New Magic Items: Rings
Contents
Ring of Frost
Ring of Missile Casting (lesser)
Ring of Missile Casting (greater)
Ring of Shadows
Ring of Adjustment
Ring of Teleportation
Ring of Shapeshifting
Ring of Cantrips
Shift Ring
Feline Ring
Ring of Artifice
Ring of Conjuring
Ring of Frost
This is a powerful magical item which is somewhat like the
Ring of Winter (Book 5 of the TSR Harpers(tm) Series). The Ring
of Frost gives the ringbearer the following abilities:
- Immunity to all forms of cold (magical and non-magical).
- the ability to use the ice spells Harden Ice, Ice Climb,
Chill and Icy Blade (as per the spell)
3 times per day.
- the ability to use the ice spells Snow Blindness, Freeze,
Frostbite, Icy Fist and Shape Ice 1 time a day each.
- the ability to use the ice spell Water Lock and Snow once
every month.
This ring can be used as the material components for any ice spell,
and is never consumed. Once per week, it can be used to create a
gate to the para-elemental plane of ice, where the bearer of the
ring can journey freely. The ring bearer can leave the plane at
will. It operates at 18th level of use and holds one special
charge. The ring can be used to create an Ice Castle as the spell.
This ring does not grant the ringbearer eternal life, but, if
killed, the bearer will be preserved as the Criogene Life
Preservation spell and Recalled to their castle (if that charge
has been used up). Once the ring is possessed by someone for
101 years it becomes attuned to it's bearer and will not work for
anyone but ancestors of that bearer. It will return to normal
in 101 years if left unclaimed. There is only one Ring of Frost
in existence.
Ring of Missile Casting (lesser)
This ring allows the wearer to, at will, send up to 24
streaking bolts of mystic energy at several targets or 1. These
bolts do but 1 damage each, but they never miss their mark. They
are extremely useful for trick shooting and setting off traps.
Each bolt can strike a separate target, and as many combinations
of bolts as are possible may be sent at any target within the
wearers line of vision. If the intended target leaves the wearer's
line of vision, and the bolts have already been fired while they
were still in sight they will pursue the target until they strike.
The ring has effectively 24 charges each day, and after they are
used up the ring will not function until the next day, when the
charges have replenished. 1 charge is replenished each hour.
Ring of Missile Casting (greater)
This ring has the same properties of the ring above, but
contains a daily rate of 48 charges, enabling the wearer to fire up
to 48 missiles each day (1 charge replaced every 3 turns).
Ring of Shadows
This powerful item grants the ring bearer many abilities
associated with shadow and night. It allows the wearer to Hide
in Shadows with a 100% chance of success, making them effectively
invisible. It also grants the ability to Move Silently 75% of
the time, modified for race and dexterity as a thief, to a
maximum of 95%. Thieves wearing it have their Move Silently
ability increased by 35%, to a maximum of 100%. The ring allows
the user to assume shadow-form as per the psionic ability
(see PHBR5). The wearer can remain in this form for one full day
(24 hours), after which the ability will not function for one day.
It also grants the wearer the abilities control light and animate
shadow with a power score of 20, and 250 psp's. The ring bearer
can use the spells shadow door and sleep 3/day; and the spell
Lorloviem's Creeping shadow 1/day. The wearer can cast the spells
blacklight and darkness 10' radius at will. The wearer is always
accompanied by a shadowcat (as per the spell). This cat will
dissipate under the normal conditions, but will reform in 1 hour
at full hit points. The ring operates at 14th level of ability.
Ring of Adjustment
This ring magically boosts the prime requisites of the
wearer to a maximum of 18(75% of the time, 18/00 for fighters),
19(20% of the time) or 20(5% of the time). This alteration remains
in effect as long as the ring is worn. If it is removed all
benefits are instantly lost and cannot be regained unless the ring
is left unused by anyone else for 1 year.
- alternately the ring can add a +1 to prime requisites
(or -1/+2 10%)
Ring of Teleportation
This ring allows the wearer to teleport as the spell to
any location well known to them. It will not function if the
area to be teleported to is not well known. If the area to be
teleported to is completely different from the way the user
remembers it, it will not function. If will not teleport the
user into any solid matter, if this is to occur it simply does
not work. The range for this ring is unlimited. The ring
utilizes some type of psionic power that allows the users
teleport spell to stop when they leave a crystal sphere. The
ring then psionically transports the user to the crystal sphere
that they desire to go to, and the teleport spell resumes.
This is one of the few known items that combines psionic
and magical power.
Ring of Shapeshifting
This powerful ring allows the user to assume different forms.
This ability is identical to the druidic ability of shapeshifting
(see PHB) with all the limitations and benefits.
A rarer form of this ring exists (10%), one which has a set
number of forms for the ringwearer to assume. The number of forms
the ring allows the user to change into is rolled on 1d4. Each is
determined randomly, or chosen to best suit the terrain the ring is
found in. The user maintains the same hit points, armor class and
THAC0 of their old form; but gain all the abilities of their new
forms, including any innate magical attacks or spell-like powers.
Each form shift lasts indefinitely until the user chooses to change
back. For each week that a form is assumed, the user must make a
wisdom check or mentally assume the form of the creature mimicked.
Ring of Cantrips
This ring allows the wearer to be able to produce minor
magical effects as if they had cast a permanent cantrip spell.
It also offers protection equal to that of a protection from
cantrips spell.
Shift Ring
This ring allows the wearer to temporarily alter one ability
by lowering another. The character can gain a 1 point adjustment
to a stat for every 1 point another is lowered. A stat can be
raised or lowerd a maximum of +/- 5 (including combinations).
No stat may be adjusted over 20, and each adjustment lasts for 8
hours. Most of these rings only work for two stats (one is lowered
and one is raised). The most common being a Strength/Intelligence
or Strength/Wisdom combination (40% chance of either INT or WIS,
20% chance of both, 85% of all rings are of this type). Other
combinations are possible, usually being any physical stat (Strength,
Dexterity, Constitution) crossed with Intelligence or Wisdom (35%
chance of either, 30% chance of both; 10% of all rings are this
type) or Charisma crossed with any other stat (4% of all rings are
of this type). The most rare (1%) is the ring that crosses all
stats. After one full use this the ring cannot be used for 1
full week, as it recharges. Note: there could also be different rings
altering subabilities (from Skills and Powers book), but this is up
to the DM.
Feline Ring
This powerful item grants the user many abilities. First of
all, they can assume the shape of a small domestic feline at will.
It can be of any color, or any combination of colors possible for a
cat. Three times a day, the ring-bearer can assume the form of one
of the great cats. Included on this roster are the cheetah, jaguar,
leopard, common, mountain and spotted lion, giant lynx, tiger and
smilodon (11% chance of either, in that order, 1% chance of all).
The ring bearer can Move Silently and Hide in Shadows 100% of the
time. Opponents suffer a -6 on surprise checks due to
this stealth. The ring bearer can leap 60' forward, 45' straight
up or back. They can also fall from heights of 100' or less and
suffer no damage, they suffer half damage from all other falls.
The leaping stats apply to all forms of great cat. The ring bearer
is never surprised, due to highly enhanced senses of smell, sight
and hearing. Due to these senses, the ring bearer has a 90% chance
of detecting traps. The ring-bearer has their Dexterity raised to
18, or if it is above this, 1 point. They gain a + 1 bonus to
saves, and regenerate 1 hp per hour (this will regenerate lost limbs
or organs and will bring the wearer back from death).
Ring of Artifice
This ring greatly enhances an individuals ability to win
games of chance and beguile others. It automatically grants the
wearer a charisma of 18 (if his or her Charisma is higher it
remains the same). When used in conjunction with the Gaming
proficiency the ring gives the individual the ability to call a
game. Once each turn the ring can be used to actually alter the
result of a game of chance, in the favor of the ringwearer. This
ability is used with a 95% chance of success, modified by -5% for
each successive use with the same crowd. If this check fails,
everyone playing the game becomes aware that the individual is
cheating, reacting appropriately. The ringwearer also gains the
ability to charm person 3 times per day, or to use friends at will.
Both abilities operate at a 95% chance of success, with failures
resulting in events similar to those above.
Ring of Conjuring
This ring gives its wearer many special abilities similar
to those of a wizard using conjuration/summoning spells. While
the ring is worn the wearer is able to cast a Minor Summons spell
once every day. He or she is also able to use Monster summoning
spells. Monster summoning I can be cast 3 times a week, Monster
summoning II can be cast 1 time every two weeks and Monster summoning
III can be used once every month. No more than one of these abilities
can be used each turn. If worn by a wizard, he or she is able to use
the conjure spell component spell at will.
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