Missile attacks (physical ranged attacks, not spells or wholly magical effects) made by the wearer deal +2 damage as Sonic.
Finger
Melee attacks made by the wearer deal +1 damage as Sacred.
If the wearer is a cleric or paladin, this ring deals a total of +2 damage as Sacred.
When this ring’s power is activated, all fear effects currently affecting the wearer are negated.
To attack the wearer, the monster must succeed on a DC 12 Will saving throw. If the monster passes the check, the player is attacked normally–otherwise, the monster will chose another target. The effect only works if there is more than one party member left. If the wearer is the only character left alive the monster will attack normally. In addition, if the wearer performs an offensive* action against the monster, all effects of the ring are negated for the rest of that combat.
Once per game, adds +6 damage to the final damage total of a 1st-level damage-inflicting Spell
To correctly determine how much damage your 1st-level Spell should deal, calculate how much damage the Spell would have dealt if you were not wearing this ring. After all other bonuses, multipliers, and modifiers have been applied, add +6.
Once per game, a paladin wearing this ring may heal +3 HP when using lay on hands. The healing bonus from this ring cannot be spread out over multiple applications.
Wearer is immune to the 50% miss chance when attacking Incorporeal creatures.
This item does not grant the ability to critically hit or sneak attack Incorporeal creatures.