1st-level healing Spells cast by the wearer heal +4 HP.
If the wearer is a cleric, the total bonus healing from this item is +5.
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1st-level healing Spells cast by the wearer heal +4 HP.
If the wearer is a cleric, the total bonus healing from this item is +5.
Imbues the wearer with Psychic Power and gives access to the next two higher tiers 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.
Adds +3 to maximum HP
Adds +2 damage when fired from a Sunshot weapon.
Its use must be declared (turned in to the DM) prior to making the attack slide.
non-magical* ammunition that adds +2 damage when fired from a bow
*This is a further refinement a Masterwork Arrow. It’s an extremely well-crafted arrow, but it does not have any magical enchantments placed on it.
This spider-shaped amulet allows one additional Fortitude saving throw vs. poison if the first roll fails. This permanent item may be used once per room. If the wearer misses the second saving throw, the poison will take effect. However, the affected character may use another item or scroll to attempt to defeat the poison, if available.
Note: Only one poison saving throw re-roll is allowed per person per room. E.g., if a poisoned character possesses both Anti-toxin and a Periapt of Proof Against Poison,
Equivalent to 15 GP
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP), exchanged for NPC services outside of the adventure, used as currency to bid on items in the True Dungeon auction, or exchanged for transmuted tokens on http://www.truedungeon.com/transmuted . On very rare occasions, certain NPCs within the adventure may be influenced by the offering of riches.
As a miscellaneous gear token, the use of this item in the adventure is limited only by the imagination of the player and the approval of the DM.
Adds +6 to all saving throws