Adds +1 Damage when using non-magical weapons (melee or ranged, but not spells)
This ring may be used by monks attacking with their bare hands or in conjunction with non-magical monk bracer weapons.
Adds +1 Damage when using non-magical weapons (melee or ranged, but not spells)
This ring may be used by monks attacking with their bare hands or in conjunction with non-magical monk bracer weapons.
Wearer deals +3 damage as Sonic when casting a damage-inflicting scroll, using a damage inflicting wand, or when attacking while polymorphed. It does not affect Spells cast as a scroll.
If a scroll under the influence of a this ring’s effect can affect more than one target, the caster gets a total of 3 extra points of Sonic damage from this ring, not +3 points per target. The caster chooses the recipient(s) of the extra points and may allocate them as they see fit among the eligible recipients.
Adds +1 to AC and the wearer is immune to being Hindered while underwater.
This ring does not confer the ability to do any of the following while underwater: breathe, cast Spells, read (cast) scrolls, speak, use magic items that require a command word (e.g., wands)
Once per room as a Standard Action, the owner of this item may inflict 4 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.
When the wearer of this ring casts a damage-inflicting scroll, that scroll gains +1 to the damage dealt.
Wearer may equip an additional Bead or an additional Charm.
This item’s effect stacks with other slot expanders, but the wearer is still subject to Slot Expanders Cap rules.
Melee attacks made by the wearer deal +2 damage.
Once per room, the wearer may heal 3 hp after successfully hitting and damaging an enemy with a Melee attack.
Melee attacks made by the wearer deal +3 damage.
Once per room, the wearer may heal 4 hp after successfully hitting and damaging an enemy with a Melee attack.
Adds +1 To Hit when using non-magical weapons (melee or ranged, but not spells)
This ring may be used by monks attacking with their bare hands or in conjunction with non-magical monk bracer weapons.
Adds +2 Damage when using non-magical wooden melee weapons
Missile attacks (physical ranged attacks, not spells, scrolls, nor wholly magical effects) made by the wearer deal +3 damage as Cold.
Melee attacks made by the wearer deal +2 Damage.
This ring is not wearable by dwarf fighters.
When equipped, the player has the ability to request up to three wishes. Wishes can be used at any time during the adventure. The wish grantor (DM or TD Admin) marks off each wish used. The token must be turned in after the last of the three wishes is requested.
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives one additional Treasure Chip at the end of the adventure.
Adds +2 to Will saving throws and wearer is unable to tell a lie.
Rogues wearing this ring in a forest may initiate a sneak attack without the standard one round delay. This item has no effect whatsoever in non-forest locations.
Once per room, the first time the wearer takes damage, that damage is reduced by 1 point.
This protection only applies to a single attack. For example, if a monster successfully attacked you three times, only the first attack’s damage would be reduced.
Poison damage inflicted on the wearer is reduced by 1 point per attack/effect
Cold damage inflicted on the wearer is reduced by 1 point per attack/effect
Trap damage inflicted upon the wearer is reduced by 2
The effect from this item stacks with other items that mitigate trap-damage, including Ring of Dire Warning.
Trap: a physical or magical hazard that gets sprung on the party as they advance through the adventure. Puzzles are not traps. “Push” damage as a result of not completing a room challenge in time is not a trap. Puzzle and/or Push damage might sometimes be described as a “trap”
Cold damage inflicted upon the wearer is reduced by 5 HP and grants 2 points of Cold-based Retribution Damage.
Adds +2 To Hit on Spells (not scrolls or items) requiring a combat slide. A Spell affected by this ring deals double damage if a natural 20 is scored. If that particular Spell has additional damage bonuses, those bonuses are doubled as well.
This ring cannot double a Spell’s damage on a creature you cannot critically hit. This includes, but is not limited to creatures without a vital anatomy, Constructs, incorporeal creatures, Oozes,
This ring has a different powerful effect each year. Please ask your coach for information about the current effect–sometimes the effect is a surprise.
This ring grants the same effect as Amulet of Wonder (see that token’s description for the history of effects) and Totem of Wonder. Equipping other __ of Wonder items is permitted, but pointless because the effects don’t stack.
Year Stamp Note: Onyx-back versions of this token have a 2019 stamp on the back.
When casting a damage-inflicting Spell (not scrolls, wands, or items), the caster may convert the damage type to Cold.
This ring is not wearable by Elf Wizards.
Adds +2 to AC and +2 to max HP
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Healing Spells (not scrolls, wands, or items) cast by the wearer heal +3 HP.
Ranged attacks made by the wearer deal +2 damage as Fire
If the wearer is a monk, their melee attacks also deal +2 damage as Fire
Adds +3 to AC and grants immunity to the magic missile spell/effect
Adds +4 to max HP