Allows the character to see persons, monsters, or items that normally would be invisible to the naked eye. The effects last for the entire room.
2006
Wearer gains evasion
Evasion: If the player makes a successful Reflex saving throw against any attack that would normally deal half damage on a successful save, take no damage instead. If the saving throw fails, take full damage.
The wearer of this ring is effectively immune to falling dangers. The wearer’s rate of descent is slowed, granting the character an easy recovery from any fall. If a character falls from a great height (e.g., off a bridge or chasm), this item allows the character to automatically make it back to safety.
Cold damage inflicted upon the wearer is reduced by 50%
Note: Items which reduce energy damage by 50% do not stack with each other. E.g., a character wearing Boots of Warmth and Ring of Frost Resistance (both reduce Cold damage by 50%) is not 100% immune to Cold. Percentage-based resistance does stack with point-based resistance. In those cases, the point-based reductions are taken first.
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.
Evocation of this stone’s energy allows a character to undo (negate) the action that would have resulted in their own death, no matter what the cause.
Adds +1 To Hit on all attacks (melee, ranged, and spells cast from the character card which require an attack slide, but not scrolls) and adds +1 to Will saving throws vs. fear effects
Multiple castings of this scroll do not stack with each other. Furthermore, this scroll does not stack with the spell bless (cast from a character card.)
This scroll bestows its effects on the entire party,
The caster is constantly teleported a few feet in a random location every few seconds, making the caster harder to hit in combat. Before making an attack roll, would be attackers must roll a d20 to determine if they can hit the caster. If the result of that roll is 1-10, that attack roll can be made. If the result was 11-20, the caster cannot be hit that round.
This effect operates much like the spell mirror image.