Once per game, the owner of this item may inflict 6 points of Darkrift damage on a single target. This damage is not subject to any kind of damage bonus the user may possess. There is no saving throw to mitigate the damage, but if the target has resistance/immunity to Darkrift, that resistance/immunity would apply.
Figurine
The owner may negate up to 8 points of Poison damage the user would have otherwise taken. The Poison protection can be used against a single attack or multiple attacks, but it will never absorb more than a total of 8 points of Poison damage. The prevention effect dissipates when the user moves into the next room, even if no Poison damage was taken.
This item’s effect can only be activated once per adventure.
Once per game, this item negates 1 side-effect of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This item does not mitigate HP damage caused by Undead Touch Attacks.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Once per game, the user can see a single Invisible monster for one round. Only the user’s vision is affected. This item does not reveal invisible objects.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Once per game, this item negates the 50% miss chance associated with attacking Incorporeal creatures. Once activated, the power remains in effect until the end of the room. This item only affects the user’s miss chance, not other allies.
This item does not grant the ability to critically hit or sneak attack Incorporeal creatures.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly,
When activated, the owner becomes immune to Confusion for the rest of the room.
This item’s power may be used to remove an existing Confusion effect as well as prevent a Confusion effect. If desired, the owner may activate this item before the first d20 roll is made to determine what the victim’s actions are for that round.
Confused: When victims become Confused, their actions are determined by rolling a d20,
Once per game, the owner of this item can ignore one melee or missile attack against the character. The damage is absorbed by the figurine. The owner must decide when to invoke the item’s power.
This item affects physical attacks, it does not mitigate wholly magical attacks or “attacks” made outside of combat. However, if the attack deals both physical damage and has a secondary effect (e.g., paralysis, sleep,
When this figurine is activated, the player may re-slide one attack, whether it was made with a physical weapon or a spell that requires a slide. The decision to re-slide must be made before the next person attacks or, if the owner slid last, before damage is calculated. This item only allows one puck (player’s choice) to be re-slid, even if the character can slide more than one puck. The re-slide may not be undone,
Once per game, the owner of this item can ignore the effect of one of their failed Will saving throws vs Charm–effectively turning the failed Charm (Will) saving throw into a successful one.
When activated, this item restores 20 HP to a living character–either another character or themself. It cannot be used to raise a dead character back to life, but it could be used to heal a recently raised character that is low on HP.