Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons) and +1 to Constitution (thus, depending on prior Constitution score, adding either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level)
All scrolls carried by the possessor of this tube are protected from damage as long as the scrolls remain in the tube. If the possessor of this tube becomes petrified, all the carrier’s possessions–including this tube and its contents–become petrified as well.
When the possessor of this tube casts a healing scroll, that scroll gains +1 to the amount healed. When the possessor of this tube casts a damage-inflicting scroll,
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) and -1 to Strength (thus, depending on prior Strength score, suffering either 0/-1 To Hit in melee and either 0/-1 Damage with melee and thrown weapons)
Once per game, this item allows the wearer to retrieve and drink one healing potion as a Free Action.
This slotless item allows the wearer to retrieve and drink one non-healing potion as a Free Action once per game.
The wearer is immune to any drawbacks related to consuming a healing item, be it food or beverage.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals up to 14 points of damage–but only to Undead and Accursed monsters. Though it is not stated on the token, the thrower need only hit AC 15 or higher. If the attack misses (hits AC 14 or lower) or if the target is not Undead or Accursed, Divine Water deals no damage. It is usable only once,
When the wearer can hear bardsong being performed, the wearer gains Free Movement. This item does not function if the wearer is unable to hear the bard play (e.g., if the wearer was in a zone of magical silence.)
Shock and/or Sonic damage inflicted on the wearer is reduced by 2 points per attack/effect. If an attack deals both Shock and Sonic, reduce each by 2. E.g., if the wearer is hit with a thunderclap spell that deals a total of 10 damage comprised of 5 Shock and 5 Sonic, the wearer only suffers 6 damage.














