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Grants the ability to activate magic items or cast scrolls without speaking while underwater. This does not allow the character to cast a memorized spell (cast from the character card) or perform bardsong.
Note: This item does not function on dry land.
Protects scrolls from non-magical water damage while the scroll spell is being cast underwater. However, it does not grant the ability to speak or utter verbal command words necessary to release the magic stored in a scroll.
Note: This item does not function on dry land.
If outdoors, the wearer gains Free Movement.
Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.
Allows the use of slashing, blunt, ranged, or thrown weapons while underwater. It does not remove the Hindered penalty.
Hindered: When underwater, creatures not native to water (including player characters) are very slow to propel themselves. In melee combat, only characters with Free Movement may attack the first round. In addition, without magical aid anything requiring movement or a Move Action is not possible during the first round of combat.
Adds +4 to Fortitude saving throws vs. poison from Plant creatures
This does not affect saving throws for poison derived from plants (e.g., hemlock or oleander), it only helps with poison delivered by plant monsters.
Does not affect AC vs. plant creatures
The instant the wearer enters the final room of the adventure, the wearer heals 10 points of damage. The healing cannot be “banked” for later in the room.
This item cannot restore a dead character to life. E.g., if a wearer dies in room 6 and the party drags the wearer’s corpse into room 7 (the final room), that character is still dead. However, if the wearer dies in room 6 and is resurrected before the party departs room 6,
Healing Spells (not scrolls or items) cast by the user heal +2 damage per Spell. Healing Spells (not scrolls or items) cast on the user heal +2 damage per Spell.
If the user of this item targets themself with a healing Spell, this item grants a total of +4 healing.









