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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
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.
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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.
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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.)
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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.
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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.
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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:
- +3 DEF Armor; Active Cost: 38; Real Cost: 7
- +4 DEF Armor; Active Cost: 44; Real Cost: 9
- +5 DEF Armor; Active Cost: 50; Real Cost: 10
- +6 DEF Armor; Active Cost: 56; Real Cost: 11
- +7 DEF Armor; Active Cost: 62; Real Cost: 13
- +8 DEF Armor; Active Cost: 68; Real Cost: 14
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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:
- 2d6 Suppress, Power limiting move (+1/4), No Range (-1/2).
- 5" Gliding.
- 5" Superleap
- 4" Swimming
- Life Support (Intense Cold)
- 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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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-.
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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.
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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-.
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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.
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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-.
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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.
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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-.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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:
- +3 CON: Active Cost: 9; Real Cost: 2.
- +6 CON: Active Cost: 18; Real Cost: 4.
- +9 CON: Active Cost: 27; Real Cost: 6.
- +12 CON: Active Cost: 36; Real Cost: 8.
- +15 CON: Active Cost: 45; Real Cost: 10.
- +18 CON: Active Cost: 54; Real Cost: 12.
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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.
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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:
- +4 STR: Active Cost: 10; Real Cost: 2.
- +8 STR: Active Cost: 20; Real Cost: 4.
- +12 STR: Active Cost: 30; Real Cost: 6.
- +16 STR: Active Cost: 40; Real Cost: 8.
- +20 STR: Active Cost: 50; Real Cost: 10.
- +24 STR: Active Cost: 60; Real Cost: 12.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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:
- 6d6 Dispel: Active Cost: 77; Real Cost: 9.
- 8d6 Dispel: Active Cost: 102; Real Cost: 13.
- 9d6 Dispel: Active Cost: 115; Real Cost: 14.
- 10d6 Dispel: Active Cost: 127; Real Cost: 16.
- 11d6 Dispel: Active Cost: 140; Real Cost: 17.
- 12d6 Dispel: Active Cost: 153; Real Cost: 19.
|
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.
|
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.
|
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 DEF Armor, +3 Power Defense; Active Cost: 14;
Real Cost: 3.
- +2 DEF Armor, +6 Power Defense; Active Cost: 15;
Real Cost: 3.
- +3 DEF Armor, +9 Power Defense; Active Cost: 18;
Real Cost: 4.
- +4 DEF Armor, +9 Power Defense; Active Cost: 21;
Real Cost: 5.
- +5 DEF Armor, +6 Power Defense; Active Cost: 21;
Real Cost: 5.
- +6 DEF Armor, +3 Power Defense; Active Cost: 21;
Real Cost: 5.
|
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:
- 0 STR Telekinesis; Active Cost: 22; Real Cost: 5.
- 4 STR Telekinesis; Active Cost: 22; Real Cost: 5.
- 8 STR Telekinesis; Active Cost: 22; Real Cost: 5.
- 12 STR Telekinesis; Active Cost: 27; Real Cost: 6.
- 16 STR Telekinesis; Active Cost: 36; Real Cost: 8.
- 20 STR Telekinesis; Active Cost: 45; Real Cost: 10.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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
|
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.
|
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 Roll | Result |
| 1 | Air |
| 2 | Earth |
| 3 | Fire |
| 4 | Water |
| 5 or 6 | Same 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 & Air | Air |
| Air & Earth | Dust |
| Air & Fire | Smoke |
| Air & Water | Lightning |
| Earth & Earth | Earth |
| Earth & Fire | Magma |
| Earth & Water | Ooze |
| Fire & Fire | Fire |
| Fire and Water | Steam |
| Water & Water | Water |
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
|
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.
|
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 Charge (-2): Real Cost: 3.
- 2 Charges (-1-1/2): Real Cost: 3.
- 3 Charges (-1-1/4): Real Cost: 3.
- 4 Charges (-1): Real Cost: 3.
- 5 Charges (-3/4): Real Cost: 4.
- 6 Charges (-1/2): Real Cost: 4.
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