Ranged
Adds +2 to Dexterity (thus adding +1 To Hit with Ranged attacks, +1 to AC, and +1 to Reflex saving throws) and +1 Damage with Ranged attacks
On a successful attack against a Plant creature, the wearer deals an additional 2 damage. This affects all attacks requiring a slide, including spells that require an attack slide. It does not affect spells or items which cause damage without an attack slide.
Wearer deals +3 damage with physical ranged weapons and with damage-inflicting spells.
Wearer deals +2 damage with physical ranged weapons and with damage-inflicting spells.
Blessed Wind Gloves are not part of the Wind Set.
On a successful hit from a blowgun, deals an additional 3 damage as Poison. Its use must be declared (turned in to the DM) prior to making the attack slide.
On a successful hit from a crossbow, this bolt deals an additional 2 damage as Fire when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a crossbow, this bolt deals an additional 2 damage as Cold when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a crossbow, this bolt deals an additional 2 damage as Shock when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
All the wearer’s successful melee attacks, ranged attacks, and damage-inflicting spells deal +5 Damage as Eldritch. It does not affect spells which do not deal HP damage. It does not affect scrolls, spells emanating from items, nor spells “cast as a scroll”.
If a spell under the influence of Boots of the Four Winds can affect more than one target, the caster gets a total of 5 extra points of Eldritch damage from the boots,