All attacks (melee, missile, or spells cast from the character card) made by the wearer deal +2 damage as Shock
Ranged
The wearer’s Melee, Missile, and Spell (not scroll or item) attacks deal +2 Damage. Healing spells the wearer casts heal +2 HP.
Adds +2 to Focus and missile attacks made by the wearer deal +2 Damage.
Focus: A bonus to polymorph damage, Turn Undead damage, and most Spells cast from the character card. Focus has no effect on magic emanating from items, scrolls, or Spells cast by the character which neither reduce nor restore HP.
If a Spell or Turn Undead under the influence of a Focus-effect can affect more than one target, the caster gets a total of +X (where X = the total amount of Focus the caster has) points of healing/damage,
On a successful hit from a bow, this arrow deals an additional 2 damage as Fire. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a bow, this arrow deals an additional 2 damage as Cold. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a bow, this arrow deals an additional 2 damage as Shock. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a bow, the target must succeed on a DC 20 Fort save or instantly die. Like all specialty arrows, it is consumed on use whether the attack (or saving throw) was successful or not.
On a successful hit from a bow, this arrow deals an additional 2 damage as Poison. It must be declared (turned in) before sliding the weapon token.