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.
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.
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.
Adds +1 to Charisma (If your character has a Charisma of 16 or higher, you may equip up to two Figurines of Power.)
Adds +2 to maximum HP
Before the game starts, the wearer must choose either:
Adds +1 level to character
Note: +level effects do not stack
All Ranged attacks made by the wearer deal +1 damage
Wearer sees Fae in their true form.
This item’s power is “always on” and does not require activation to use.
If the wearer dies, all living party members heal 3 HP and the wearer cannot be revived.
Adds +1 to Fortitude saves
All attacks made by the wearer that target Lycanthropes deal +4 Damage.
Once per adventure, a druid may re-try a failed skill check.
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)
Adds +2 to max HP and +1 to Reflex saving throws
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.
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.
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)
While wearing this charm, successful 2-handed melee weapon attacks deal +1 damage.
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.
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:
Once per room, any Potion consumed by the wearer heals the wearer 2 HP.
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.
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.
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.
All attacks made by the wearer deal +1 Damage as Fire.
Adds +2 to Will saving throws vs. being dominated
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.)
All attacks made by the wearer deal +3 Damage as Fire.
Wearer is immune to the effects of volcanic fumes
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,