This token allows the player to immediately (before another player performs an attack slide) re-slide once in a combat round. Any type of combat slide may be re-slid: melee, ranged, or spell. Any tokens displaced due to the original slide remain in their new (final) location and are not moved back to their places before the slide–only the wearer’s combat slider is affected. For classes that attack with two attack sliders (ranger and monk), both sliders must be re-slid.
Has Charges
Consuming a dose from this durable flask will render the character immune to naturally occurring Cold and Fire. It has no effect on magically created Cold or Fire. The effects of this magic will last for one room.
Each time this flask is used, a charge will be punched on the token. When the last charge is used, the token must be turned in.
When this gem’s command word is spoken, all the target monster’s To Hit rolls suffer a -4 penalty for one round if the monster does not succeed on a DC 15 Reflex saving throw. If the monster succeeds on the Reflex save, the gem has no effect that round and the charge is wasted. This item can be used 4 times before it cracks and turns to a pile of ash.
This item does not reduce the target’s AC.
For each charge expended, this ioun stone will absorb one zero, first, second, or third level spell cast (not a scroll, magic item, or anything not emanating directly from the caster) at the user. When all three charges have been expended, the stone becomes lifeless and will no longer function.
The actions of this ioun stone are controlled by the will of the character. If the character chooses not to expend a charge,
Adds +2 to Will saving throws
This deep blue dye is infused with rare faerie magic and is applied to the character’s face at the start of the adventure. The effect lasts the entire adventure. The jar is “soulbound” to a single user and is therefore usable by one character only. The jar can be used 5 times before it is emptied.
This arcane necklace allows any character to cast a swarm of fireballs that will affect every monster in the room. This spell automatically hits and deals 8 points of damage. Every monster must make a DC 15 Reflex saving throw. If the saving throw succeeds, that monster takes half damage.
Deals 6 points of Force damage to one target. There is no saving throw to mitigate the effect. It can be used once per round.
This intricately wrought platinum ring allows the combatant a guaranteed hit against non-corporeal creatures (e.g., ghost), so the standard 50% miss chance to hit a non-corporeal creature does not apply. After 5 uses this ring immediately turns into a fine rust powder.
When worn, the player has the ability to request up to three wishes. Wishes can be used at any time during the adventure. The wish grantor (DM or TD Admin) marks off each wish used. The token must be turned in after the last of the three wishes is requested.
Note: Ring of Three Wishes is not usable in Virtual True Dungeon due to its power and rarity.
Less than half a dozen of these rings are known to exist,
Negates the damage from one successful spider (monstrous or mundane) attack. This shirt absorbs damage from a maximum of four successful spider attacks, at which time this shirt disintegrates.
Deals 2 damage as Sonic to all monsters. There is no saving throw to mitigate damage.
Triton Horn is not a traditional bard instrument and cannot be used to perform bardsong.
Note: This horn does not work in areas of magical silence.