Any time the wearer slides a natural 20 on an attack, the wearer heals 4 HP.
This ring does not deal any additional damage to the target of the attack.
If your attack (any non-scroll attack slide that deals damage) winds up as the only puck resting on the “20”, that attack deals +5 damage. If you are capable of sliding more than one puck, only one of your attacks may rest on the 20 for this power to activate. E.g., if a ranger wearing this ring performs a double melee attack and both pucks rest on the 20, the power from this ring will not activate.
For the purpose of attacks made on lycanthropes, all melee (including a monk’s open-hand attacks) and thrown attacks made by the wearer are treated as if they were made by silver weapons. This ring does not literally transform the weapon into silver–it merely confers the effect that a silver weapon grants. Thus any melee or thrown weapon damage the wearer inflicts cannot be regenerated or healed by lycanthropes.
If a character wearing this ring becomes infected with lycanthropy,
Wearer may equip one additional ioun stone, but no other rings may be used. I.e., this can be the only ring the wearer uses–even if the character has equipped another token that grants additional ring slots.
This item’s effect stacks with other Ioun Stone slot-expanders, but the wearer is still subject to the Slot Expanders Cap of no more than nine Ioun Stones.
Wearer is able to see creatures under the effects of invisibility. Does not reveal invisible objects.
This is an “always on” power. It does not have to be activated to function.
Imbues the wearer with Psychic Power and gives access to Tier 7 powers. This item does not stack with other +Psychic Tier items.
Imbues the wearer with Psychic Power and gives access to the next higher tier of powers. This item cannot grant access to a power tier above 7.
Psychic Power
Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure. The coach notes on the party card when a character has Psychic Potential.
Up to 5 times per game, when the wearer casts 1st-level Spells from their class card, the wearer may, if desired, mentally channel the casting of those spells through the ring. The result of this channeling allows the ring to cast those Spells by proxy and as Free Actions. The Spells still get marked off the player’s class card, but since the ring is doing the work of casting, the wearer’s hands are free to do other things (e.g.,
2-handed melee or missile (physical projectile) attacks made by the wearer deal +2 damage as Sacred
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature, only the Sacred portion of the damage is doubled.
Heals 1 HP of damage per room. This healing is bestowed once at the beginning of each room.
Missile attacks (physical ranged attacks, not spells or wholly magical effects) made by the wearer deal +1 damage as Sonic.
Missile attacks (physical ranged attacks, not spells or wholly magical effects) made by the wearer deal +2 damage as Sonic.
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.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature, only the Sacred portion of the damage is doubled.
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.





























