Damage Spells (not scrolls or miscellaneous magic items) cast by the wearer deal +2 damage as Fire
Charm
Adds +1 to all saving throws and the player is allowed to re-roll any saving throw result of 1. If two consecutive 1’s are rolled (for a single saving throw), the save fails. This is an “always on” power.
The re-roll a 1 power can be invoked multiple times per room–but any given saving throw result of 1 may only be re-rolled once. E.g., on round one, you roll a 1 for a Will save.
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)
Damage scrolls (not Spells cast from the character card or miscellaneous magic items) cast by the wearer deal +2 damage as Fire
Healing Spells (not scrolls or items) cast by the wearer heal +2 damage and turn undead deals +2 damage
If a use of turn undead can affect more than one target, the cleric gets a total of 2 extra points of damage from Sacred Light Charm, not +2 points per target. The cleric chooses the recipient(s) of the extra points and may allocate them as they see fit among the eligible recipients.
All 1st-level healing Spells cast by the wearer heal +1 HP. It has no effect on Spells emanating from items, scrolls, or Spells cast by the wielder which do not restore HP.
Once per game, the wearer may re-try a failed skill check. The wearer chooses when to activate this item’s power.
When the wearer of this charm is the target of lay on hands, in addition to the healing, the wearer is cured of any Curse and/or Disease that is currently affecting them.
This item does not prevent either of the aforementioned maladies from occurring, it only removes them if they exist when lay on hands is used on the wearer.
9 of 20 “Stalker” tokens









