Druegar’s Sacred Necklace
Whenever the wearer casts 1st-level Spells or 2nd-level Spells from their class card, the cleric may, if desired, channel the casting of those Spells through the necklace. The result of this channeling allows the necklace to cast those Spells by proxy and as Free Actions. The Spells still get marked off the player’s class card, but since the necklace is doing the work of casting, the cleric’s hands are free to do other things (e.g., cast another Spell as a Standard Action, make a weapon attack, drink a potion, etc.) Spells cast in this manner are not “cast as a scroll” and may be modified. Spells cast in this manner are not purely mental actions.
Wearer gains one additional use of restore power, one additional use of restore spell, and may use restore spell and restore power as Free Actions.
Note: A cleric-templar does not have access to either restore power or restore spell. This necklace does not enable a cleric-templar to use either of those Special Abilities. Thus, it cannot grant cleric-templars a “second use” of either of those Special Abilities.
Once per game, as a Standard Action, the wearer may heal a target ally to full HP–even if that character is dead. Per standard Resurrection rules, a corpse may only be brought back to life in the room it died.
Divine Intervention: Once per game, as a Standard Action, a cleric wearing this necklace may beseech their deity for aid. When divine intervention is activated, the cleric player rolls a d20 on the combat board. The die result determines the kind of aid given:
- 1-10: All living party members immediately heal 10 HP. (This perk cannot revive dead characters.)
- 11-15: As 1-10 (all living party members immediately heal 10 HP) and on the following combat round, the combat slides for the wearer and all their allies get rotated to max damage–if they didn’t slide max damage naturally. Rotating affects all slid tokens with a damage wheel, not necessarily just physical weapons. E.g., a polymorphed character’s attack slide would also deal max damage. Spells or items that produce Spell-like effects can be affected by this ability, but only if the Spell(-like effect) requires a token with a damage wheel to be slid. Sliders that are rotated (because the highest number was not naturally slid) do not get any of the special side-effects that sometimes come with a max damage number facing the dot. E.g., a Bracer of Quivering Palm can “insta-kill” any monster on a max damage slide with a natural 20, but only if the 8 on the damage wheel is scored naturally.
VTD: Since rotating pucks is not possible when there are no pucks, each attack roll that hits on the round after divine intervention is activated deals +5 damage–assuming the DI roll was 11 or higher. - 16-19: As 1-15 (heal 10 HP and max damage on slides the following round), but any special side-effects resulting from max damage (if applicable) activate when the sliders are rotated to max damage. E.g., a rotated Bracer of Quivering Palm would instantly kill a monster if the slider landed on the 20 spot.
Note: This perk does not turn all slides into natural 20s. Puck-sliding players need to accomplish that feat on their own. - 20: As 1-19 (heal 10 HP and max damage with special side-effects on slides the following round) and a column of Sacred Fire engulfs all monsters dealing 100 points of Sacred damage to each and every monster–not a pool of 100 damage to be divvied up. This damage is inflicted immediately after the d20 is rolled (like the healing) and not the next round like the slider turning effect.
If divine intervention is invoked out of combat, no d20 roll is made and all living characters heal 10 HP.
For game mechanic purposes, divine intervention is not considered an attack made by a character. It’s an attack, but the attack is made by the cleric’s deity. Reactive effects that trigger on an attack do not affect the cleric or any other party member when divine intervention happens.
If the wearer uses this necklace to cast a Spell requiring a slide but the wearer has already made an attack slide (of any kind) that turn, don’t disturb the first puck slid–just slide a different, unused puck.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. Therefore, rolling a natural 20 on the divine intervention roll deals 200 damage to each and every Undead monster in the room.
Q1) Does this grant the ability to cast 0-level Spells as Free Actions?
A1) No.
Q2) Does this let me cast 1st or 2nd-level Spells granted via other tokens or abilities as a Free Action (e.g. Charm of Spell Swapping or Crown of Expertise)?
A2) This necklace allows 1st and 2nd-level Spells marked off of the character card to be cast as Free Actions. If the Spell is not marked off the character card, this token does not let you cast it as a Free Action.
Q3) Does this item let me bypass hand equipment restrictions while casting anything other than 1st or 2nd-level Spells as a Free Action using this item?
A3) No. 0-level, 3rd-level, and all other non-1st or 2nd-level Spells cannot be cast by proxy through this necklace.
This Transmuted token requires all of these items to construct:
- Sacred Necklace
- Charm of the Faerie
- Ring of the Siren
- 15× Alchemist’s Ink
- 10× Alchemist’s Parchment
- 2× Aragonite
- 25× Darkwood Plank
- 20× Dwarven Steel
- 3× Elven Bismuth
- 3× Enchanter’s Munition
- 2× Golden Fleece
- 15× Minotaur Hide
- 30× Mystic Silk
- 2× Oil of Enchantment
- 30× Philosopher’s Stone
- 25,000 GP Eldritch Bar
plus ONLY ONE of the following:- Wish Ring
- 15,000 GP in Reserve Bars
Text On Token
As SN, but 1st level spells, too. +1 Restore Power, +1 Restore Spell, & Divine Intervention (1/game)
*Click here for more information on the Token Exchange Program