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.
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.
Once per game, wearers of this ring may cast one Spell from their character card as a Free Action and without marking it off the card. This free Spell is not “cast as a scroll” and may be modified.
This ring allows any of the character’s Spells to be cast for free, even if all uses of that Spell have already been marked off the character card.
This ring does not require the character to decide which Spell will be cast in advance.
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level)
Damage Spells (not scroll or items) cast by the wearer deal +2 damage as Shock.
Allows stunning fist or dazing fist to trigger on a natural 19–20.
Erratum: All previous versions of this ring now function as shown above. Prior to 2016, this ring had a re-slide effect, but changes to the class cards necessitated it be updated.
Wearer automatically passes the skill check when casting the magic missile Spell.
This ring does not affect magic missile emanating from scrolls or items.
Adds +1 to all Ability Scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma).
Melee damage inflicted on the wearer is reduced by 2 points per attack
Adds +2 to all saving throws
This token is a key ingredient for a multi-year transmute.
Adds +5 to max HP
Adds +2 to AC
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and +3 to max HP
Adds +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Allows the wearer to do the following underwater:
Adds +3 to maximum HP
Once per game as a Free Action, the owner of this item may inflict 6 points of Force 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 Force, that resistance/immunity would apply.
The wearer’s melee, missile, and spell (not scrolls or items) attacks deal +2 damage as Fire. All shurikens thrown by the wearer automatically return to the wearer at the end of that combat round and may be used again the next round.
Note: Though monks may throw up to two shurikens per round, this item does not allow a monk to throw the same shuriken more than once per round. I.e.,
Wearer deals +3 Damage as Shock when making melee attacks. Does not affect spell or missile damage.
Prevents the character from being surprised
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons)
All damage-inflicting wands used by the owner deal +1 Damage as Shock
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons) and +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Wearer may equip one additional ioun stone.
This item’s effect stacks with other Ioun Stone slot-expanders, but the wearer is still subject to the Slot Expanders Cap.
This Transmuted token requires all of these items to construct:
Last Day to Transmute: December 1,
This ring allows a spell caster to recast a 0-level spell (0-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.
Adds +1 to Dexterity, and the wearer may negate up to 2 damage that would be taken by a single attack from an Accursed monster.
Deals 6 points of Force damage to one target. There is no saving throw to mitigate the effect. It can be used once per round.
This intricately wrought platinum ring allows the combatant a guaranteed hit against non-corporeal creatures (e.g., ghost), so the standard 50% miss chance to hit a non-corporeal creature does not apply. After 5 uses this ring immediately turns into a fine rust powder.
Ranged attacks made by the wearer deal +2 Damage
Adds +2 to all Ability Scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma), +2 to Armor Class (AC) and +2 to all saves (Fortitude, Reflex, Will). This item is also part of the Arcanum Set. In addition, creation of this item is required for access to an exclusive affair, Ring Con, to be held May 29-30, 2026.
When casting a Spell that requires a skill check, if the wearer succeeds on the skill check, the Spell deals +5 damage if it’s a damage-inflicting Spell, or heals +5 HP if it’s a healing Spell. The bonus provided by this ring is not subject to modification and is added after all other bonuses are calculated.