RINGS Bard's Ring* Blue Ring of Cameth Brin Ring of Agility Ring of Awareness Ring of Clear Thought Ring of Coolness Ring of the Desert Evening Ring of Displacement Ring of Gnomekind Ring of Holiness* Ring of Holy Warding Ring of the Nine Council Ring of Para-Elemental Command (smoke)* Ring of Quasi-Elemental Command (ash)* Ring of the Rat* Ring of Shooting Stars* Ring of the Sorcerer-Kings Ring of Spellbattle* * This item appears in Encyclopedia Magica and/or other sources, but is reprinted here in a modified form (as detailed for my campaign use). Bard's Ring: This ring of silver is carved about with ivy, intertwined through three engraved harps. It functions as a ring of protection +2 for any character that wears it. In the hands of a bard, however, its true powers become manifest. First of all, it acts as a ring of protection +2 to armor class, +4 to saving throws for a bard wearing it. Additionally, it doubles the beneficial effects of barding singing and poetry in terms of rallying allies to battle, etc. It further adds a +10% bonus to the bard's charm percentage and legend lore percentage. The bard is also able to read languages (as a thief) with a +10% bonus or as a thief of a level equal to his or her bard level, whichever is better. Finally, the bard can attempt to read magical writings with this ability as well, though at only half the normal chance of success. Finally, all spells cast by a bard wearing a bard's ring take effect at one level higher than normal in all respects. Blue Ring of Cameth Brin: This blue-tinged adamantite ring is not set with a stone, but it is intricately carved with a design of interlocking picks and hammers. It is a minor dwarven relic sacred to Dumathoin. The blue ring of Cameth Brin is sentient, with Intelligence 16 and Ego 20, and it has a true neutral alignment, with lawful and good tendencies. It can speak Eredan (modern dwarvish) and Hylar (ancient dwarvish). If worn by a creature to whom it is agreeable, the ring will allow its powers to be used, enabling the wearer to detect gems or precious metals in a 30' radius at will. The wearer can also unerringly detect sloping passages, depth and direction of travel underground, and traps or secret doors involving stonework within 10' by concentrating for one round. The wearer is also provided with 60' infravision. The wearer can also invoke certain earth-related spell powers. Once per day, the wearer can cast one of the following spells as a 20th level caster: stone shape, shatter, passwall, dig, or glassee. Once per week, the wearer can cast either stone tell or move earth. The wearer of this ring suffers a -3 penalty to save vs. petrification. If the blue ring of Cameth Brin is worn for more than a week continuously, the wearer will begin to gradually to grow shorter and stockier and will begin growing a beard (even if female). He or she will also gain one point of Constitution and lose one point of Charisma (except to dwarves, who will regard the wearer as if he or she had gained a point of Charisma). The wearer will also gain a +1 bonus to saving throws vs. poison and magic for every 3-1/2 points of Constitution (as a dwarf would). Magical items other than weapons, armor, tools, earth-related items, and the blue ring of Cameth Brin itself will also have a 20% chance of not functioning each time the wearer tries to use them. This transformation will continue even if the ring is taken off and not worn again, and after one month the wearer will turn into a dwarf in all respects. Only a remove curse followed by a limited wish or wish will restore the wearer to his or her original form. Ring of Gnomekind: This type of magical ring is typically gold, set with garnet, and it bestows upon the wearer many aspects of the gnomish race. The wearer of a ring of gnomekind immediately gains somewhat heightened senses, granting a +1 bonus to avoid surprise (+2 in rural/wilderness settings), and he or she also becomes resistant to magic, gaining a +2 bonus to all saves vs. magic, except that a +4 bonus is gained vs. illusion magic and no bonus is gained vs. enchantment/charm magic. The wearer is also empowered to be able to speak and understand (though not read) all gnomish tongues (including that of deep gnomes), as well as the speech of size S or T mammals native to hill and forest environments, and any creatures with whom the ring provides communication ability will tend to be disposed in friendly fashion toward the wearer, with a +2 bonus to reaction rolls. However, the wearer suffers a -4 reaction penalty with kobolds and goblins and gains a +1 bonus to hit them in combat, as some of the gnomish racial enmity for these creatures is also bestowed upon the wearer. Finally, if a ring of gnomekind is worn for a full month by any creature, he or she will gain one point of Intelligence and Dexterity while losing one point of Strength and Wisdom. These alterations vanish if the ring is taken off for more than 24 hours, and a full month must be spent reattuning the wearer to the ring in order to gain these ability modifications again. Ring of Agility: This ring adds to the wearer's dexterity, adding four points if his or her dexterity score is 6 or less, two points if it is between 7 and 13, and one point if it is 14 or greater. In addition to this primary function, the great agility provided by the ring's power enables the wearer to dodge incoming missile attacks (including magical missile weapons and missiles generated by spells, such as Melf's acid arrow or chromatic orb, but not missiles which automatically hit, such as magic missile) with a successful save vs. petrification, counting only the wearer's dexterity defensive adjustment (for his or her adjusted dexterity while wearing the ring) as a positive modifier to the save. Such dodging does not interfere any other action during the round except for spellcasting, in which case a spellcasting wearer must make a primary stat check (intelligence for magic-users, wisdom for clerics; a 20 automatically fails) for each missile dodged or have his or her spell disrupted. The attempt to dodge is made for every missile directed at the wearer, prior to a 'to hit' roll being made against him or her. This dodging is fully effective against grenade-like missiles, giant-hurled boulders, missiles launched by siege engines, and other similar unusual missiles. The wearer also is able to make a similar saving throw anytime that he or she normally would have fallen, lost his or her balance, or been knocked down, with success on this saving throw indicating that he or she has kept his or her balance or footing. Besides being able to dodge missiles, the agility granted by the ring also enables the wearer to better dodge area-effect spells and similar attacks that it is possible to dodge (e.g., this would apply against dragon breath, but not against a hold person spell, nor would this function against a fireball spell cast into a tightly confined space), or to avoid falling damage from heights of 60' or less. The ring grants a percentage chance equal to the wearer's dexterity score, adding his or her defensive adjustment as a positive bonus. If this number or below is rolled on percentile dice, then the wearer will take no damage if he or she successfully saves vs. petrification, counting only his or her dexterity defensive adjustment, rather than making the normal save versus such an attack, and will take only half damage even if the save is failed. If in the wearer is in melee and has initiative against an opponent, he or she may also attempt a like percentile roll to attempt to dodge the first melee attack of each round that is made against him or her, with this percentile roll made before any to hit determination is made for that attack. If fighting creatures with multiple attack routines (e.g., a dragon's claw/claw/bite), one attack from this sequence at random can potentially be dodged. If this dodge roll is successful and the attack successfully hits, then the wearer should make save vs. petrification, modified only by his or her dexterity defensive adjustment; if successful, no damage is sustained from that attack, and only half damage will be suffered even if this save is failed. Ring of Awareness: This ring, often made of polished iron or steel and set with ornamental stones such as jasper, heightens the senses and reflexes of the wearer, reducing the chance of the wearer being surprised to only 1 out of 10 (though this can be adjusted by creatures with great stealth). In addition, the wearer of this ring becomes a very light sleeper and develops a very fast reaction time and sense of imminent danger, equivalent to having the Awareness non-weapon proficiency (described in the Al-Qadim: Arabian Adventures book). Ring of Clear Thought: Similar in some ways to a ring of free action, this item diminishes the chance for others to gain mental control over the wearer or to confuse his or her perceptions or thought processes. The wearer becomes immune to confusion, emotion, chaos, feeblemind, and any form of insanity- or rage-producing magical or psionic effect (e.g., scarab of enraging enemies, id insinuation) or magical or psionic powers that internally distort the wearer's perceptions (e.g., psionic invisibility, false sensory input, inflict pain), including any illusions broadcast directly into the wearer's mind, such as blindness or phantasmal killer, though it grants no immunity to external illusions (e.g., phantasmal force, audible glamer, magical invisibility). The wearer gains a +2 bonus to saving throws vs. all other forms of magical or psionic mental attack. Finally, for as long as the ring of clear thought is worn, the wearer gains a +1 bonus to his or her Intelligence score (maximum 18). Ring of Coolness: This type of magical ring, typically made of green or white jade, is very similar in function to a ring of warmth, but with the opposite effect. It protects its wearer from the effects of heat, even in tropical desert or jungle climes and even when wearing heavy armor. When the wearer is subjected to magical heat-based attacks, it allows him or her to ignore the first 10 points of damage from such attacks (determined before saving throws are rolled) and provides a +2 bonus to saving throws vs. heat-based attacks that exceed this damage total. Further, heat-based damage is regenerated at a rate of 1 hit point per turn, so long as the wearer is not killed. Ring of the Desert Evening: This ring bestows upon the wearer the benefits of a continuous endure heat spell, and in addition renders him or her immune to the effects of natural mirages, glare blindness, and sunstroke. The wearer also gains a +4 bonus to saves vs. magical attacks based on bright light, visual illusions, or heat. Finally, the wearer is also empowered to see outdoors at night as if in full daylight. Ring of Displacement: This magical ring functions as a cloak of displacement (q.v.), save that when any of its other powers are being used the displacement is negated for the duration of their use and for a like number of rounds thereafter. Whenever desired, the wearer of a ring of displacement can jump (as the spell, one leap only), which negates the displacement power of the ring for the round in which the leap is made and the round thereafter. Once per turn, a ring of displacement can be used to temporarily negate (not dispel) wizard locks or hold portal spells and similar magic by touch, causing the guarded opening to glow with a faint white radiance for 1d4 rounds and allowing free passage to any creatures through the warded area, negating displacement for this 1d4 round period and for four rounds thereafter. This does not affect spells such as avoidance, forbiddance, or repulsion. Finally, once per day, the wearer of the ring can repel fluids or gases in a manner similar to a part water spell, pushing water or other similar fluid away in a 5' radius sphere from the ring and providing breathable air within that sphere. This can be maintained for as long as desired, provided that the character concentrates on maintaining the fluid or gaseous displacement. This precludes spellcasting or the use of psionics or magical items, though not physical combat or normal movement. This function negates displacement for as long as it is maintained and for one full turn thereafter. Ring of Holiness: This ring is usable only by a priest or druid. Note that, despite the name, its use is not restricted to good or neutral characters; an evil priest would simply call it a ring of unholiness. If it is worn when spells are being acquired by meditation, the priest gains one extra spell of 1st, 2nd, and 3rd level (assuming, of course, that the priest is of sufficient level to gain such spells). If the ring of holiness is removed, these bonus spells are forgotten. A priest also gains a +3 bonus to rolls to turn undead (including rolls to determine number of undead affected by turning). The wearer also gains a +1 bonus to all saving throws. Finally, the effects of bless, aid, chant, and prayer spells are increased to +2 bonuses with respect to any creatures of the wearer's religion within the area of effect; note that an aid spell will always grant maximum hit points when used on a fellow worshiper if cast while wearing one of these rings. A ring of holiness affects any creature who touches or is touched by it as a direct hit from a vial of holy or unholy water. For most creatures, this has no effect, but its merest touch will burn an undead creature (if worn by a good or neutral wearer) or paladin (if worn by a neutral or evil wearer). A ring of holiness may be used by the wearer as a holy symbol of his or her faith. Ring of Holy Warding: This ring is usable only by clerics of good alignment who worship deities of good alignment or by paladins. The ring causes any normal robes worn by the wearer to become equivalent to armor, similarly to a magical vestment spell, based on the level of the caster, provided that those robes have emblazoned somewhere upon them the holy symbol of the wearer's deity. These robes will always be at least the equal of chain mail (AC 5) in protective quality, and will gain a +1 magical bonus if the wearer is 8th to 10th level, +2 if 11th to 13th, +3 if 14th to 16th, +4 if 17th to 19th, and +5 if 20th or above. This bonus applies to the wearer's armor class as well as to saving throws normally affected by magical armor (including electrical attacks, since the robes to be affected are considered non-metal armor). If this ring is used with robes that are worn over armor, this power will not function if the armor already worn provides a better armor class than would be provided by this power. In addition to this power, the ring also generates a continuous negative plane protection effect, granting the wearer an unmodified save vs. death magic to avoid any type of strength or level drain and inflicting 2d6 points of damage on any undead creature that touches the caster, regardless of whether this save is made. In addition to the above, the ring can be used to cast the following spells, all taking effect at 12th level: bless, protection from evil (self only), remove fear, and sanctuary at will, dispel magic, remove curse, protection from evil 10' radius, and dispel evil 1/day, and word of recall 1/week. Note that the ring has a limited degree of sentience and can cast these spells upon the wearer even if he or she is incapacitated (e.g., one round after the wearer is struck by a confusion spell, the ring may attempt a dispel magic centered on the wearer, or it may cast remove curse on the wearer if he or she puts on a ring of contrariness or other cursed item, or cast word of recall if the wearer is knocked to negative hit points or even killed, to be restored at his or her sanctuary). Ring of the Nine Council: This type of magical ring was manufactured in the days of the Second Restoration of Netheril for the use of special envoys of the Nine Council. It was inscribed with the nine-spoked wheel that was their emblem, and the bearer of such a ring was accorded all due respect as the high minions of Netheril. Anyone wearing such a ring becomes immune to the effects of natural or magical heat or fire and needs to consume only half the normal amount of water. In addition, he or she becomes imbued with infravision out to a range of 60'. The ring does have a side effect, however, in that any member of the Nine Council will always be able to know the exact location and identity of the wearer at any time. Ring of Para-Elemental Command (smoke): This gold ring is set with a smoky quartz. It functions as a ring of elemental command with respect to creatures from that para-elemental plane, and with half its normal efficacy against creatures from the Elemental Planes of Fire and Air (it does not completely ward out such elementals nor allow the wearer to charm them, but it does grant half-strength protective bonuses against them). This ring grants the wearer a +4 bonus vs. all types of gas attacks, reducing damage from such attacks by half. Further, it empowers the wearer to see through any form of fog, mist, smoke, sleet, clouds, or similar obscuration, and smoke or mist of any sort will never cause choking, blindness, or blurred vision to the wearer of this ring. The wearer does become more vulnerable in certain ways, however, suffering a -2 penalty to saving throws vs. any non-gaseous breath weapon and versus any wind- or air-based attacks. In addition to the above, the wearer of this ring can invoke the following spell effects as a 12th level caster: wall of fog (smoke) 2/day, levitate 2/day, pyrotechnics 2/day, stinking cloud (in the form of a cloud of choking black smoke) 1/day, wind walk (in the form of black, smoky mist) 2/week, and death fog (smoke) 1/week. Ring of Quasi-Elemental Command (ash): This platinum ring is set with rough-cut jet. It functions as a ring of elemental command with respect to creatures from the Quasi-Elemental plane of Ash, and with half its normal efficacy against creatures from the Elemental Plane of Fire (it does not completely ward out such elementals nor allow the wearer to charm them, but it does grant half-strength protective bonuses against them). This ring grants the wearer a +4 bonus vs. cold, reducing damage from such attacks by half. It also makes the wearer immune to natural extremes of heat and cold. The wearer does suffer a -2 penalty to saving throws vs. negative energy or necromantic effects. In addition to the above, the wearer of this ring can invoke the following spell effects as a 12th level caster: ashendust (as glitterdust, but failed save results in enfeeblement, rather than blinding) 1/hour, drain heat (effects as a wand of flame extinguishing, but acts as a double-strength chill touch if directed at a non-fire-based creature) 1/hour, negative plane protection 1/day, and control temperature 10' r. 1/day. Ring of the Rat: These magical rings are simple iron bands, sometimes adorned with chipped stones, such as turquoise, jade, or quartz. Individuals who place the ring on a finger instantly become aware of the ring's powers. Their teeth become sharp and pointed and their fingernails long and edged, while their hair becomes lank and wiry, resulting in a 3 point decrease in Charisma. The wearer does gain the ability to make a claw/claw/bite attack sequence, inflicting 1d4/1d4/1d4 points of damage with successful hits. In addition, creatures bitten must save vs. poison or contract a debilitating disease (cf. cause disease). In addition to these powers, once each day the wearer can magically summon 2d10 normal rats or 1d6 giant rats to serve him or her for three turns, after which they will disappear. Once a ring of the rat is donned, it can be removed only through the use of a remove curse, limited wish, or wish spell. This type of ring will magically enlarge or shrink to fit any size wearer from size T to size G. Ring of Shooting Stars (revised): This type of ring has several powers that can be used either outdoors at night and several others that may be used indoors. All ring functions take effect at 12th level unless otherwise specified, and activation time is 5. Underground, the following powers may be used: starshine 1/hour, werelight 1/day, faerie fire 1/day, and spark shower 1/day. The spark shower takes the form of a swirling cloud of sizzling purple sparks, appearing anywhere within 30' of the ring-wearer and affecting all targets within a 10' diameter circle. All creatures within this area suffer 4d4 points of damage, save that creatures in metal armor or holding a metal weapon suffer 4d4+4. Note that this damage is combined electrical and heat damage, and a creature resistant to one form of attack but not both suffers full damage. The visual effect of the spark shower is also quite dazzling, forcing those within it to save vs. spells or be blinded for the round that the spark shower takes place and dazzled for 1d4 rounds thereafter, suffering a -2 penalty to hit and Armor Class. A successful saving throw reduces the effects to dazzling for the round of the spark shower and the subsequent round. It is also possible to cause the spark shower to extend outwards in a fan shape from the ring, in which case it will affect a plane 20' long and 10' wide at its terminus. Above ground, a ring of shooting stars can produce the following effects: werelight 1/hour, faerie fire 1/night, flare 1/night, and meteors, shooting star, or ball lightning 1/night. Ring of the Sorcerer-Kings: This special type of magical ring was manufactured by the Netherese sorcerer- kings for their own use and for the use of their favored minions. The ring has powerful defensive abilities, granting a +1 bonus to Armor Class and saving throws as well as the effects of a ring of spell turning. In addition, the wearer can use the ring to store magical spells in a manner similar to a ring of spell storing. However, the spells to be stored in the ring need not be set at the time of creation and can be altered by the wearer at any time. A ring of the sorcerer-kings allows the owner to store a total number of spell levels equal to his or her experience level plus one. Such spells can be called forth by any creature wearing the ring, even if he or she is not a member of a spellcasting class, taking effect at 12th level when cast and having an activation initiative modifier of +5, regardless of the normal casting time of the spell. It is important to know that any Netherese sorcerer-king could always negate any power of one of these rings, and in addition they could always determine the whereabouts and identity of any creature wearing one of these rings. It is unknown whether the Nine Council was able to exercise similar power over these rings. Ring of Spellbattle: This ring grants the wearer the ability to dispel certain magical spells. Any character wearing it is automatically made aware of any magical discharge or psionic power use within a 120' spherical radius of the ring of spellbattle. The general effects of all such power releases (for example, fiery attacking spell, shape transforming psychometabolic power, illusionary magic) are identified to the ring-wearer. Once per round, the wearer can invoke the ring's power to dispel or alter any one spell within range. This power has no effect on psionics or magical item discharges, though it does affect innate powers that duplicate spellcasting (e.g., a dragon's breath would not be affected, though a baatezu's innate wall of fire power could be). It can affect triggered spells, such as symbols, fire traps, explosive runes, or glyphs of warding, as well as spells activated by a contingency spell. The ring cannot affect an already-existing spell; only spells being triggered or activated while the ring-wearer is within 120' can be affected. If the attempt is made to dispel, the spellcaster gains a save vs. spell at -2 to avoid having his or her spell disrupted. If the spell is redirected, the new target gains a save at -2 to avoid having the spell redirected at him or her. If this save is successful, the spell affects its original target. Using a ring of spellbattle to affect another spell precludes spellcasting or other magic item activation in the same round, though the wearer may still move normally and engage in physical combat, though with a +3 initiative penalty. ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >