2018
When the wearer uses a healing Spell or healing Special Power (not a scroll or magic item) on another person, the wearer of this cloak heals 1 point of damage. This item does not affect heals when the wearer targets themself.
This item is usable only once per room.
Monster Trophy tokens can only be found in the random treasure generators found at the end of an adventure. Each represents either a portion of a creature, statuary, flora, or raw materials (e.g., metals or minerals) found within a True Dungeon adventure.
Trophies have black lettering and gold backs (or brown lettering in 2007). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.
Once per game, after using a Standard Action to activate, this item negates confusion and/or maze (including lesser maze) effects on one target.
When used to negate maze on an ally, one can’t exactly “target” their ally because they’re on a different plane of existence. But the way the horn works in that circumstance is the user “mentally targets” their ally and when the horn is blown,
Once per game, after using a Standard Action to activate, this item will negate fear and/or charm effects on one target. It does not prevent the target from being affected by those effects in the future.
This item does not function in areas of magical silence.
Once per game, after using a Standard Action to activate, user heals themself 2 points of damage. This item cannot be used to heal another character.
This item does not function in areas of magical silence.
Once per game, after taking a Standard Action to summon the ghostly protector, the owner may negate up to 16 points of combat damage the user would have otherwise taken. The combat protection can be used against a single attack or multiple attacks, but it will never absorb more than a total of 16 points of damage. The ghost (and its protective qualities) vanishes when the user moves into the next room, even if less than 16 points of combat damage was mitigated.
Adds +5 to AC and grants immunity to fear, but the wearer may only be healed by Spells (not scrolls, items, nor Special Powers) cast by another character.









