Healing Spells (not scrolls, wands, or items) cast by the wearer heal +1 HP.
If the Spell can affect more than one target, the caster gets a pool of 1 healing to allocate on an eligible target.
You may also search by any or all of the following criteria, with or without including a text search.
Healing Spells (not scrolls, wands, or items) cast by the wearer heal +1 HP.
If the Spell can affect more than one target, the caster gets a pool of 1 healing to allocate on an eligible target.
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.
Damage Spells (not scrolls, staves, wands, or items) cast by the wearer deal +2 damage.
If the Spell can affect more than one target, the caster gets a pool of 2 damage to allocate among eligible targets–not +2 damage per target.
Adds +1 to max HP
Adds +2 to AC
Adds +2 to AC, but only while in the Underdark
Grants the ability to breathe underwater. It does not grant the ability to talk or utter verbal components necessary to release the magic in a scroll or cast a spell.
Adds +1 to Strength (thus, depending on initial Strength score, either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)
Allows a spell caster to recast a 1st-level spell (1st-level only, not any other level of spell) on the very next round. The bonus spell is “cast as a scroll” (meaning it cannot: benefit from a skill test, be duplicated, be cast as a Free Action, nor be modified in any way) and must be cast on the very next round in order to use the effect. This can be used once per room.
Allows the bard to perform a Monster Lore Skill✓ as a Free Action.
In addition to the standard bardsong bonuses, this item gives the entire party a +1 bonus to all saving throws.
This item is not a musical instrument.