









