Legend states that this imposing ring was made by Beltran Iron-tongued for the ruler of Bentarath. It is a heavy golden ring carved as a curling dragon holding a catseye. It has the extremely desirable power (for a ruler) of making whoever it touches adore the wearer. Thus, his companions can be trusted to remain loyal, ambassadors will become open and honest and so on. More sinisterly, anyone can be bent to the wearer's wishes, giving this ring another name - the Tyrant's Ring.
Power: 12d6 Mind Control, with Telepathy.
Modifiers: 0 END (+1/2); Only one command ("Adore me!" -1), No range (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 105; Real Cost: 19.
When worn, this ring allows the character to communicate with any normal animals at their level. The creatures are naturally drawn to the character as a leader figure, and will view the characters words (if they can understand them) in a highly favorable light.
First Power: 3d6 Aid to PRE
Modifiers: 0 END Persistent (+1).
Second Power: 4d6 Telepathy
Modifiers: Only to communicate verbally (-1).
Combined Specific Modifiers: Only versus Animals (-1), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 50; Real Cost: 9.
This valuable ring is shaped in the form of a black widow spider, with a ruby mounted in the abdomen and eight tiny diamonds for eyes. The first time the ring is worn, a tiny needle injects a powerful venom into the finger. Should the character survive the poison, he is able to use the other abilities of the ring. However, depending on how the ring is employed, he is also likely to attract the unwelcome attention of the Spider God. Followers of this Deity are immune to the toxin. (Note that this item is somewhat similar to the Spider Amular in the FHC, pg. 95.)
First Power: 6d6 Suppress BODY Drain, 0 END Persistent (+1), Only versus Spider Venom ( 1-1/2), Not versus ring toxin (-1/4).
Second Power: +9 STR Clinging
Third Power: 3d6 Entangle (3 DEF), Sticky (+1/2), Entangle and victim(s) both take damage (+1/4), Area Effect (Any 16 hexes) (+1+1/2), Three Charges (-1-1/4), Extra Time (Full Phase) (-1/2).
Fourth Power Summon Six Large Spiders (See description in Creatures file), Single Charge ( 2), Spiders dispelled after 2d6 minutes (-1/2).
Fifth Power: Danger Sense 13-, Not surprised by normal attacks.
Sixth Power: 6d6 Mind Control, Area Effect (24 Radius) (+1+3/4), Only versus Arachnids (-2).
Combined Modifiers: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2), Religious restrictions (-1/2), Side Effect - Poison wearer (2d6 RKA, NNA (appropriate Immunity, alien metabolism, or anti-venom, +2) (+1), Persistent (+1/2), Three Recoverable Charges (New wearer) (-3/4), Gradual Effect (1 Turn) (-1/4), No Range (-1/2), Only whenever first worn by a non-believer or heretic of Spider God (-1)) (-1/2).
Active Cost: 317; Real Cost: 49.
This steel ring creates the visual illusion that the character is wearing a full set of normal armor, and provides a matching level of resistant defense. However, unlike regular armor, the wearer is unhindered and can move about with more stealth. The ring is deactivated whenever the character wears armor.
First Power: Armor.
Second Power: Images, 0 END Persistent (+1), Only to display type of armor about wearer ( 1), Linked to Armor (-1/2).
Combined Modifiers: Limitation: not while wearing armor (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Use the lowest roll of two six-sided dice to determine the type:
Prized by Rangers and Druids alike, this fur-covered ring allows the character to befriend an otherwise wild or unruly animal. The character will still need to train the docile creature, unless he understands the language of the beast.
Power : 8d6 Mind Control
Modifiers : Animals only (-1/2), Requires (Animal Handler) Skill Roll (-1/2), 1/2 DCV Concentrate (-1/4), Reduced by range (-1/4), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2), Side Effect (Animal hates the character and is +10 Ego and +10 Mental Defense for 1 day) (-1/2).
Active Cost: 40; Real Cost: 7.
The name of this ring is something of a misnomer. While it does not look unusual, being a simple, unadorned brass ring, it has the useful power that whenever the wearer reaches into something (be it a pocket, puch or whatever) he will find therein a coin, magicked from elsewhere. Better still, since the ring aquires coinage from the local vicinity (though not so close or so obvious as to implicate the user), it will be whatever the local currency is. However, the ring does not discriminate. It will produce coins at random and the commoner coins, such as brass or iron are much more likely than gold or silver - hence the derisive nickname. Since the coin is real, not illusory, it cannot be dispelled - a useful fact in places where they suspect shady traders!
Power : Summon (0 point Coin)
Modifiers : Gestures (reach into enclosed space, -1/4), Type of coin cannot be defined in advance (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 30; Real Cost: 6.
This iron ring, bearing a pair of small hammers crossed on a round shield, greatly improves the strength and stamina of the character, allowing him to fight like a mad bull. Unfortunately, a nasty side effect of this ring will often cause the character to run amuck whenever a charge is used. However, the charge will be restored if the character does go berserk, allowing him to draw again from the powers of the ring.
First Power: 4d6 Aid to CON, Lose 5 per minute (+1/4).
Second Power: 4d6 Aid to STR, Lose 5 per minute (+1/4), linked to CON Aid (-1/2).
Combined Modifiers: One charge per day (recovered by going berserk) (-1-1/4), Using charge causes wearer to go berserk on 11- (Recover on 8-) (-1/2), No Range (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).
Active Cost: 50; Real Cost: 8.
The large gem stone mounted in this ring has the magical ability to focus a brilliant flash of light at a foe, blinding him for a few moments. This ring needs a source of light in order to function. Even a nearby torch or lamp will serve.
Power: 3d6 Flash versus Sight Group
Modifiers: Reduced by Range (-1/4), Gestures (flash stone at foe) (-1/4), Must have sufficient light to read (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).
Active Cost: 40; Real Cost: 8.
This otherwise plain gold ring is set with a small, gold eye. When activated, the ring causes the character to teleport to a random, nearby location at the end of each of his phases. During a phase the character can perform all his normal actions, then he is automatically moved to a new location. The random hex must be vacant and within the characters line of sight, or another hex will be chosen. Once activated, the character continues to teleport for a full minute. The ring can be activated up to three times per day by speaking the word engraved on the inside of the band.
Power: 2" Teleport
Modifiers: Uncontrolled (+1/2), Random Direction (use 1d6 to choose the direction) (-1/2), At end of phase (-1/4), 3 Continuous Charges/day (1 Minute each) (-1/2), Incantations (command word spoken within hearing) (-1/4), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 30; Real Cost: 5.
This pair of matching bronze rings allow the wearers to remain in constant contact with each other, even at great distances. The rings are made for a specific pair of close individuals, usually mates or siblings, and can be used by no other.
First Power: Detect location of matched partner, +10 PER Telescopic, 1/2 DCV Concentrate throughout (-1), Extra Time - 5 Minutes (-2).
Second Power: Mind Link with partner, Only with wearer of matching ring (-1).
Third Power:+5 Mental Defense, Linked to Mind Link (-1/2).
Combined Modifiers: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 28; Real Cost: 5.
This simple gold band is the bane of adventurers everywhere. Once activated, the character's dexterity is greatly suppressed, at least until such time as the magical curse can be dispelled. These rings are usually formed during an aborted attempt to create a normal magical ring, hence they also have a weak, but beneficial power. Once the supress is deactivated, however, the ring loses all of its magical abilities.
First Power: 3d6 Suppress DEX, Trigger (wear ring) (+1/4), 0 END Persistent (+1+1/2), x2 Difficult to Dispel (+1/4), No Range (-1/2), Single Charge (-2), Charge never recovers (-2), Ring can not be removed while suppress is active (-1/4).
Second Power: Roll 1d6 to determine the linked (-1/2) beneficial power:
1 - 2d6 Suppress, Power limiting movement (+1/4), No Range (-1/2).
2 - 5" Gliding.
3 - 5" Superleap
4 - 4" Swimming
5 - Life Support (Intense Cold)
6 - 5" Flight, Only on surface of water (-2)
Combined Modifiers: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 57; Real Cost: 7.
When the character activates this ring, he is able to blend smoothly into his surroundings. Creatures that depend on non-visual senses will rarely be deceived by the magical band. The illusion requires the expenditure of END by the wearer.
Power: Images (Sight Group)
Modifiers: Only to blend wearer into surroundings (-1), No Range (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 20; Real Cost: 4.
This polished silver ring allows the character to assume almost any form, ranging in size from a Rat to an Orca. However, none of the other special abilities of the new form can be acquired by this means. To make the change, the character must concentrate on the new form for a few moments. Once the transformation has been completed, the character must continue to pay END to maintain the form.
First Power: Shape Shift, Any Shape, 3 Charges/day (-1-1/4), 1/2 DCV Concentrate (-1/4), Extra Time: Full Phase (-1/2).
Second Power: 30 Points Growth, Linked to shape shift (-1/2).
Third Power: 30 Points Shrinking, Linked to shape shift (-1/2).
Combined Modifiers: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 75; Real Cost: 14.
A ring crafted of a delicate tracery of silver, it allows anyone who wears it to become airborne with just a thought. Furthermore, this flight is effortless, allowing the wearer to drift all day with the clouds and even sleep aloft.
Power: Flight (10")
Modifiers: Persistant (+1), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 40; Real Cost: 10.
This unadorned iron ring prevents the wearer from employing his magic skills. Any innate magical powers, as well as independent magic items, will continue to function normally, and the character is subject to any magic spells. Once the ring is placed on a finger, it bonds to the hand and can not be removed.
Power: 4d6 Suppress Magic Skill
Modifiers: Any Magic (+1/4), 0 END Persistent (+1), No Range (-1/2), Always On (-1/2), Can not remove while active (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 45; Real Cost: 8.
This plain ring demonstrates its power immediately it is put on the wearer's finger. When wearing the ring, one feels confident and optimistic. No difficulty seems insuperable. As a result, the wearer is totally unfazed by even the most daunting foes and is hard to influence with enchantments - he simply dismisses them. However, it has the unfortunate side effect of making the wearer difficult to live with!
First Power: +30 PRE
Modifiers: Only to Defend against Presence attacks (-1)
Second Power: +20 Mental defence
Modifiers: Only to Defend against Mind Control or mental attacks aimed at unnerving, causing despondency, etc (-1)
Combined Specific Modifiers: Side effect (character gains 2 psychological limitations such as overconfident, unbelieveably optimistic and so on, at the "Total" level) (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 50; Real Cost: 9.
This smooth, grey ring allows the character to move through the water like a dolphin, holding his breath for extended periods and swimming rapidly for hours on end. The character is also protected from damage caused by the impact of heavy waves or diving into water.
First Power: +12" Swimming, 1/2 END (+1/4), Single Continuing Charge (4 Hours, Recover by resting one hour) (+1/4).
Second Power: +4 PD, Only versus damage from non-magical Water (-1).
Third Power:4d6 END Aid, Only while underwater (-1-1/2), One Charge/hour (-1/4).
Combined Modifiers: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 42; Real Cost: 9.
This gaudy ring can be used to increase the character's ego rating for short periods at will. However, the power is somewhat unreliable and very exhausting to maintain.
Power : 3d6 Aid to EGO
Modifiers: Lose 5 per minute (+1/4), Invisible Power Effects (All) (+1), Activation Roll: 11- ( 1), x2 END (-1/2), No Range (-1/2), Only on wearer (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 34; Real Cost: 5.
This powerful crystal ring was created for traversing the primal plane of Elemental Air. However, the properties of the ring can also be useful in a variety of locations. Some of the powers require considerable practice to master. The owner can improve his proficiency with these powers by purchasing a Knowledge Skill for the Air Elemental Ring. The untrained KS roll is 8-.
First Power: 9d6 Mind Control
Modifiers: Telepathic Contact (+1/4), Explosion (+1/2), Only to remain at least 2 away (-1/2), 0 END Persistent (+1), Always On (-1/2), Only versus Air Elementals (-2), No Range (-1/2).
Second Power: +1 DCV
Modifiers: All Combat, Only vs. natives of plane of Elemental Air (-1).
Third Power: 6d6 Telepathy, Only vs. natives of plane of Elemental Air (-1).
Fourth Power: 25% Resistant Damage Reduction, Only versus Air-based Powers (-1).
Fifth Power: Invisibility to Sight with Fringe
Modifiers: Limitation: Only when outdoors (-1/2), Requires KS Roll at -2 (-1/2).
Sixth Power: Gust: 10 STR Telekinesis
Modifiers: Area Effect (6 Line) (+1), No Range (-1/2), Limitation: Can only push in designated direction (-1/2), Limitation: Only when outdoors (-1/2), Requires a KS roll at -3 (-1/2).
Seventh Power: 10" Flight, Requires a KS roll at -2 (-1/2).
Eighth Power: Wind Wall: 6 PD Force Wall
Modifiers: Transparent to Energy (+1/2), 1 Continuing Charge/day (1 Turn) (-1-1/4), Requires KS roll at -2 (-1/2).
Ninth Power: Gale: 20 STR Telekinesis
Modifiers: Area Effect (Cone) (+1), No Range (-1/2), Single Continuing Charge/week (1 Turn) (-1-1/4), Limitation: Only to push away (-3/4), Limitation: Only when outdoors (-1/2), Requires a KS roll at -6 (-1/2).
Combined Modifiers: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 250; Real Cost: 41.
This powerful stone ring was created for traversing the primal plane of Elemental Earth. However, the properties of the ring can also be useful in a variety of locations. Some of the powers require considerable practice to master. The owner can improve his proficiency with these powers by purchasing a Knowledge Skill for the Earth Elemental Ring. The untrained KS roll is 8 .
First Power: 9d6 Mind Control
Modifiers: Telepathic Contact (+1/4), Explosion (+1/2), 0 END Persistent (+1), Only to remain at least 2" away (-1/2), Always On (-1/2), Only versus Earth Elementals (-2), No Range (-1/2).
Second Power:+1 DCV
Modifiers: All Combat, Only vs. natives of plane of Elemental Earth (-1).
Third Power: 6d6 Telepathy
Modifiers:Only vs. natives of plane of Elemental Earth (-1).
Fourth Power: 25% Resistant Damage Reduction
Modifiers:Only versus Earth-based Powers (-1).
Fifth Power: Retrocognition
Modifiers:Must have connection to the Earth (-1/4), -1 PER for each step down time chart beyond 1 Minute (-1/2), 1 Charge/day (-2), Requires a KS roll at -4 (-1/2).
Sixth Power: 2" Tunneling through 6 DEF
Modifiers: 2 Charges/day (-1-1/2), Requires a KS roll at -2 (-1/2)
Seventh Power: 6 DEF Force Wall (Stone Wall), Opaque to Sight Group
Modifiers:1 Continuing Charge/day lasting 1 hour (-1/2), Requires a KS roll at -4 (-1/2), Wall must be linear (-1/4).
Eighth Power: 3d6 Major Transform (Stone to Flesh)
Modifiers:Cumulative (+1/2), 3 Charges/day (-1-1/4), Requires a KS roll at -7 (-1/2).
Ninth Power: 6d6 Cosmetic Transform
Modifiers:Area Effect (12" Radius) (+1+1/2), Uncontrolled (+1/2), Only to move earth and stone (-1), 1 Charge/day (-1/2), Gradual Effect (1 Hour) (-1), Requires a KS roll at -10 (-1/2)
Tenth Power: -5 PER Images (Sight and Tactile Groups)
Modifiers: 2" Radius (+1/4), Only to display character as stationary stone statue (-1), Single Continuing Charge lasting 5 hours (-1/4), Requires a KS roll at -5 (-1/2)
Combined Modifiers: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 494; Real Cost: 79.
This powerful obsidian ring was created for traversing the primal plane of Elemental Fire. However, the properties of the ring can also be useful in a variety of locations. Some of the powers require considerable practice to master. The owner can improve his proficiency with these powers by purchasing a Knowledge Skill for the Fire Elemental Ring. The untrained KS roll is 8-.
First Power: 9d6 Mind Control
Modifiers: Telepathic Contact (+1/4), Explosion (+1/2), Only to remain at least 2 away (-1/2), 0 END Persistent (+1), Always On (-1/2), Only versus Fire Elementals (-2), No Range (-1/2).
Second Power:+1 DCV, All Combat
Modifiers: Only vs. natives of plane of Elemental Fire (-1).
Third Power: 6d6 Telepathy
Modifiers: Only vs. natives of plane of Elemental Fire (-1).
Fourth Power: 50% Resistant Energy Damage Reduction
Modifiers: Only versus fire (-1), Limitation: Not underwater (-1/4), Requires a KS roll at -3 ( 1/2).
Fifth Power: Burning Hands: 3d6 EB (Fire)
Modifiers:Area Effect (Cone) (+1), x2 END (-1/2), No Range (-1/2), Limitation: Not underwater (-1/4), Requires a KS roll at -3 (-1/2).
Sixth Power: Control Fire: 3d6 Cosmetic Transform
Modifiers: Only to alter size of a fire (-1), 2 Charges/day (-1-1/2), Limitation: Not when underwater (-1/4), Requires a KS roll at -1 (-1/2).
Seventh Power: Wall of Flames: 2d6 RKA (Fire)
Modifiers: Area Effect (6 Line) (+1+1/4), 1 Continuing Charge/day (1 Turn) (-1-1/4), Limitation: Not underwater (-1/4), Requires a KS roll at -7 (-1/2).
Eighth Power: Flame Strike: 3d6 RKA (Fire)
Modifiers: Area Effect (Hex) (+1/2), Two Charges/week (-1-1/2), Limitation: Not underwater ( 1/4), Requires a KS roll at -9 (-1/2).
Combined Modifiers: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 371; Real Cost: 61.
This powerful emerald ring was created for traversing the primal plane of Elemental Water. However, the properties of the ring can also be useful in a variety of locations. Some of the powers require considerable practice to master. The owner can improve his proficiency with these powers by purchasing a Knowledge Skill for the Water Elemental Ring. The untrained KS roll is 8-.
First Power: 9d6 Mind Control
Modifiers: Telepathic Contact (+1/4), Explosion (+1/2), 0 END Persistent (+1), Only to remain at least 2 away (-1/2), Always On (-1/2), Only versus Water Elementals (-2), No Range (-1/2).
Second Power: +1 DCV, All Combat
Modifiers: Only vs. natives of plane of Elemental Water (-1).
Third Power: 6d6 Telepathy
Modifiers: Only vs. natives of plane of Elemental Water (-1).
Fourth Power: 25% Resistant Damage Reduction
Modifiers: Only versus Water-based Powers (-1).
Fifth Power: +4" Swimming
Modifiers: Always On (-1/2).
Sixth Power: Life Support (breathe underwater)
Modifiers: Always On (-1/2), No Range (-1/2).
Seventh Power: Life Support (withstand severe pressure and intense cold)
Modifiers: Only when underwater (-1/4), No Range (-1/2).
Eighth Power: Purify Water: 5d6 Minor Transform
Modifiers: Extra Time: Full Phase (-1/2), Requires KS Roll at -5 (-1/2).
Ninth Power: Create Water: 5d6 Minor Transform
Modifiers: Single Charge/day (-2), Requires KS Roll at -5 (-1/2).
Tenth Power: Wall of Ice: 6 PD/4 ED Force Wall
Modifiers: Single Continuous Charge/day lasting one hour (heat to melt) (-1/2), Wall must be linear (-1/4), Requires KS Roll at -2 (-1/2).
Eleventh Power: Life Support (breathe underwater)
Modifiers: Area Effect (Radius) (+1), Useable by Others (+1/2), Requires KS Roll at -2 (-1/2).
Twelth Power: Water Walking: 6" Flight
Modifiers: Only on surface of water (-2), Requires KS Roll at -1 (-1/2).
Thirteenth Power: Lower Water: 2d6 Major Transform (Water to Air)
Modifiers: Area Effect (12" Radius) (+1+1/2), Two Charges/day (-1-1/2), Costs End to Use (7) (-1/2), Requires KS Roll at -7 (-1/2).
Fourteenth Power: Mist Form: Desoldification (vulnerable to energy attacks)
Modifiers: Cannot move through solid objects (-1/2), Two charges/day (-1-1/2), Requires KS Roll at -4 (-1/2).
Combined Modifiers: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 456; Real Cost: 75.
This ruby-studded silver ring increases the character's influence with humans and other humanoids. His presence is greatly enhanced, and he can strongly influence the course of action of a single individual once a day. In addition, he is able to charm a target into believing he is a trusted friend and ally.
First Power: +10 PRE
Modifiers: Always On (-1/2).
Second Power: 6d6 Mind Control
Modifiers: Trigger (Any) (+1/2), Single charge/day (-2).
Second Power: 10d6 Mind Control
Modifiers: Single charge/day (-2), Target believes actions are natural (+20 Modifier) (-1).
Combined Modifiers: Only versus humanoids (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 105; Real Cost: 16.
This utility ring was crafted by the Wizards of Augmentation to increase the maximum range of any one magical power not exceeding 100 Active Points. This ring has no effect on powers with no range, or those with their own means of increasing range. After an indeterminate number of uses, the ring will finally burn out.
Power: Apply the Increased Maximum Range advantage to any magical power not exceeding 100 Active Points (x5 Range) (+1/4), Activation Roll: 15- (-1/4), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2), Side Effect (ring permanently loses all magical properties) (-1/2).
Active Cost: 25; Real Cost: 5.
This ceramic ring provides protection against the effects of all but the most powerful flames. The character can walk undamaged through a normal fire, and the effects of magical fire and dragon breath are considerably reduced. Understandably, this ring is much sought by pyromancers.
First Power: 50% Resistant Damage Reduction, Only versus fire (-1).
Second Power: +4 ED, Only versus fire (-1), Linked to DR (-1/2).
Third Power: Life Support (Intense Heat), Linked to DR (-1/2).
Combined Modifiers: Always On (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 43; Real Cost: 13.
This chromium ring allows the wearer to step forward in time by an interval of up to one minute. The time travel is one way, and the character is unable to change any events during the time he is gone.
Power: Extradimensional Movement, Time travel forward up to 1 minute
Modifiers: Single charge/day (-2), Incantations (Speak activation phrase) (-1/4), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 40; Real Cost: 6.
Made of different materials, these rings are always of florid design, with heavy setttings and large semi-precious stones. Despite their appearance, they are greatly coveted, since the wearer will be all but unconquerable at games of chance, and will possess the best of luck besides.
First Power: 4d6 Luck.
Second Power: Skill: Gambling (at base CHA level +3, or +4 to roll if skill already possessed)
Combined Modifiers: Only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 29; Real Cost: 7.
This ring continuously increases the total constitution of the wearer, along with the figured characteristics. It costs the character no effort to maintain the additional constitution. This ring is less effective if the total CON is raised above the character's normal maximum score.
Power: Increased CON characteristic
Modifiers: 0 END Persistent (+1/2), Always On (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Use the lowest roll of two six-sided dice to determine the type:
This ring continuously increases the total strength of the wearer, although it has no effect on his PD, ED, REC, or STUN. It costs the character no effort to maintain the additional strength. This ring is less effective if the total STR is raised above the character's normal maximum score.
Power: Increased STR characteristic
Modifiers: 0 END Persistent (+1/2), Always On (-1/2), No effect on figured characteristics ( 1/2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Use the lowest roll of two six-sided dice to determine the type:
Rudely crafted of iron, and apparently of little value, this ring is a friend to anyone who finds themselves in a fight. Although its affects are only indirectly visible to onlookers, it adds such strength to the wearer's arms that he is able to deal bone-crushing blows.
First Power: +6d6 HA.
Second Power: +2 OCV with HTH combat.
Combined Modifiers: Limitation: only one magic ring per hand (-1/2), IIF Ring (-1/4), Independent (-2).
Active Cost: 34; Real Cost: 9.
This magical jewelry consists of a matching gold ring and earing. Each setting holds a matching ruby gemstone that is magically attuned with its counterpart. When placed in a location within range, the character wearing the ring is able to concentrate and hear clearly any sounds made near the earing.
Power: Clairsentience, Hearing Group
Modifiers: 1/2 DCV Concentrate throughout (-1/2), Only to location of earing (-1), Limitation: only one magic ring per hand (-1/2), IAF Gold Ring and Earing with matching rubies (-1/2), Independent (-2).
Active Cost: 20; Real Cost: 4.
This slightly warm, blackened iron ring protects the character from the effects of cold, allowing him to function normally in even the harshest winter weather. Damage to the character from cold attacks is reduced, and heals within a brief period.
First Power: Life Support (Intense Cold).
Second Power: 25% Resistant Damage Reduction, Only versus Cold (-1).
Third Power: Regeneration, 1 BODY/Minute (-1/4), Only from Cold Damage (-1).
Combined Modifiers: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 28; Real Cost: 6.
This ornate ring is carved from the horn of a mountain sheep. The band allows the character to project a ram-shaped field of force that can produce a potent impact when it strikes a target. Up to four charges can be used each time the ring is activated, allowing the character to control the strength of the force.
Power: 2d6 PD EB (Force)
Modifiers: 4 Autofire Shots (+1/2), Double Knockback (+3/4), 30 +5d6 Charges (20 STR Telekinesis) (+1), Charges do not recover (-2), Beam Attack (-1/4), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 32; Real Cost: 5.
These rings (for they are found in many forms) can be crafted of almost any material. They confer on the wearer almost total protection from a particular form of attack, defined when the ring is crafted. The commonest forms of these rings are those designed to protect against elemental attacks - fire, water air and so on. However rings of immunity to cold or immunity to swords are not unknown.
First Power: 75% Resistant Damage Reduction, Only versus single special effect (-1).
Modifiers: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 60; Real Cost: 15.
Bound to this black, glassy ring is an Imp that is compelled to serve the wearer. This Imp hates his enforced servitude, however, and will seek to subvert the instructions of his master whenever possible. The name of the Imp, imbedded in silver on the inside of the obsidian band, must be spoken by the character in order to summon the demon. In addition, the Imp must drink the blood of the character in order to appear. If the Imp is slain, the ring becomes just an ordinary ornament.
First Power: Summon Imp Servant
Modifiers: Incantation (Speak name of Imp) (-1/4), Single Charge, Renewable (Lose Blood: 1d6 BODY Drain, recovered 1/hour) (-1-1/4), Dismissed after one hour (-1/2).
Second Power: 4d6 Mind Control, Telepathic Contact (+1/4).
Third Power: Mind Link, Any distance.
Combined Modifiers: Limitation: Only for the bound Familiar (-2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 91; Real Cost: 13
Each ring of this form can absorb a number of spell cast into it, then release the spells at a later time. Each ring can store a fixed number of spells determined by rolling a six-sided dice. The specific spells are determined at the time the ring is created, but none of them can exceed 50 Active points. The trigger word for each spell is engraved inside the band. The ring appears to be a gold ring with an intricate weave on the exterior and the trigger word for each spell on the inner face.
Power: 50 point Multipower - up to 6 ultra slots
Modifiers:Apply Set Trigger (+1/4) and Useable by Others (+1/4) to each spell not exceeding 100 Active points, 1d6 Recoverable Charges (Only for the same spell(s)) (-1/4), Charges do not recover by themselves (must cast spell into ring to recover) (-1), Activation Roll: 14- (-1/2), Incantation (Speak trigger word) (-1/4), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: up to 50; Real Cost: up to 8.
At first inspection, this transparent ornament wiil appear to be an Invisibility Ring. Over the course of the next few days, however, the character will discover that his health is gradually being sapped. Unfortunately, once the ring is put on, it bonds to the flesh of the character and can not be removed until the Suppress powers are disabled.
Powers: Invisibility to Sight
Modifiers: x2 END (-1/2), Side Effect (Wearer suffers weakness: Suppress 2d6 STR and 4d6 CON, Trigger: wearing ring, 0 END Persistent, x2 Difficult to Dispel, Always On, Lose 1 point per day active, recover 1 point per day suppressed, Cannot remove ring when Suppress is active) (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 20; Real Cost: 4.
This potent gem-studded ring was designed to allow even weak rulers to exert a greater influence over his subjects. In addition to an increased presence, the ring enhances the characters ability to bend others to his will. The ring is inherently unstable, however, and will eventually shatter and lose its powers if used too often.
First Power: +10 PRE, Always On (-1/2).
Second Power: Elemental Control: Mind Control, Side Effect (Ring loses powers) (-1).
Combined Modifiers: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 111; Real Cost: 21.
This spell allows the character to sense the presence of magic, and attempt to identify the specific type. The ring should be used with caution, however, as its powers are tricky and will sometimes mislead. Constant use will be a physical drain to the character.
Powers: Sense Magic, Discriminatory
Modifiers: Requires END to use (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2), Side Effect (8d6 Mental Images, Only to mislead on failed PER roll) (-1/2).
Active Cost: 10; Real Cost: 2.
This dark stone ring is cut from the heart of an iron meteor. The character can create images of glowing forms, or shoot forth up to four shooting stars. The magical powers of the ring will only function in relative darkness.
First Power: Visual Images, 2" Radius, Only glowing forms (-1/4).
Second Power: 2d6 EB Shooting Stars, 4 shot Autofire (+1/2), 16 Charges (+0).
Combined Modifiers: Limitation: only one magic ring per hand (-1/2), Limitation: only in near or total darkness (-1/2), Limitation: does not function underwater (-1/4), OIF Ring (-1/2), Independent (-2).
Active Cost: 27; Real Cost: 6.
This dull iron ring shields the mind of the character from anyone using telepathic or other mental scanning powers.
Power: +20 Mental Defense
Modifiers: Only vs. Telepathy or Mind Scan (-1/2), OIF Ring (-1/2), Always On (-1/2), Limitation: only one magic ring per hand (-1/2), Independent (-2).
Active Cost: 20; Real Cost: 4.
This spell allows the wearer to attempt to deflect a spell back upon the caster. The ability to reflect the spell depends upon the character's ability to detect the attack and his OCV. Both are enhanced by the ring for the purposes of reflecting the attack.
First Power: Missile Reflection, All Ranged Attacks, Only versus Magic (-1/2).
Second Power: 360 Degrees Senses, All Senses, Only to sense ranged magical attack versus the wearer (-1/2).
Combined Modifiers: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 70; Real Cost: 16.
This plain steel ring has the ability to dispel many magical powers applied against its wearer. The ring is not always reliable, however, and there is no way to turn off this protective ability, short of removing the band.
Power: Dispel
Modifiers: All Magic (+2), Trigger (Magic affects character) (+1/4), 0 END (+1), No Range ( 1/2), Activation Roll: 9- (-1-1/2), No Conscious Control (-2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Use the lowest roll of two six-sided dice to determine the type:
This pale grey ring allows the character to change into an intangible form that can not be affected by physical attacks. In this form, he can move normally and can pass through cracks and other small openings in walls and other obstacles. Tightly sealed barriers, however, will block any passage.
Power: Desolidification, vulnerable to energy attacks
Modifiers: Cannot move through solid objects (-1/2), Limitation: only one magic ring per hand ( 1/2), OIF Ring (-1/2), Independent (-2), Extra Time: Full Phase (-1/2).
Active Cost: 40; Real Cost: 8.
This ring allows the wearer to peer through most materials to see what lies beyond. Only metals and other conductors will block the view. The power is unreliable, and will inflict a painful backlash when it malfunctions. It is also exhausting to use for any length of time.
Power: N-ray Vision (Blocked by conducting materials)
Modifiers: Activation Roll: 12- (-3/4), Costs END to use (-1/2), x3 END (-1), -1 PER per hex distance (-1/2), Side Effect (2d6 STUN Drain, Recover 1 per minute) (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 20; Real Cost: 2.
This otherwise plain gold band provides protection to the character in the form of both resistant Armor and defense against Transfer and Transformation attacks. However, if multiple Protection Rings are worn, only the ring with the highest Armor rating will function. In addition, the ring will not provide resistant Armor protection if magical armor is being worn.
First Power: Resistant Armor, Not if magical armor is being worn (-1/2).
Second Power: Power Defense.
Combined Modifiers: Limitation: only one magic ring per hand (-1/2), Limitation: only Protection Ring with maximum Armor functions (-1/4), OIF Ring (-1/2), Independent (-2).
Use the lowest roll of two six-sided dice to determine the type:
This hand-shaped ivory ring allows the character to manipulate objects at a distance. Concentration is required to maintain the power, and no fine manipulation is possible.
Powers: Telekinesis
Modifiers: Invisible Power Effects (Sight Group) (+1/2), 1/2 DCV Concentrate throughout ( 1/2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Use the lowest roll of three six-sided dice to determine the type:
This polished silver ring provides the wearer with protection from all forms of disease and infection, including lycanthropy.
Power : 3d6 Suppress
Modifiers: All Disease-related Powers (+2), 0 END Persistent (+1), Limitation: Only versus diseases acquired while wearing ring (-1/2), No Range (-1/2), Always On (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active cost: 60; Real Cost: 11.
Named for the twining roses that form the centrepiece of this beautiful ring, the skilfully crafted reddish gold of this item hides a dreadful power. While the wearer is immune to any normal disease, he can by touch, cause a suppurating and contagious disease, characterised by a chain of lesions - the "Ring of Roses" for which the ring is really named. The original of this item was supposedly created by a demon for one of the plague priests. The disease can either be cured by normal medicines, or by healing back any BOD lost, but without healing it is usually fatal. Worse, as long as the owner wears the ring, his touch carries the disease.
First Power: Life Support - Immunity to Disease
Modifiers: Limitation: Only versus diseases acquired while wearing ring (-1/2)
Second Power: 1d6 Drain, +14 Max
Modifiers: Vs STR, CON, BOD, DEX (+2), Return rate (5 points per Month, +1 3/4), 0 END (+1/2), Continous (+1), Uncontrollable (+1/2), Sticky (+1/2); Gradual Effect (1 day, -3), Always on (-1/2).
Combined Specific Modifiers: Limitation: only one magic ring per hand (-1/2), OIF Ring ( 1/2), Independent (-2).
Active cost: 126; Real Cost: 16.
The mystical salamander has the power to walk unharmed through the flames, and quench or stoke them at will. The possessor of this ring, which is crafted in the shape of a coiled golden salamander with eyes of ruby, can do likewise.
First Power: +20 resistant ED
Specific Modifiers: Only versus fire (-1).
Second Power: 6d6 Aid.
Specific Modifiers: To any fire Power (+1/4)
Third Power: Life Support (Intense Heat)
Specific Modifiers: Linked to ED (-1/2).
Fourth Power: 6d6 Suppress (Intense Heat)
Specific Modifiers: Vs. any fire Power (+1/4)
Combined Modifiers: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 107; Real Cost: 25.
This white silver ring allows the character to touch a target and deliver a stiff electrical charge. After each use, however, the ring requires a full turn to recover its shocking abilities.
Power: 2d6 RKA Energy Blast (Electricity)
Modifiers: 0 END (+1/2), Requires contact by touch or a conductor (-1/2), Requires a full turn to recharge after each use (-1/4), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active cost: 45; Real Cost: 9.
This brass ring can cause a quantity of water to appear in a nearby hex, drenching anything therein. This water is sufficient to douse a fire, or fill a barrel with water.
Power : 3d6 Minor Transformation (Create Water)
Modifiers: Area Effect (Hex) (+1/2), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Two charges/day (-1-1/2), Independent (-2), Extra Time: Full Phase (-1/2), Gradual Effect (Full Turn) (-1/4).
Active cost: 45; Real Cost: 7.
This much sought ring allows the wearer to converse in the language of a being for a period of up to one hour. The character will be able to speak fluently in the tongue, but will retain an accent. However, he will not be able to read the language, unless he is already able to do so. The ring has the form of a silver serpent's tongue wrapped about itself.
Power: Language Skill VPP (Completely fluent w/ accent)
Modifiers: Three Continuing Charges lasting one hour (+0), Only to speak language of nearby being (-1/4), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active cost: 5; Real Cost: 1.
Originally designed to hold dangerous Wizards against their will, this simple steel ring will function on any sentient being that can understand and follow orders. Upon placing the ring upon a finger, the magic in this implement will begin to crush the will of the wearer to resist any orders. Only individuals with great willpower, or suitable defenses, will be able to resist the powers of this ring. (It requires a positive EGO to summon the willpower needed to remove this ring.)
First Power: 3d6 Suppress EGO
Modifiers: 0 END Persistent (+1), Continuous (+1), Uncontrolled (+1/2), No Range (-1/2), Always On (-1/2), Limitation: only to suppress EGO of wearer (-1), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 52; Real Cost: 9.
This bronze ring can be used to ignite any combustible material. By touching the mounted stone to an item and speaking a command word, a spark from the ring starts the substance burning. The activation phrase is engraved on the inside of the band. The ring itself is quite resistant to the effects of heat and flame.
First Power: 1 RKA (Burn)
Modifiers: 0 END (+1/2), No Range (-1/2), Gestures (Touch stone to material) (-1/4), Incantations (Speak command phrase) (-1/4), Doesn't work in rain or underwater (-1/4), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Second Power: +4 ED Armor
Modifiers: Only versus fire (-1), Only for ring (-2), Always On (-1/2), OIF Ring (-1/2), Independent (-2).
Active cost: 28; Real Cost: 5.
When activated, this ring protects the character from the powers of any creature with Afterlife support. The total charges are limited, however, and the ring becomes a plain band of purest silver when exhausted.
Power: +10 PD/ED Force Field
Modifiers: 4d6+8 Continuing Charges lasting 1 Minute each (+1), Charges do not recover (-2), Only versus attacks from creatures with Afterlife support (-1), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active cost: 20; Real Cost: 3.
This fine ring is cut from pure obsidian, and bears a tiny but intricate map of a mountain range. Built in the forges of a long lost race, this ring bestows certain magical powers over all forms of stone. When the ring is activated, it glows a dull red and tiny orange channels of magical power can be seen streaming below the surface. A line of runes inscribed on the inner surface bears a runic inscription "One who serves stone".
First Power: Density Increase (10 pts) - Stone Body
Second Power: 9d6 Major Transform
Specific Modifiers: One Charge per Week (-2) - Turn to Stone
Third Power: 1" Tunneling through 6 DEF
Specific Modifiers: Closes Behind, Invisible Power Effects (All) (+1)
Fourth Power: Clinging
Specific Modifiers: Only to a Stone Surface (-1/2)
Fifth Power: N-Ray Vision
Specific Modifiers: Only through stone or minerals.
Combined Modifiers: Limitation: only one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).
Active Cost: 235; Real Cost: 46.
This beautiful ebony ring is embedded with a multitide of tiny diamonds in an intricate pattern. When worn, the character can have up to three wishes granted before the ring crumbles to a fine powder. (Lesser versions of this ring have a 50 point power pool and a real cost of 30.)
Power: 100 Point Power Pool (50 point control)
Modifiers: Cosmic Power Pool (+2), Incantation (Begin a request with words "I wish") (-1/4), Three Charges (-1-1/4), Charges do not recover (-2), Limitation: only one magic ring per hand ( 1/2), OIF Ring (-1/2), Independent (-2).
Active cost: 450; Real Cost: 60.
When activated, this potent ring produces a continuous sphere of thunder and lightning about the wearer. The energies are difficult to manage, however, and will eventually burn out the ring. The word of activation is usually engraved on the inside of this white gold band.
First Power: 1d6+1 RKA EB (Lightning)
Modifiers: Area Effect (1" Radius) (+1), Personal Immunity (+1/4).
First Power: Images (Sound), 2 hex radius (+1/4), Only to produce thunder (-1), Linked to RKA (-1/2).
Combined Modifiers: Incantation (speak activation word) (-1/4), Activation Roll: 14- (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Wear Ring, Side Effect (all powers lost) ( 1/2), Independent (-2), No Range (-1/2), Not if touching grounded metal (-1/4).
Active cost: 57; Real Cost: 10.
This dark green ring is slightly cool and slimy to the touch. When worn on a finger, it allows the character to leap much further than normal with no additional effort.
Power: 5 Superleap, 0 END (+1/2)
Modifiers: 4 Charges (-1), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active cost: 7; Real Cost: 1.
Generally found in the form of a common brass ring, this item is beloved of merchants, advocates or thieves and con-men alike. Any lie told within the wearer's hearing is immediately apparent. In addition, the wearer is able to lie convincingly on virtually any subject.
First Power: Detect (sense) Lie
Second Power: Persuasion at +3 on roll
Modifiers: Only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active cost: 14; Real Cost: 3.
Made from hard wood, this spell allows the wearer to move across any liquid without touching the surface. The character remains no more than 1" above the surface and the power deactivates above any solid.
Powers: 6" Flight
Modifiers: Only to stay 1" above liquid surface (-1), Limited to running speed (-1/4), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active cost: 12; Real Cost: 2.
This gold band provides the wearer with sufficient sustenance to survive for up to a week without food, water, or sleep. However, the ring must be worn for at least a week before it can be activated, and it requires a full week to recharge after each use.
Powers: Life Support, No need to eat or sleep
Modifiers: Single Renewable Charge (Disabled for one week after each use) (-1-1/4), Extra Time (must wear for 1 week before activating) (-4), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active cost: 5; Real Cost: 1.
This ring, set with a small crystal, provides a valueable source of additional magical power for a wizard. However, the power can only be used a few times each day before it must recharge.
Power: 3d6 Aid to END
Modifiers: Lose 5 per minute (+1/4), Only for casting spells (-1), Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2), Extra Time: Full Phase (-1/2).
Active cost: 22;
Use the lowest roll of two six-sided dice to determine the type:
Carved of dark precious wood, this ring confers a number of useful powers on its wearer while he is in a wooded or forested area. The ring allows the wearer to recognise any of the plants he sees, and provides knowledge of forest creatures and their ways. The ring also renders the wearer almost undetectable in a forest setting. Thus protected, the wearer will have no trouble living under the Greenwood.
First Power: Images (sight and hearing goups).
Modifiers: Only to obscure wearer (-1)
Second Power: Survival: forest
Third Power: KS: Forest plants
Fourth Power: KS: Forest animals
Combined Modifiers: Only one magic ring per hand (-1/2), Only in forested areas (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 39; Real Cost: 7.
Generally found in the form of a golden ring carven with a Satyr's head, this item is also known as the "Seducer's ring". It possesses the singular power of making its wearer seem more charming or more imposing, and all but irresistable to the opposite sex.
First Power: 3d6 Aid to COM or PRE.
Modifiers: Affects either characteristic one at a time (+1/4), Bonuses fade after 1 hour (+3/4)
Second Power: Skill: Persuasion (at base CHA level, or +1 to roll if skill already possessed)
Third Power: Skill: Seduction (at base CHA level, or +1 to roll if skill already possessed)
Fourth Power: Skill: Conversation (at base CHA level, or +1 to roll if skill alreday possessed)
Combined Modifiers: Only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).
Active Cost: 39; Real Cost: 10.