The instant the wearer enters a new room, this token heals its wearer X HP where X is determined by the total number of Charm of Shared Recovery tokens that are equipped in the party:
not exchangeable
Once per game, wearers of this charm may cast one Spell from their character card as a Free Action and without marking it off the card. This free Spell is not “cast as a scroll” and may be modified.
This charm allows any of the character’s Spells to be cast for free, even if all uses of that Spell have already been marked off the character card.
This charm does not require the character to decide in advance which Spell will be cast.
The wearer may re-cast a damage or cure spell the character already cast if a higher level spell is sacrificed. If the character has no available (not yet cast) higher-level spells, this item has no effect. It cannot be used to re-cast spells which neither damage nor heal. This effect cannot be used more than once per round.
The re-cast spell must be either healing or damage-inflicting, but the sacrificed spell can be any type of spell.
Each member of the party wearing this item gains +1 to their maximum Hit Points for every party member wearing one of these items. Thus if only one party member is wearing a Charm of Synergy, only that party member’s maximum HP is increased by 1. If three party members are wearing a Charm of Synergy, those three each gain +3 to their maximum HP but the other party members are unaffected. If all ten party members are wearing a Charm of Synergy,
Once per game, the wearer may attempt the Rogue Skill Test if there was never a rogue in the party. E.g., if your party had a rogue but the rogue died, this item won’t work. (It won’t work if there’s a living rogue either.)
Reduces the effective Spell Resistance of the monster for the wearer(s), based on the number of Charms of the Cabal equipped in the party, as shown below:
Adds +2 to Strength (thus adding +1 To Hit in Melee and +1 Damage with Melee and thrown weapons) and +2 to Dexterity (thus adding +1 To Hit with Ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Either Cold, Fire, Shock, or Sonic (pick one before the game starts) damage inflicted on the wearer is reduced by 5 points per attack/effect. This choice cannot be changed after the party leaves the coaching room.
Collector Note: These tokens have a 2022 year stamp on the back.









