6 units
Adds +3 to max HP if the owner has also equipped a Mug* or Tankard*. That Mug/Tankard then becomes “locked-in” and must be equipped for the entire adventure. If the Mug/Tankard is a Melee weapon, that weapon must be used every time the owner performs a Melee attack.
This token is only usable in Virtual True Dungeon adventures in calendar year 2025. This token cannot be used at any in-person adventure, regardless of year.
If this runestone is active, a successful physical weapon attack (melee or ranged, but not spell) by the affected character against a monster will negate any ability–natural or magical–of the monster to regenerate or be healed. The no-healing effect lasts for the remainder of combat.
Note: Once affected by the Viper Runestone effect, the monster loses the ability to restore HP damage from any source, not just weapons with a Viper Runestone effect.
Heals 5 HP of damage per charge
Note: Like all wands, only one charge may be expended per round.
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we feel that unlimited-use wands are not the ideal path going forward.
Reveals all sources of magic in the room to the wand’s user
In years past, it allowed the character to search a room for traces of magic, magical writing, and magical runes. The effect was somewhat short-lived. The player was given a UV light and had 30 seconds to try and find traces of magic, which glowed blue under the special light.
Because all wands require a command word to function,
Deals 7 damage as Force to the target
Because all wands require a command word to function, this item cannot be activated if the wielder is magically Silenced.
General Wand Errata: Chargeless wands debuted in 2018. Although we loved seeing more wands being used, we felt that unlimited-use wands were not the ideal path going forward. Starting at Origins 2019, all wands became consumable, but wands no longer have a fixed number of charges.
Deals 4 damage as Force to all monsters. There is no saving throw to mitigate damage.









