Equippable
Imbues the wearer with Psychic Power and gives access to Tier 7 powers. This item does not stack with other +Psychic Tier items.
Imbues the wearer with Psychic Power and gives access to the next higher tier of powers. This item cannot grant access to a power tier above 7.
Psychic Power
Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure. The coach notes on the party card when a character has Psychic Potential.
Up to 5 times per game, when the wearer casts 1st-level Spells from their class card, the wearer may, if desired, mentally channel the casting of those spells through the ring. The result of this channeling allows the ring to cast those Spells by proxy and as Free Actions. The Spells still get marked off the player’s class card, but since the ring is doing the work of casting, the wearer’s hands are free to do other things (e.g.,
2-handed melee or missile (physical projectile) attacks made by the wearer deal +2 damage as Sacred
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature, only the Sacred portion of the damage is doubled.









