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.
Elf Wizard
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,
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.
Summons Oracle of Muti to help with puzzle. Once used, the Hourglass vanishes and the token is collected by the DM.
Muti is pronounced “MEW-tie” (rhymes with VIEW bye)
When activated, this item entraps a monster in an extra-dimensional space for three rounds. There is no saving throw to resist the effect. Once used, the Hourglass will vanish.
During those three rounds, the party is free to act however they want. They could explore the room, heal, buff, or whatever strikes their fancy. At the end of the three rounds, the monster will reappear exactly where it was before being shunted to the extra-dimensional space.