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[Digest of Rings]

Copyright © 2001 by Robert J. Hall

Return to Fantasy HERO®


Unless otherwise stated, all rings on this list will magically size themselves to fit any finger (+0). Due to interference, these rings will not function if another magical ring is worn on the same hand.


Contents


Animal Favor Ring

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 in a highly favorable light.

Abilities:

  • 3d6 Aid to PRE, 0 END Persistent (+1).
  • 4d6 Telepathy, Only to communicate verbally (-1).

Combined: Only versus Animals (-1), Limitation: one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).

Active Cost: 50; Real Cost: 9.

Arachnid Ring

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 Amulet in the Fantasy HERO Companion.)

Abilities:

  • 6d6 Suppress BODY Drain, 0 END Persistent (+1), Only versus Spider Venom (-1-1/2), Not versus ring toxin (-1/4).
  • +9 STR Clinging
  • Web: 3d6 Entangle (3 DEF), Sticky (+1/2), Entangle and victim(s) both take damage (+1/4), Area Effect (Any 16 hexes) (+1+1/2), 3 Charges (-1-1/4), Extra Time (Full Phase) (-1/2).
  • Summon Six Large Spiders (See description in Creatures file), Single Charge (-2), Spiders dispelled after 2d6 minutes (-1/2).
  • Danger Sense 13-, Not surprised by normal attacks.
  • 6d6 Mind Control, Area Effect (24" Radius) (+1+3/4), Only versus Arachnids (-2).

Combined: 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.

Armoring Ring

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.

Abilities:

  • Armor*
  • Images, 0 END Persistent (+1), Only to display type of armor about wearer (-1), Linked to Armor (-1/2).

Combined: Limitation: not while wearing armor (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).

*Use the lowest roll of two six-sided dice to determine the type:

  1. +3 DEF Armor; Active Cost: 38; Real Cost: 7
  2. +4 DEF Armor; Active Cost: 44; Real Cost: 9
  3. +5 DEF Armor; Active Cost: 50; Real Cost: 10
  4. +6 DEF Armor; Active Cost: 56; Real Cost: 11
  5. +7 DEF Armor; Active Cost: 62; Real Cost: 13
  6. +8 DEF Armor; Active Cost: 68; Real Cost: 14

Beast Master Ring

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.

Abilities:

  • 8d6 Mind Control, 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 Wear 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.

Berserker Ring

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.

Abilities:

  • 4d6 Aid to CON, Lose 5 per minute (+1/4).
  • 4d6 Aid to STR, Lose 5 per minute (+1/4), linked to CON Aid (-1/2).

Combined: 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.

Blindstone Ring

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.

Abilities:

  • 3d6 Flash versus Sight Group, 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.

Blink Ring

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.

Abilities:

  • 2" Teleport, 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 Wear Ring (-1/2), Independent (-2).

Active Cost: 30; Real Cost: 5.

Bonding Ring

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.

Abilities:

  • Detect location of matched partner, +10 PER Telescopic, 1/2 DCV Concentration throughout (-1/2), Extra Time - 5 Minutes (-2).
  • Mind Link with partner, Only wearer of matching ring (-1).
  • +5 Mental Defense, Linked to Mind Link (-1/2).

Combined: Limitation: only one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).

Active Cost: 28; Real Cost: 5.

Bungling Ring

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 suppress is deactivated, however, the ring loses all of its magical abilities.

Abilities:

  • 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).

Roll 1d6 to determine the linked (-1/2) beneficial power:

  1. 2d6 Suppress, Power limiting move (+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: Limitation: only one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).

Active Cost: 57; Real Cost: 7.

Chameleon Ring

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.

Abilities:

  • Images (Sight Group), Only to blend wearer into surroundings (-1), No Range (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).

Active Cost: 20; Real Cost: 4.

Changeling Ring

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.

Abilities:

  • Shape Shift, Any Shape, 3 Charges/day (-1-1/4), 1/2 DCV Concentrate (-1/4), Extra Time: Full Phase (-1/2).
  • 15 Pt. Elemental Control - Change Size, Linked to shape shift (-1/2).
    • 30 Points Growth maximum.
    • 30 Points Shrinking maximum.

Combined: Limitation: only one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).

Active Cost: 75; Real Cost: 14.

Cold Iron Ring

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.

Abilities:

  • 4d6 Suppress Magic Skill, 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 Wear Ring (-1/2), Independent (-2).

Active Cost: 45; Real Cost: 8.

Confidence, Ring of

This simple, tarnished band of silver has an engraved inscription on the inside, saying "Wear Martyrs Tred Lightly" in an old dialect of the common tongue. When placed on a finger it shrinks in size to fit the digit perfectly, turning polished in the process. The ring bestows courage and confidence in the wearer to the point where he can tackle any foe without fear. Naturally this curse will only serve the wearer well if he is a great hero capable of matching courage with his deeds.

Abilities:

  • 10d6 Mind Control, No Range (-1/2), Always On (-1/2), Only to cause wearer to be Extremely Confident and Courageous (-1).
  • +20 Mental Defense, Only when Mind Control causes Fear (-1).
  • +20 PRE, Only versus PRE attacks (-1).

Combined: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).

Active Cost: -10; Real Cost: 0.

Dolphin Ring

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.

Abilities:

  • +12" Swimming, 1/2 END (+1/4), Single Continuing Charge (4 Hours, Recover by resting one hour) (+1/4).
  • +4 PD, Only versus damage from non-magical Water (-1).
  • 4d6 END Aid, Only while underwater (-1-1/2), One Charge/hour (-1/4).

Combined: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).

Active Cost: 42; Real Cost: 9.

Ego Ring

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.

Abilities:

  • 3d6 Aid to EGO, 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: one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).

Active Cost: 34; Real Cost: 5.

Ring of Elemental Air

This powerful crystal ring, known as Skeyrix, 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-.

Abilities:

  • 9d6 Mind Control, 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).
  • +1 DCV, All Combat, Only vs. natives of plane of Elemental Air (-1).
  • 6d6 Telepathy, Only vs. natives of plane of Elemental Air (-1).
  • 25% Resistant Damage Reduction, Only versus Air-based Powers (-1).
  • Invisibility to Sight with Fringe, Limitation: Only when outdoors (-1/2), Requires KS Roll at -2 (-1/2).
  • Gust: 10 STR Telekinesis, 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).
  • 10" Flight, Requires a KS roll at -2 (-1/2).
  • Wind Wall: 6 PD Force Wall, Transparent to Energy (+1/2), 1 Continuing Charge/day (1 Turn) (-1-1/4), Requires KS roll at -2 (-1/2).
  • Gale: 20 STR Telekinesis, 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: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).

Active Cost: 250; Real Cost: 41.

Ring of Elemental Earth

This powerful stone ring, known as Boldeye, 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-.

Abilities:

  • 9d6 Mind Control, 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).
  • +1 DCV, All Combat, Only vs. natives of plane of Elemental Earth (-1).
  • 6d6 Telepathy, Only vs. natives of plane of Element Earth (-1).
  • 25% Resistant Damage Reduction, Only versus Earth-based Powers (-1).
  • Retrocognition, 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).
  • 2" Tunneling through 6 DEF, 2 Charges/day (-1-1/2), Requires a KS roll at -2 (-1/2)
  • 6 DEF Force Wall (Stone Wall), Opaque to Sight Group, 1 Continuing Charge/day lasting 1 hour (-1/2), Requires a KS roll at -4 (-1/2), Wall must be linear (-1/4).
  • 3d6 Major Transform (Stone to Flesh), Cumulative (+1/2), 3 Charges/day (-1-1/4), Requires a KS roll at -7 (-1/2).
  • 6d6 Cosmetic Transform, 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).
  • -5 PER Images (Sight and Tactile Groups), 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: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).

Active Cost: 494; Real Cost: 79.

Ring of Elemental Fire

This powerful obsidian ring, known as Cindering, 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-.

Abilities:

  • 9d6 Mind Control, 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).
  • +1 DCV, All Combat, Only vs. natives of plane of Elemental Fire (-1).
  • 6d6 Telepathy, Only vs. natives of plane of Elemental Fire (-1).
  • 50% Resistant Energy Damage Reduction, Only versus fire (-1), Limitation: Not underwater (-1/4), Requires a KS roll at -3 (-1/2).
  • Burning Hands: 3d6 EB (Fire), 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).
  • Control Fire: 3d6 Cosmetic Transform, 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).
  • Wall of Flames: 2d6 RKA (Fire), 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).
  • Flame Strike: 3d6 RKA (Fire), 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: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).

Active Cost: 371; Real Cost: 61.

Ring of Elemental Water

This powerful emerald ring, known as Kurshent, 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-.

Abilities:

  • 9d6 Mind Control, 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).
  • +1 DCV, All Combat, Only vs. natives of plane of Elemental Water (-1).
  • 6d6 Telepathy, Only vs. natives of plane of Elemental Water (-1).
  • 25% Resistant Damage Reduction, Only versus Water-based Powers (-1).
  • +4" Swimming, Always On (-1/2).
  • Life Support (breathe underwater), Always On (-1/2), No Range (-1/2).
  • Life Support (withstand severe pressure and intense cold), Only when underwater (-1/4), No Range (-1/2).
  • Purify Water: 5d6 Minor Transform, Extra Time: Full Phase (-1/2), Requires KS Roll at -5 (-1/2).
  • Create Water: 5d6 Minor Transform, Single Charge/day (-2), Requires KS Roll at -5 (-1/2).
  • Wall of Ice: 6 PD/4 ED Force Wall, 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).
  • Life Support (breathe underwater), Area Effect (Radius) (+1), Useable by Others (+1/2), Requires KS Roll at -2 (-1/2).
  • Water Walking: 6" Flight, Only on surface of water (-2), Requires KS Roll at -1 (-1/2).
  • Lower Water: 2d6 Major Transform (Water to Air), 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).
  • Mist Form: Desolidification (vulnerable to energy attacks), Can not move through solid objects (-1/2), Two charges/day (-1-1/2), Requires KS Roll at -4 (-1/2).

Combined: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).

Active Cost: 456; Real Cost: 75.

Enchanting Ring

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.

Abilities:

  • +10 PRE, Always On (-1/2).
  • 6d6 Mind Control, Trigger (Any) (+1/2), Single charge/day (-2).
  • 10d6 Mind Control, Single charge/day (-2), Target believes actions are natural (+20 Modifier) (-1).

Combined: Only versus humanoids (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).

Active Cost: 105; Real Cost: 16.

Far Reaching Ring

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.

Abilities:

  • 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 Wear Ring (-1/2), Independent (-2), Side Effect (ring permanently loses all magical properties) (-1/2).

Active Cost: 25; Real Cost: 5.

Fire Walker Ring

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 the wizards of elemental fire.

Abilities:

  • 50% Resistant Damage Reduction, Only versus fire (-1).
  • +4 ED, Only versus fire (-1), Linked to DR (-1/2).
  • Life Support (Intense Heat), Linked to DR (-1/2).

Combined: 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.

Future Ring

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.

Abilities:

  • Extradimensional Movement, Time travel forward up to 1 minute, Single charge/day (-2), Incantations (Speak activation phrase) (-1/4), Limitation: only one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).

Active Cost: 40; Real Cost: 6.

Great Anvil Ring

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.

Abilities:

  • Increased CON characteristic, 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:

  1. +3 CON: Active Cost: 9; Real Cost: 2.
  2. +6 CON: Active Cost: 18; Real Cost: 4.
  3. +9 CON: Active Cost: 27; Real Cost: 6.
  4. +12 CON: Active Cost: 36; Real Cost: 8.
  5. +15 CON: Active Cost: 45; Real Cost: 10.
  6. +18 CON: Active Cost: 54; Real Cost: 12.

Great Bull Ring

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.

Abilities:

  • Increased STR characteristic, 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:

  1. +4 STR: Active Cost: 10; Real Cost: 2.
  2. +8 STR: Active Cost: 20; Real Cost: 4.
  3. +12 STR: Active Cost: 30; Real Cost: 6.
  4. +16 STR: Active Cost: 40; Real Cost: 8.
  5. +20 STR: Active Cost: 50; Real Cost: 10.
  6. +24 STR: Active Cost: 60; Real Cost: 12.

Hearing Ring

This magical jewelry consists of a matching gold ring and earing. Collectively they are known as the Tintibulla. 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.

Abilities:

  • Clairsentience, Hearing Group, 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.

Hearth Ring

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.

Abilities:

  • Life Support (Intense Cold).
  • 25% Resistant Damage Reduction, Only versus Cold (-1).
  • Regeneration, 1 BODY/Minute (-1/4), Only from Cold Damage (-1).

Combined: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).

Active Cost: 28; Real Cost: 6.

Horned Ring

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.

Abilities:

  • 2d6 PD EB (Force), 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), Limitation: only Protection ring with maximum Armor functions (-1/4), OIF Wear Ring (-1/2), Independent (-2).

Active Cost: 32; Real Cost: 5.

Imp Master Ring

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.

Abilities:

  • Summon Imp Servant, 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).
  • 4d6 Mind Control, Telepathic Contact (+1/4).
  • Mind Link, Any distance.

Combined: Limitation: Only for the bound Familiar (-2), Limitation: only one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).

Active Cost: 91; Real Cost: 13

Instant Spells Ring

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.

Abilities:

  • 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: 50; Real Cost: 8.

Jellyfish Ring

At first inspection, this transparent ornament will 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.

Abilities:

  • Invisibility to Sight, 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 Wear Ring (-1/2), Independent (-2).

Active Cost: 20; Real Cost: 4.

Lord's Ring of Command

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.

Abilities:

  • +10 PRE
  • Elemental Control: Mind Control, Side Effect (Ring loses powers) (-1).
    • 6d6 Mind Control, Explosion (+1/2), Activation Roll: 15- (-1/4).
    • 8d6 Mind Control, Telepathic Contact (+1/4), Activation Roll: 14- (-1/2).
    • 10d6 Mind Control, Extra Time: Full Phase (-1/2), Activation Roll: 12- (-3/4).

Combined: Limitation: only one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).

Active Cost: 111; Real Cost: 21.

Mana Ring

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.

Abilities:

  • Sense Magic, Discriminatory, Requires END to use (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Wear 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.

Meteorite Ring

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.

Abilities:

  • Visual Images, 2" Radius (+1/4), Only glowing forms (-1/4).
  • 2d6 EB Shooting Stars, 4 shot Autofire (+1/2), 16 Charges (+0).

Combined: 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 Wear Ring (-1/2), Independent (-2).

Active Cost: 27; Real Cost: 6.

Mind Barrier Ring

This dull iron ring shields the mind of the character from anyone using telepathic or other mental scanning powers.

Abilities:

  • +20 Mental Defense, 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.

Mirror Ring

This spell allows the wearer to attempt to deflect a spell back upon the caster. The ability to reflect the spell depends upon the characters ability to detect the attack and his OCV. Both are enhanced by the ring for the purposes of reflecting the attack.

Abilities:

  • Missile Reflection, All Ranged Attacks, Only versus Magic (-1/2).
  • 360 Degrees Senses, All Senses, Only to sense ranged magical attack versus the wearer (-1/2).

Combined: Limitation: only one magic ring per hand (-1/2), OIF Ring (-1/2), Independent (-2).

Active Cost: 70; Real Cost: 16.

Nullification Ring

This plain steel ring has the ability to dispel many magical powers applied against it's wearer. The ring is not always reliable, however, and there is no way to turn off this protective ability, short of removing the band.

Abilities:

  • Dispel, 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:

  1. 6d6 Dispel: Active Cost: 77; Real Cost: 9.
  2. 8d6 Dispel: Active Cost: 102; Real Cost: 13.
  3. 9d6 Dispel: Active Cost: 115; Real Cost: 14.
  4. 10d6 Dispel: Active Cost: 127; Real Cost: 16.
  5. 11d6 Dispel: Active Cost: 140; Real Cost: 17.
  6. 12d6 Dispel: Active Cost: 153; Real Cost: 19.

Phantom Ring

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.

Abilities:

  • Desolidification, vulnerable to energy attacks, Can not move through solid objects (-1/2), Limitation: only one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2), Extra Time: Full Phase (-1/2).

Active Cost: 40; Real Cost: 8.

Phasing Vision Ring

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.

Abilities:

  • N-ray Vision (Blocked by conducting materials), 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 Wear Ring (-1/2), Independent (-2).

Active Cost: 20; Real Cost: 2.

Protection Ring

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.

Abilities:

  • Resistant Armor, Not if magical armor is being worn (-1/2).
  • Power Defense.

Combined: Limitation: only one magic ring per hand (-1/2), Limitation: only Protection Ring with maximum Armor functions (-1/4), OIF Wear Ring (-1/2), Independent (-2).

Use the lowest roll of two six-sided dice to determine the type:

  1. +1 DEF Armor, +3 Power Defense; Active Cost: 14; Real Cost: 3.
  2. +2 DEF Armor, +6 Power Defense; Active Cost: 15; Real Cost: 3.
  3. +3 DEF Armor, +9 Power Defense; Active Cost: 18; Real Cost: 4.
  4. +4 DEF Armor, +9 Power Defense; Active Cost: 21; Real Cost: 5.
  5. +5 DEF Armor, +6 Power Defense; Active Cost: 21; Real Cost: 5.
  6. +6 DEF Armor, +3 Power Defense; Active Cost: 21; Real Cost: 5.

Puppet Master Ring

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.

Abilities:

  • Telekinesis, 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:

  1. 0 STR Telekinesis; Active Cost: 22; Real Cost: 5.
  2. 4 STR Telekinesis; Active Cost: 22; Real Cost: 5.
  3. 8 STR Telekinesis; Active Cost: 22; Real Cost: 5.
  4. 12 STR Telekinesis; Active Cost: 27; Real Cost: 6.
  5. 16 STR Telekinesis; Active Cost: 36; Real Cost: 8.
  6. 20 STR Telekinesis; Active Cost: 45; Real Cost: 10.

Purity Ring

This polished silver ring provides the wearer with protection from all forms of disease and infection, including lycanthropy.

Abilities:

  • 3d6 Suppress, 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 Wear Ring (-1/2), Independent (-2).

Active Cost: 60; Real Cost: 11.

Shocking Ring

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.

Abilities:

  • 2d6 RKA Energy Blast (Electricity), 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.

Silver-Tongued Ring

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.

Abilities:

  • Universal Translator 12-, Three Continuing Charges per week lasting one hour (+0), Only to speak language of nearby being (-1/4), Limitation: only one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).

Active Cost: 3; Real Cost: 1.

Shower Ring

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.

Abilities:

  • 3d6 Minor Transformation (Create Water), Area Effect (Hex) (+1/2), Limitation: only one magic ring per hand (-1/2), OIF Wear 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.

Slave Ring

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.)

Abilities:

  • 3d6 Suppress EGO, 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 Wear Ring (-1/2), Independent (-2).

Active Cost: 52; Real Cost: 9.

Slime Lord Ring

An ancient and long-forgotten master of the powers of ooze created this burnished band of dark copper for some unknown purpose. The only clue remaining as to the identity of the crafter is a band of faint runes on the exterior of the ring. These ancient runes mysteriously read, ‘Ere lord from mud begot Uhlgor returns thence.’ Hence this band is sometimes called the Ring of Uhlgor.

Due to the innate magical properties of this ring it is constantly covered in a layer of oily slime. Any attempts to wipe this away will fail as the ring creates a fresh supply to replace any removed. Indeed, when placed on a finger the band will secrete a steady stream of the stuff, and it will constantly drip down the fingers. This slime can be used to cover both hands with the substance within one minute, or it can coat the entire body if a full hour is spent on the task.

The wearer of this ring gains several special benefits closely associated with slime and amorphous creatures. If gloves are worn over the ring, they will fill with slime within a minute and will have a constant tendency to come off. The ring is immune to its own slime, however, and will never involuntarily slide off. It automatically resizes to fit very snuggly around the finger, nestling itself behind the joint.

Abilities:

  • +2 Mental Defense
  • +2 Power Defense
  • 8 PD/8 ED Armor, Only versus KA of mounds (-2)
  • Spatial Awareness (sense movement & vibrations) - blindsight
  • 2d6 Suppress Vision, Any Sight Sense (+1/4), Gestures (-1/4), Reduced by Range (-1/4), Can be wiped away (-1) [1 END] - slime attack
  • 3d6 Suppress Running, Area Effect (3" Radius) (+1), Does Knockback (+1/4), Double Knockback (+3/4), Gestures (-1/4) [4 END] - grease
  • Variable Power Pool (20 points), Only 100-point Multiform to any mound (-1/2)
  • Contortionist Base Skill, 0 END (+1/2), Gestures (Coat with slime) (-1/4), Gradual Effect (5 minutes) (-3/4), Can not grip objects while active (-1/4) - slippery hands
  • Contortionist +9, Single Continuing Charge (1/day) (+0), Gestures (Coat with slime) (-1/4), Extra Time (1 hour) (-2-1/2), Can not grip objects while active (-1/4) - slippery coating

Combined: OIF Ring (-1/2), Independent (-2)

Active Cost: 152; Real Cost: 38

Sparkling Ring

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.

Abilities:

  • 1 RKA (Burn), 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 Wear Ring (-1/2), Independent (-2).
  • +4 ED Armor, Only versus fire (-1), Only for ring (-2), Always On (-1/2), OIF Ring (-1/2), Independent (-2).

Active Cost: 28; Real Cost: 5.

Spirit Ward Ring

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.

Abilities:

  • +10 PD/ED Force Field, 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.

Stone Servant Ring

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 of mountain dwarves, 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 the dwarven name for "One who serves stone".

Abilities:

  • Density Increase (10 pts) - Stone Body
  • 9d6 Major Transform, One Charge per Week (-2) - Turn to Stone
  • 1" Tunneling through 6 DEF, Closes Behind, Invisible Power Effects (All) (+1)
  • Clinging, Only to a Stone Surface (-1/2)
  • N-Ray Vision (Only through stone or minerals)

Combined: Limitation: only one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).

Active Cost: 235; Real Cost: 46.

Ring of Three Wishes

This beautiful ebony ring is embedded with a multitude 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.)

Abilities:

  • 100 Point Power Pool (50 point control), 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.

Thunder Ring

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.

Abilities:

  • 1d6+1 RKA EB (Lightning), Area Effect (1" Radius) (+1), Personal Immunity (+1/4).
  • Images (Sound), 2 hex radius (+1/4), Only to produce thunder (-1), Linked to RKA (-1/2).

Combined: 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.

Toad Ring

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.

Abilities:

  • 5" Superleap, 0 END (+1/2), 4 Charges (-1), Limitation: only one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).

Active Cost: 7; Real Cost: 1.

Unvisibility, Ring of

This appears to be a clear crystal with a thin silver band twisting through the center in a helix pattern. Close examination of the band will reveal faint rainbows which move with the nearby light sources. Barely visible on the inside of the band are the words "Never to be seen or noticed" in a flowery script.

When this cursed ring is placed on the finger nothing will appear to happen. However, over the next few moments everybody within sight will gradually fade from view, first becoming paler and then ghostly until they finally vanish. Removing the ring does not negate this curse, as it can only be dispelled by magic or a successful will check. The wearer will still be able to hear everybody normally, but from that day forward he will not be able to see any mobile beings.

Abilities:

  • 15d6 Mental Illusions, Trigger (Place on finger) (+1/4), Gradual Effect (5 minutes) (-3/4), Single Recoverable Charge (Place on finger to recover) (-1-1/4), Only to make other mobile beings and their possessions invisible (-2), No Range (-1/2), OIF Ring, Unbreakable (-1/2), Independent (-2), 5 minutes to take effect (-1/4).

Active Cost: 94; Real Cost: 11

Water Dancing Ring

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.

Abilities:

  • 6" Fly, Only to stay 1" above liquid surface (-1), Limited to running speed (-1/4), Limitation: only one magic ring per hand (-1/2), OIF Wear Ring (-1/2), Independent (-2).

Active Cost: 12; Real Cost: 2.

Wild Elemental Ring

When first discovered this elemental ring will initially appear to be a slightly fluted band of dark oak. Closer examination, however, will reveal that the band is veined with four distinct networks of darker vessels. The ring will have a warm, fleshy feel and it will pulse faintly. When placed on a finger the veins will pulse with more vigor and small clumps of different hues will be seen circulating through the ring. The particular elemental or para-elemental plane that currently dominates the powers of this ring determines the hues of these clumps.

To determine the plane that initially dominates the ring, roll 1d6 twice then consult the following table and record the order of the elements chosen. The first roll is called the descendent element, while the second roll is the ascendant element.

1d6 RollResult
1Air
2Earth
3Fire
4Water
5 or 6Same as previous element or
roll again

Each time a power of the ring is used, roll a 1d6 and consult the table above. This new element replaces the descendent element and it now becomes the ascendant element. The previous ascendant element now becomes the descendent element. The resulting elements will determine the dominant plane the next time it is used. Notice that each chosen element will influence the dominant plane of the ring for at least the next two uses. If a roll of 5 or 6 is made on the first table, then the element remains in place for at least the following two uses. The particular combination of elements that currently dominate the ring will determine the abilities available to the wearer. The following table shows the dominant plane when a particular combination of elements suffuce the ring.

Combination of Elements    Dominant Plane

Air & AirAir
Air & EarthDust
Air & FireSmoke
Air & WaterLightning
Earth & EarthEarth
Earth & FireMagma
Earth & WaterOoze
Fire & FireFire
Fire and WaterSteam
Water & WaterWater

When the combination of elements is in agreement, the powers will automatically function. When two different elements control the ring, however, the ring will suffer a struggle between the elements that requires a full day to recover. Furthermore, when the elements are in conflict, meaning a combination of air & earth or fir & water, then the elemental conflict may even prevent the ring from functioning for a full day.

Abilities:

  • Multipower (52 points), 1/2 DCV Concentrate (-1/4), Dominant plane changes randomly after each attempted use (-1/4)
  • Dominant
    Plane
    Power Available Fixed Slots
    Air Fly 9" Flight, Useable by Any Four at Range (+1+1/4); Not Underwater (-1/4), (+1" Outdoors, -1" Indoors), Only activate when Plane of Air is dominant (-1) - [1/5" END]
    Control
    Winds
    15 STR Telekinesis, Area Effect (4" Radius) (+1+1/4), Can only push in designated direction (-1/2), Not Underwater (-1/4), (+1" Outdoors, -1" Indoors), Only activate when Plane of Air is dominant (-1) - [5 END]
    Dust Stinging
    Dust
    2d6 Drain Sight, Explosion (1d6/2") (+1/2), Continuous (+1), Not while eyes closed (-1/4), Not Underwater (-1/4), Activation Jammed 10- (-1-3/4), Only activate when Plane of Dust is dominant (-1) - Stinging Dust [5 END]
    Smoke Dense
    Smoke
    Darkness to Sight Group, 4" Radius, Not Underwater (-1/4), Dispersed by a 10 kph or stronger wind (-1/4), Activation Burnout 12- (-1/2), Only activate when Plane of Smoke is dominant (-1) - Dense Smoke [5 END]
    Lightning Lightning
    Bolt
    5d6 Energy Blast Versus ED, Area Effect (8" Line) (+1), Line points away from character (-1/4), Grounded by metal, water, or stone (-1/4), Activation Burnout 12- (-1/2), Only activate when Plane of Lightning is dominant (-1) - [5 END]
    Earth Sharp Spikes 1d6 Physical RKA, Area (6" Radius) (+1+1/4), Continuous (+1), Only on stone surface (-1/2), Only against running targets (-1/2), Only activate when Plane of Earth is dominant (-1), - [5 END]
    Stone Barrier 2d6 Entangle, Stops Sight Group, Area Effect (6" Line, Non-Selective) (+3/4), Must be supported by stone on two sides (-1/2), Only activate when Plane of Earth is dominant (-1) - [5 END]
    Magma Magma
    Explosion
    2d6-1 Energy RKA, Explosion (+1/2), Penetrating (+1/2), Activation Burnout 12- (-1/2), Not Underwater (-1/4), Only activate when Plane of Magma is dominant (-1) [5 END]
    Ooze Acidic Vapors 3d6 Energy Blast Versus ED, NND (Liquid Body, Mound, or Acid Resistance) (+1), Continuous (+1), Explosion (+1/2), Dispersed by a 10 kph or stronger wind (-1/4), Activation Burnout 12- (-1/2), Only activate when Plane of Ooze is dominant (-1) - [5 END]
    Fire Fiery
    Bolts
    1d6+1 RKA Versus ED, Autofire (+1/2), 1/2 END (+1/2), Sticky (+1/2), Not Underwater (-1/4), Only activate when Plane of Fire is dominant (-1) [5/2 END per bolt]
    Flame
    Barrier
    3d6 Energy Blast versus ED, Area Effect (10" Line) (+1), Continuous (+1), Sticky (+1/2), Not Underwater (-1/4), Only activate when Plane of Fire is dominant (-1) [5 END]
    Steam Steam
    Cloud
    2d6 Energy Blast versus PD, Area Effect (2" Radius) (+1), Continuous (+1), Activation Jammed 10- (-1-3/4), Only activate when Plane of Steam is dominant (-1)
    Darkness to Sight, 2" Radius, Linked (-1/2), Activation Jammed 10- (-1-3/4), Only activate when Plane of Steam is dominant (-1). [5 END]
    Water Underwater
    Travel
    Life Support: Breathe Water, High Pressure, Intense Cold, Useable By Any Eight At Range (+1+1/2), Only activate when Plane of Water is dominant (-1)
    +9" Swimming, Useable By Any Eight At Range (+1+1/2), Linked (-1/2), Only activate when Plane of Water is dominant (-1) [1/5" END]
    Freezing
    Hail
    2d6 Hail EB versus PD, Area Effect (4" Radius) (+1+1/2), Not Underwater (-1/4), Only if activated when Plane of Water is dominant (-1)
    2d6 Freeze EB versus ED, Area Effect (4" Radius) (+1+1/2), Linked (-1/2), Not Underwater (-1/4), Only if activated when Plane of Water is dominant (-1) [5 END]

Combined: OIF Ring (-1/2), Independent (-2)

Active Cost: 52; Real Cost: 58

Wilderness Ring

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.

Abilities:

  • Life Support, No need to eat or sleep, 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 Wear Ring (-1/2), Independent (-2).

Active Cost: 5; Real Cost: 1.

Wizard's Power Ring

This ring, set with a small crystal, provides a valuable source of additional magical power for a wizard. However, the power can only be used a few times each day before it must recharge.

Abilities:

  • 3d6 Aid to END, 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:

  1. 1 Charge (-2): Real Cost: 3.
  2. 2 Charges (-1-1/2): Real Cost: 3.
  3. 3 Charges (-1-1/4): Real Cost: 3.
  4. 4 Charges (-1): Real Cost: 3.
  5. 5 Charges (-3/4): Real Cost: 4.
  6. 6 Charges (-1/2): Real Cost: 4.