Charm of Champion's Choice
Before the game starts, the wearer must choose either:
- +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
or - +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Charm of Cleansing
If a non-magical Poison is drunk by someone with this charm equipped, the Poison will not take effect. This item has no effect on magical Poison.
To be negated by this charm, the non-magical Poison must be consumed orally. Any other type of Poison delivery method is unaffected.
This item prevents inebriation caused by drinking non-magical alcohol.
Charm of Death Asp
Darkrift and/or Poison damage inflicted on the wearer is reduced by 2 points per attack/effect. If a single attack deals at least 2 points of Darkrift damage and at least 2 points of Poison damage, this item reduces the total damage by 4.
Charm of Deathward
Once per room, the first time the wearer takes damage, that damage is reduced by 3 points.
This protection only applies to a single attack. For example, if a monster successfully attacked you three times, only the first attack’s damage would be reduced.
Charm of Distant Melody
While under the influence of bardsong, Ranged damage inflicted on the wearer is reduced by 3 points per attack/effect.
Charm of Divine Favor
Two of these special tokens have been given to some very helpful folks by TD creator Jeff Martin as a thank you for their past aid.
Charm of Divine Gifts
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives two additional Treasure Chips at the end of the adventure.
Charm of Double Harm
Wearer gains +1 To Hit when attacking with a 2-handed weapon (melee or missile) and suffers a -1 Damage penalty when attacking with a 2-handed weapon (melee or missile)
Charm of Echoed Taunts
A dwarf fighter may use taunt a second time in a room.
Charm of Enlightenment
+8 to Wisdom
Charm of Epic Insults
Taunt may affect up to 2 monsters.
Most tokens that can be used by “fighters” can be used by (human) fighters as well as dwarf fighters. However, this token may only be used by dwarf fighters.
Charm of Fair Health
Adds +1 to max HP
Charm of Farsight
Ranged attacks made by the wearer gain +2 To Hit
Charm of Fickle Fate
Once per room, if the party’s Initiative Check roll is a 1-6, the wearer can restore one use of a previously-used Special Power or Spell.
Charm of Final Repose
The holder of this Charm is able to affect critical hits on undead creatures. It also allows rogues to perform a sneak attack on undead creatures. (Undead have no “vital” areas and are normally immune to critical hits and sneak attack bonuses.)
Charm of Fortitude
Adds +3 to Fortitude saves
Charm of Gifted Vigor
Adds +1 to Constitution (thus, depending on prior Constitution score, adding either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level)
If the wearer is a bard or rogue, add a total of +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level)
Charm of Glory
This charm allows the wearer equip up to three rings instead of the normal maximum of two.
The effect from this item does not stack with other __ of Glory items.
Year Stamp Note: Onyx-back versions of this token have a 2019 stamp on the back. Gold-back versions have a 2020 stamp on the back.
Charm of Good Fortune
Awards additional Treasure Chips based on the total number of Charms of Good Fortune equipped by the party, as shown below:
Charm of Good Health
Adds +2 to maximum HP and +1 to Fortitude saving throws
Charm of Gravebane
Grants 5 points of Retribution Damage against melee attacks from Undead monsters.
If the wearer is a Paladin, the total Retribution Damage granted is +8.
Charm of Guidance
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives one additional Treasure Chip at the end of the adventure.
Charm of Hathor
Adds +1 to Charisma (If your character has a Charisma of 16 or higher, you may equip up to two Figurines of Power.)
Charm of Health
Adds +2 to maximum HP
Charm of Heroic Choice
Before the game starts, the wearer must choose either:
- +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons)
or - +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)
Charm of Heroism
Adds +1 level to character
Note: +level effects do not stack
Charm of Horus
All Ranged attacks made by the wearer deal +1 damage
Charm of Ironsight
Wearer sees Fae in their true form.
This item’s power is “always on” and does not require activation to use.
Charm of Lamentation
If the wearer dies, all living party members heal 3 HP and the wearer cannot be revived.
Charm of Minor Fortitude
Adds +1 to Fortitude saves
Charm of Moonbane
All attacks made by the wearer that target Lycanthropes deal +4 Damage.
Charm of Nature
Once per adventure, a druid may re-try a failed skill check.
Charm of Osiris
Adds +1 to Constitution (thus, depending on prior Constitution score, adding either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level)
Charm of Providence
Adds +2 to max HP and +1 to Reflex saving throws
Charm of Psychic Power
Imbues the wearer with Psychic Power and gives access to the next higher tier of powers. This item cannot grant access to a power tier above 7.
Charm of Quick Strike
Once per room, if the party’s Initiative Check roll is a natural 15-20 and the party wins the Initiative check, anyone wearing a Charm of Quick Strike may immediately slide an attack (melee, ranged, or spell, any kind of slide attack is eligible) before combat starts. If the room has the potential for a Surprise attack round, the extra attack granted by this charm is in addition to the Surprise attack and should be resolved before the Surprise attacks are made.
Charm of Ra
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons)
Charm of Rampage
While wearing this charm, successful 2-handed melee weapon attacks deal +1 damage.
Charm of Shadow Shot
When a ranger with this item equipped makes a missile attack, the player will place this token in the second puck and slide it at the same time the ranged weapon token is slid–much like how the player would perform a ranger’s standard melee attack. If both the ranged weapon token and this token hit the target, this token deals +6 damage as Piercing to the target.
The +6 damage from this item is completely unaffected by any kind of damage modifier that’s applied to the weapon.
Charm of Shared Recovery
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:
Charm of Sif's Favor
Once per room, any Potion consumed by the wearer heals the wearer 2 HP.
Charm of Soothing Touch
Once per game, the paladin’s lay on hands ability heals +3 HP. The player may use as much or as little of their available lay on hands healing as they like. E.g., the player could spend two lay on hands points and heal 5 HP, spend 15 points to heal 18 HP, etc.
Charm of Spell Storing
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.
Charm of Spell Swapping
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.
Charm of Spring
All attacks made by the wearer deal +1 Damage as Fire.
Charm of Still Mind
Adds +2 to Will saving throws vs. being dominated
Charm of Stinging
While wielding a 2-handed Ranged weapon, attacks made by the wearer deal +1 Damage. 1-handed Ranged weapons (e.g., most slings) are not affected by this item. Spells and wholly magical effects that do not emanate from a weapon–even ones that require an attack slide–are not affected by this item. (Mystic Staves are affected by this charm because they fit the criteria of being Ranged weapons that require two hands.)
Charm of Summer
All attacks made by the wearer deal +3 Damage as Fire.
Charm of Sweet Air
Wearer is immune to the effects of volcanic fumes
Charm of Synergy
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,
Charm of Targeting
Ranged attacks made by the wearer deal +2 Damage.
Remember: “Ranged” is an umbrella term that covers both missiles (physical items propelled through the air) and Spells cast from the class card (not scrolls, items, or “cast as a scroll” effects).
This token was incorrectly marked as being exchangeable for Philosopher’s Stone. For that reason, it may be exchanged for either Darkwood Plank or Philosopher’s Stone.
Charm of Temptation
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.)
Charm of the Abomination
Adds +3 to max HP
Charm of the Ancients
Adds +1 to all saving throws and adds +3 to max HP
Charm of the Bobcat
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) and suffer -1 to all saving throws
Charm of the Cabal
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:
Charm of the Champion
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)
Charm of the Deep Ones
Adds +1 to Intelligence, +1 to Wisdom, and +1 to Charisma – and the wearer suffers -1 to AC.
Charm of the Doppelganger
While polymorphed, the wearer’s attacks gain +2 To Hit
Note: This is one of very few items that can only be equipped by one of the wizard classes–in this case, only elf wizards (and druids) can use this item.
Charm of the Earth
On a successful hit with a melee weapon, the wearer deals +1 damage as Sonic
Charm of the Elements
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.
Charm of the Elk
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) and suffer -1 to Dexterity (thus, depending on prior Dexterity score, suffering either a 0/-1 To Hit with ranged attacks, either 0/-1 to AC, and either 0/-1 to Reflex saving throws)
Charm of the Empty Palm
As long as the wearer does not have a shield equipped, all melee attacks made by the wearer deal +1 damage. If the wearer of this charm ever uses a shield, this bonus disappears until the shield is unequipped.
Charm of the Faerie
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.
Charm of the Faithful
Before the start of the game, the wearer of this charm may transfer 3 (exactly 3, not 1 or 2) of their maximum HP to another character. The recipient of the HP does not need to equip one of these charms, only the person losing HP needs to wear it. E.g., a paladin wearing this charm could opt to reduce their maximum HP by 3 and increase the rogue’s maximum HP by 3.
Charm of the Fire Newt
The wearer’s melee attacks deal +2 damage as Fire
Charm of the Hedgehog
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:
Charm of the Hero
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in Melee and either 0/+1 Damage with Melee and thrown weapons) and +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with Ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Charm of the Imbiber
Wearer gains +1 to Constitution (thus, depending on prior Constitution score, either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level) and suffers -1 to Dexterity (thus, depending on prior Dexterity score, suffering either a 0/–1 To Hit with ranged attacks, either 0/–1 to AC, and either 0/–1 to Reflex saving throws)
Charm of the Kraken
Wearer gains +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and -1 to AC
Charm of the Lava Fiend
Fire damage inflicted upon the wearer is reduced by 2
Charm of the Merfolk
Wearer gains +2 to Dexterity and -1 to AC (Thus, adding only +1 To Hit with ranged attacks and +1 to Reflex saving throws. The AC bonus normally afforded by +2 DEX is negated by this item’s drawback.)
Charm of the Mirage
+1 to Will saving throws vs. Illusions
Charm of the Owl
Ranged attacks made by the wearer deal +1 damage
Charm of the Panther
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and suffer -1 to all saving throws
Note: Since a +2 Dexterity grants a +1 to Reflex saving throws, the drawback to this token is effectively only a -1 to both Fortitude and Will saving throws.
Charm of the Pixie
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -1 to Constitution (thus, depending on prior Constitution score, suffering either 0/-1 to Fortitude saving throws and either 0/-1 to max HP per character level)
Charm of the Sage
Damage-inflicting scrolls cast by the wearer deal +2 Damage. The bonus damage is the same type as the scroll originally dealt.
If a scroll under the influence of a this charm’s effect can affect more than one target, the caster gets a total of 2 extra points of Damage from this charm, not +2 points per target. The caster chooses the recipient(s) of the extra points and may allocate them as they see fit among the eligible recipients.
Charm of the Salamander
Fire damage inflicted upon the wearer is reduced by 1
Charm of the Scirocco
All Ranged attacks made by the wearer deal +1 damage as Force
Remember: “Ranged” is an umbrella term that covers both missiles (physical items propelled through the air) and Spells cast from the class card (not scrolls, items, or “cast as a scroll” effects).
Charm of the Sea Hag
Wearer gains +1 to Constitution (thus, depending on prior Constitution score, either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level) and -1 to AC
Charm of the Sea Horse
Wearer gains +1 to Dexterity and -1 to AC (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either –1/0 to AC due to the drawback, and either 0/+1 to Reflex saving throws)
Charm of the Sea Lion
Wearer gains +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons) and -1 to AC
Charm of the Sea Orc
Adds +2 to max HP
Charm of the Sea Snake
+2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) and -1 to AC
Charm of the Sipquick
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -1 to Strength (thus, depending on prior Strength score, suffering either 0/-1 To Hit in melee and either 0/-1 Damage with melee and thrown weapons)
Charm of the Urchin
Deals 4 points of damage to a monster that kills the wearer of this item
Charm of the Warm Wind
Cold damage inflicted upon the wearer is reduced by 1 point per attack/effect
Charm of the Waves
Wearer is immune to effects resulting from seasickness
Charm of the Wind
Ranged attacks deal +2 damage as Shock. This item is not part of the Wind set.
Remember: “Ranged” is an umbrella term that encompasses both missiles (physical items propelled through the air) and spells (cast magical effects, excluding any scrolls or “as a scroll” effects).
Charm of the Wind is not part of the Wind Set.
Charm of Thorns
Grants 2 points of Retribution Damage.
Charm of Thorny Barbs
Grants 2 points of Retribution Damage.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Ranged attacks, whether physical or magical, do not trigger RD. If an attack would have caused damage but is completely negated (e.g., Cloak of Shadowskin) or the attack’s damage is reduced to zero (e.g., melee damage reduction),
Charm of Thoth
Adds +1 to Intelligence
Charm of Timely Aid
The first time the party rolls a natural 1-4 on their initiative check, each character with this charm equipped heals 10 HP. This charm’s effect cannot occur more than once per room.
Charm of Treasure Boosting
The wearer may increase the effect of an Ultra Rare, Exalted, Rare, Enhanced, Uncommon, or Common Treasure-Enhancing token by +1. E.g., Charm of Treasure Boosting could be used with Crown of Treasure Finding because that’s a Rare, but not with Charm of Avarice because that’s a Legendary.
Charm of Undeath
Once per room, the first time the wearer takes damage, that damage is reduced by 1 point.
This protection only applies to a single attack. For example, if a monster successfully attacked you three times, only the first attack’s damage would be reduced.
Charm of Valkyrie's Kiss
The wearer’s Melee attacks gain +2 To Hit. This power is always in effect–from the very beginning of the adventure all the way to the very end.
Once per game, if the wearer dies, they can continue to make Melee attacks (no other attack mode is permitted) until the end of that combat–not necessarily the end of the room. E.g., if a character dies and then maze gets cast on the monster,
Charm of Vitality
Adds +1 to max HP
Charm of Wealful Wind
Player may re-roll one failed saving throw vs. falling from heights. This ability cannot be used more than once per room per person, even if the player has more than one of these tokens.
This token is not part of the Wind set.
Charm of Winter
All attacks made by the wearer deal +3 Damage as Cold.
Charming Crown
Wearer gains +1 to Will saves for each charm the character has equipped, up to +6. Also imbues user with Psychic Power



































































































