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Horn of Calling

Once per game, after using a Standard Action to activate, this item negates confusion and/or maze (including lesser maze) effects on one target.

When used to negate maze on an ally, one can’t exactly “target” their ally because they’re on a different plane of existence. But the way the horn works in that circumstance is the user “mentally targets” their ally and when the horn is blown, it calls (hence the name) their ally back to their native plane.

If an owner of this horn is currently in a maze, they can target themself and return home. (i.e., negate the maze effect) However, if the horn’s owner is currently in a maze demi-plane and an ally is in a different maze demi-plane, the owner cannot use this horn to return their ally to the party’s prime plane. To put it another way, the horn’s magic can go from prime to demi, or demi to prime, but it can’t go from demi to demi.

This horn does not prevent the target from being affected by confusion and/or maze effects in the future.

This item does not function if the blower is magically silenced. However, if the victim is silenced but the blower is not, the effect functions normally.

Text On Token

When blown, negates Confusion & Maze effects on target
(1/game)

Usable By: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2018
Source: Participation
Classification: Equippable, No Party Card Effect
Removes Effect: Confusion, Maze
Limited Use: 1/Adventure
Converts To*: 3 units, Darkwood Plank

*Click here for more information on the Token Exchange Program

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