Ultra Rare
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 +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws).
Once per room, the wearer may use a melee weapon (using melee stats) to attack monsters that may only be hit by ranged attacks. This charm does not confer the ability to fly/levitate, it allows the wearer to leap up, attack, and land safely back in the same spot from which they took off.
Wearer gains +4, +6, or +8 Retribution Damage based on the total number of Charms of the Hedgehog equipped in the party, as shown below:
Wearer gains +1 to Will saves for each charm the character has equipped, up to +6. Also imbues user with Psychic Power
Wearer gains +1 to Reflex saves for each charm the character has equipped, up to +6.
Wearer gains +1 to Fortitude saves for each charm the character has equipped, up to +6.
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.
As long as the wearer takes no offensive* action, the wearer cannot be visually targeted by the monster with a melee or ranged attack.
If the wearer performs an action which negates this cloak’s effect, the cloak’s effect cannot be used again for the rest of the room.
Some creatures are capable of locating prey via non-visual means, including scent or sound. This cloak does not provide protection against non-visual detection.









