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)
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
+2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) and -1 to AC
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)
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.
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),
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.
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.
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.
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,
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.
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.
The wearer is immune to the extra damage caused by sneak attacks. The wearer is not immune to the attack itself–only the bonus damage from the sneak attack is negated.
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.
Attacks from natural insects and arachnids cannot harm the wearer.
Note: The term “natural” means it exists in the real world.
Once per game, up to 3 points of melee damage inflicted on the wearer can be negated. The damage must come from a single melee attack. Neither missile nor magical damage can be negated by this cloak.
Adds +1 to all saving throws
Any time the wearer rolls a natural 20 on a saving throw, the wearer heals 10 HP.
When a successful attack is made against the wearer, this cloak requires the attacker to succeed on a DC 12 Fortitude save or suffer a -2 penalty to its To Hit attempts for the duration of combat. The -2 penalty applies to all attacks the victim makes, not just ones directed at the wearer of this cloak.





























