Ultra Rare
Adds +2 to all saving throws
While this cloak is equipped, if the wearer dies (no matter how–even from Push) in any room other than 7 and is not revived, the wearer returns to life in the next room with 10 HP remaining.
This cloak’s resurrection effect can only be used once per adventure, but the saving throw bonus is always in effect.
Once per adventure, the equipper of this book may re-cast a 2nd-level or lower spell (from the character card, not a scroll, magic item, nor a spell “cast as a scroll”) that s/he had previously cast. This recasting requires a Standard Action to perform. The re-cast spell is “cast as a scroll” and therefore cannot be modified or duplicated and cannot benefit from a skill test (use the lower damage number.)
Erratum: Though not listed on the token,
Adds +2 to AC
This item is part of the Celestial Set.
When all three items are equipped, the wearer becomes immune to melee and mental attacks from evil outsiders. “Outsiders” are natives of other planes of existence, including angels and demons–though angels are almost never evil.
- Celestial Bracers
- Celestial Girdle
- +1 Celestial Keen Long Sword
Adds +2 to melee damage and grants immunity to fear effects
This item is part of the Celestial Set.
When all three items are equipped, the wearer becomes immune to melee and mental attacks from evil outsiders. “Outsiders” are natives of other planes of existence, including angels and demons–though angels are almost never evil.
- Celestial Bracers
- Celestial Girdle
- +1 Celestial Keen Long Sword
Wearer may equip up to two additional Charms.
This item’s effect stacks with other Charm slot-expanders, but the wearer is still subject to the Slot Expanders Cap of no more than ten Charms.
Wearer may equip up to three additional Charms.
This item’s effect stacks with other Charm slot-expanders, but the wearer is still subject to the Slot Expanders Cap of no more than ten Charms.
The user can never be surprised. In addition, it adds +1 to the party’s initiative rolls. The initiative roll bonus is cumulative for each person who equips one of these charms. Thus the party’s total initiative bonus could be increased by up to 10 points if all characters equipped one of these charms.
The maximum initiative bonus is capped at 10, even more than 10 Charms of Awareness have been equipped in the party.
Ranged attacks made by the wearer gain +2 To Hit, and adds +1 to all saving throws









