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.)
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.
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)
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.
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).
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
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.
This token combines all the effects of Charm of Awareness and Charm of Coordination into a single charm. The effects granted by this charm do not stack with any of its component charms.
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





























