D&D Rules Cyclopedia

Page 238

monsters. The wearer must be able to see the animals to control them. The control will last as long as the wearer concentrates on the animals and does not move or fight. When the wearer stops concentrating, the animals will be free to attack their controller or run away (roll reactions with a penalty of — 1 to the roll). This ring can only be used once per turn. Delusion: The wearer will believe this to be any one other ring (roll again for the imaginary type). However, it has no real effect. The wearer will not be convinced otherwise until a remove curse is used to dispel the enchantment. Djinni Summoning: The wearer may summon one djinni to serve for up to one day. The djinni will only serve and obey the person wearing the ring at the time of its summoning. The ring may be used only once per week. Ear: This ring, worn on the ear as an earring, has no effect when worn. However, when removed and placed against any surface (a door, chest, etc.), the user may hear all noises occurring within 60' of the surface. Light breathing, heartbeats, and even faint breezes can be heard. The ring will function three times per day. Elemental Adaptation: There are seven different types of this ring; roll 1d100 to determine the exact type or select one as appropriate. 01-21 22-42

43-63 64-84 85-91 92-98 99-00

Air Earth Fire

Water Air and Water Earth and Fire All elements

The wearer of this ring can, when in the appropriate elemental plane, freely breathe and see through the gaseous element (the equivalent of air on the Prime Plane). Fire Resistance: The wearer of this ring will not be harmed by normal fires, and he gains a bonus of + 2 on all saving throws vs. fire spells and vs. red dragon breath. In addition, the DM subtracts 1 point from each die of fire damage to the wearer (with a minimum damage of 1 point per die rolled to determine the damage). Holiness: This ring is usable only by a cleric or druid. If the ring is worn while spells are gained (usually during morning meditation), the cleric gains one extra spell each of levels 1,2, and 3 as appropriate. (Extra spells apply only to spell levels obtainable. For example, a 5th level cleric would not gain any 3rd level spells.) If the ring is removed, the spells are forgotten (though this has no effect if the spells are already cast). In addition, a cleric (but not a druid) gains a +1 bonus to any rolls to turn undead, including the roll determining the Hit Dice of undead turned. The ring does not affect turn attempts not requiring a roll. Human Control: This is the same effect as the potion of the same name. The effect lasts until canceled by the wearer of the ring, the ring is removed, or until a dispel magic spell removes the charm. Invisibility: The wearer is invisible as long as the ring is worn. If the wearer attacks or casts spells, he or she will become visible. The wearer can only become invisible once per turn, but there is no duration to the invisibility; the wearer will stay invisible as long as he does not take off

the ring, attack someone, or cast spells. Life Protection: This valuable ring will negate the effects of 1d6 energy drain attacks. If the wearer is struck by an energy-draining undead (or effect), charges are drained from the ring and no levels are lost. If a single blow drains more experience levels than there are charges remaining in the ring, the ring disintegrates; otherwise, it becomes a ring of protection +1 when all the charges are used. Memory: This ring can only be used by a spellcaster. It allows the wearer to recall any one spell cast. The wearer must decide, within 1 turn of casting a spell, to recall it; the memory then reappears and the spell is instantly "relearned." The ring can restore the memory of one spell per day. Plant Control: This ring has the same effect as the potion of the same name, but only lasts as long as the wearer concentrates. Protection +1, + 2, +3, or +4: This ring improves the wearer's armor class by 1, 2, 3, or 4, as listed. For example, a ring of protection +3 worn by a magic-user with no armor (AC 9) would give the magic-user an AC of 6 while he wears the ring. This item also adds its bonus to all of the wearer's saving throws; in the example here, the magic-user would get a +3 bonus to saving throws. A variation of this ring is the ring of protection + 1, 5' radius. This ring improves the wearer's armor class and saving throws by 1 (as a normal ring of protection +1), but the ring also gives the same bonus to all creatures within 5'— both friend and foe! No rings affecting an area are more powerful than + 1. Quickness: Once each day, the wearer of this ring can move and attack at double normal rates for 1 turn. The effect is identical to the magicuser spell haste, but this effect can be produced by command, not by spellcasting. Regeneration: The wearer regenerates lost hit points at the slow rate of 1 per turn. The ring also replaces lost limbs; a finger will regrow in 24 hours, and a whole limb can be replaced in one week. The ring will not function if the wearer's hit points drop to 0 or less. Fire and acid damage cannot be regenerated. Remedies: Once each day, this ring will produce one remedy—a cure blindness, cure disease, remove curse, or neutralize poison spell effect. Each effect is identical to the cleric spell of the same name and is treated as if cast by a 25th level cleric. The ring produces the effect desired when the wearer concentrates and touches the recipient. Safety: The effect of this ring is similar to that of a potion of luck. If the ring's wearer fails a saving throw, his player may "change fate" by announcing that his saving throw was, in fact, successful. The ring will negate 1d4 failed saving throws and then disintegrate. Seeing: Once each day, the wearer of this ring can see all things plainly, as if the cleric spell truesight were cast. The wearer need not be a spellcaster. The effect lasts for 3 turns. Spell Eating: Although this ring appears and functions as a ring of spell turning, it has an extra, detrimental effect if the user is a spellcaster. After the spellcaster has cast a spell while the ring is worn, the ring "eats" all the remaining spells memorized by the spellcaster. The ring cannot be removed after it has eaten the wearer's spells

(though spells can be restudied and safely cast) until a remove curse is applied by a 25th or higher level spellcaster. This remedy only permits the removal of the ring and does not affect its powers. A dispel evil cast by a 36th level caster will turn the ring into a normal ring of spell turning. Spell Storing: When found, this ring has 1d6 spells stored within it. Those exact spells are the limit of the ring's powers and they cannot be changed. When the ring is put on, the wearer magically knows what spells are stored and how to use them. After a spell is used, it may be replaced by a spellcaster who must cast the replacement spell directly at the ring. The ring will not absorb spells thrown at the wearer. The spells in the ring have the duration, range, and effect equal to the lowest level needed to cast them. The DM should select the type of spells in the ring; about 20% of these rings typically contain clerical spells. Spell Turning: This ring reflects 2d6 spells back to their casters (per day) so that the wearer is not affected by spell attacks. Only spells are reflected, not spell-like powers of monsters or spell-like effects from items. Once the ring's number of spells is reached, it becomes useless for the rest of the day. Survival: The wearer can survive without air, food, or drink while the ring is worn by using the charges contained within it. The ring contains 1d100 + 100 (101-200) charges when found. By spending one charge, the user needs no food or drink for 24 hours. Survival without air requires one charge per hour. The ring turns black when five or fewer charges remain. Telekinesis: The wearer may slowly move inanimate objects weighing up to 2,000 cn by concentration alone, up to a distance of 50'. Truth: Three times per day, this ring allows the wearer to know whether a spoken statement is true or false. Note that if the person or creature uttering the statement believes it to be true, a "true" result will be obtained. By telepathy, the ring tells the wearer of its powers as soon as it is worn. Truthfulness: This item claims to be a ring of truth when worn (as above), but actually it functions differently. When the wearer first tries to determine the truth of a statement, the statement will appear to be true—but thereafter, the wearer will be unable to lie. The wearer must provide full and completely true answers to any question asked of him so long as he wears the ring. He cannot remove the ring until a remove curse is applied by a 26th or higher level caster. Truthlessness: This item also claims to be a ring of truth when worn, but it functions in a manner opposite that of a ring of truthfulness— that is, the wearer is unable to tell the truth and must lie at all times. The ring cannot be removed until a remove curse spell, cast by a 26th or higher level caster, is applied. Water Walking: The wearer of this ring may walk on the surface of any body of water and will not sink. Weakness: When this ring is put on, the wearer becomes weaker and his Strength score becomes 3 within 1d6 rounds. The wearer cannot take off this ring unless a remove curse spell is used. If more than one ring is worn per hand, this ring will still function despite the other rings' effects being canceled.


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D&D Rules Cyclopedia by mfrances73 - Issuu