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:
all
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.
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.)
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,









