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.
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)
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).
Adds +2 to all saving throws
This token is a key ingredient for a multi-year transmute.
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)





























