Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon’s damage is augmented by the wielder’s Strength bonus. For every two points of Strength above 10, add +1 to the damage dealt. (E.g., 12 STR = +1 Damage, 14 STR = +2 Damage, 16 STR = +3 Damage, etc.)
Strength does not affect this weapon’s To Hit bonus, only Damage is altered.
This weapon is permanently imbued with a smiting spell. This means that when used in combat, a critical hit can be scored if the player slides a natural 19 or 20. This weapon is not subject to further effect from Oil of Smiting spell or any other crit-enhancing magic.
Note: Scoring a natural 20 is an automatic hit, but a natural 19 may not necessarily hit–even if the 19 is within the critical range of the weapon.
This weapon allows wielders, after a successful hit, to leave their slider on the combat board and deliver the same damage during the next combat round–assuming to puck does not get bumped into zone which does count as a hit against the monster. This effect can only be used once per successful hit, but it could be used more than once during a combat.
Note: The special effect of this weapon does not stack with a fighter-duelist’s twist the blade special ability.
If a monk attacks with this weapon and slides a natural 20, the victim of the attack will drop a blade weapon. If the victim of the attack is wielding a non-blade weapon (e.g., hammer), it will not be disarmed. Natural weapons (e.g., claws) cannot be disarmed. The natural 20 attack will still hit and almost certainly cause damage, but it won’t disarm the monster.
The disarm effect of this weapon is triggered by sliding a natural 20.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
The damage wheel includes 2 points of Cold damage which will be deducted if the victim of the attack is immune to Cold damage.
This weapon will instantly kill a Dragon if the player slides a natural 20 and the 10 on its damage wheel is closest to the damage dot on the combat board.
When attacking non-Dragons, this is an “ordinary” +2 weapon.
The dragonslaying effect of this weapon is triggered by sliding a natural 20 and scoring a 10 on the damage wheel. It does not require a critical hit. Thus this effect may still function when fighting Dragons immune to critical hits or sneak attacks.
Once per room, wizards wielding this staff may cast a 1st-level spell (1st-level only, not any other level of spell) from their character card “for free” (the spell is not marked off of their character card).
Under most circumstances, either two free hands or a shield and one free hand are required to cast a spell. However, the magic contained within this weapon aids in spellcasting, thus allowing its owner to hold this weapon and cast a spell.
Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Equivalent to 10 GP
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP), exchanged for NPC services outside of the adventure, used as currency to bid on items in the True Dungeon auction, or exchanged for transmuted tokens on http://www.truedungeon.com/transmuted . On very rare occasions, certain NPCs within the adventure may be influenced by the offering of riches.