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douglas said:
Let's see, the only thing in there I think we might want to keep is the Ring of Invisibility and the cash.
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You might want to consider keeping the Payer Beads (Healing), as I believe Derrel is the only one who can remove disease and remove Blindness/Deafness... also, it's always handy for someone to have command-word healing for in the middle of combat.... especially those fragile caster types....
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Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.
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Healing's trigger mechanisim is unspecified, and thus defaults to command word, useable by anyone....