Adds +1 damage when fired from a sling. If the target of the attack is Undead, this item deals +3 damage instead of +1 damage. Its use must be declared (turned in to the DM) prior to making the attack slide.
This item does not deal Sacred damage.
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Adds +1 damage when fired from a sling. If the target of the attack is Undead, this item deals +3 damage instead of +1 damage. Its use must be declared (turned in to the DM) prior to making the attack slide.
This item does not deal Sacred damage.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals up to 6 points of damage–but only to Undead monsters. Though it is not stated on the token, the thrower need only hit AC 15 or higher. If the attack misses (hits AC 14 or lower) or if the target is not Undead, Holy Water deals no damage. It is usable only once, whether the attack succeeds or misses.
This weapon deals an additional 3 damage when it’s used to score a hit against Undead.
Note: This token is named for something it resembles, not for its function. It does not literally sprinkle Holy Water.
Wearer gains immunity to petrification and blinding from attacks that hit the wearer. This item does not mitigate HP damage.
Sounding this finely wrought horn as your action during combat will cause two 2 points of Force damage to all monsters in the room. This damage is not subject to any kind of damage bonus the user may possess. A Horn of Blasting may be used once per round per person. Thus, if four people in the party each used a Horn of Blasting, they would deal a combined total of 8 points of Force damage to each monster in the room.
Once per game, after using a Standard Action to activate, this item negates confusion and/or maze (including lesser maze) effects on one target.
When used to negate maze on an ally, one can’t exactly “target” their ally because they’re on a different plane of existence. But the way the horn works in that circumstance is the user “mentally targets” their ally and when the horn is blown,
Even if a player can equip two Neck slot items, this token may not be equipped at the same time as the Amulet of Treasure Finding. Doing so might create situations that abuse the amount of treasure a player receives.
Erratum: As of 2015, this amulet grants the player six extra Treasure Chips at the end of their adventure. It does not affect the reward gained by succeeding on a rogue skill test or other caches of loot found within the adventure.
Once per game, after using a Standard Action to activate, this item will negate fear and/or charm effects on one target. It does not prevent the target from being affected by those effects in the future.
This item does not function in areas of magical silence.
Once per game, after using a Standard Action to activate, user heals themself 2 points of damage. This item cannot be used to heal another character.
This item does not function in areas of magical silence.
Once per game, after taking a Standard Action to summon the ghostly protector, the owner may negate up to 16 points of combat damage the user would have otherwise taken. The combat protection can be used against a single attack or multiple attacks, but it will never absorb more than a total of 16 points of damage. The ghost (and its protective qualities) vanishes when the user moves into the next room, even if less than 16 points of combat damage was mitigated.