all
Once per room, these gloves can negate the effect of a 3rd-level or lower cast spell (not a scroll, magic item, or anything not emanating directly from the caster) if the wearer is the sole target. The player (not necessarily the character) has the option to allow a spell to take effect (e.g., a healing spell or a buff), but if the player chooses to allow the first targeted spell to take effect (whether the spell would have caused weal or woe),
Adds +5 to Strength (thus, depending on prior Strength score, adding either +2/+3 To Hit in melee and +2/+3 Damage with melee and thrown weapons) and -2 to Dexterity (-1 To Hit with ranged attacks, -1 to AC, and -1 to Reflex saving throws)
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)
Adds +5 to Dexterity (thus, depending on prior Dexterity score, adding either +2/+3 To Hit with ranged attacks, either +2/+3 to AC, and either +2/+3 to Reflex saving throws) and -2 to Strength (thus suffering a -1 To Hit in melee and -1 Damage with melee and thrown weapons)
Adds +2 to Constitution (+1 to max HP per character level and +1 to Fortitude saving throws) and –2 to Dexterity (–1 To Hit with ranged attacks, –1 to AC, and –1 to Reflex saving throws)
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and the wearer is immune to Retribution Damage against attacks from Accursed monsters.
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.,









