Enchanted Items (Rings):

%Roll: Letter Bracket Charts:

01-04:  A - Chart

05-08:  B - Chart

09-12:  C - Chart
13-16:  D - Chart
17-20:  E - Chart
21-24:  F - Chart
25-28:  G - Chart
29-32:  H - Chart
33-36:  I - Chart
37-40:  J - Chart
41-44:  K - Chart

45-48:  L - Chart
49-52:  M - Chart
53-56:  N - Chart
57-60:  O - Chart
61-64:  P - Chart
65-69:  Q - Chart
68-70:  R - Chart

71-75:  S - Chart

76-78:  T - Chart
   79:    V - Chart
80-94:  W - Chart
   95:    X - Chart
   96:    Y - Chart
97-00:  Z
- Chart

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Chart - A

%Roll: Ring types:

01-05:  Ability-Point (+10 to 300 Abilities-Points)

06-10:  Abyssinian

11-20:  Adrenaline Surge

21-30:  Animal-Class (by wearing this ring, you will turn into a random animal class creature. remove the ring remove the effect)

31-40:  Anti-Poison (common, uncommon and rare poisons)

41-50:  Apprentice (This ring bridges the gulf that initially separates a 0 level magician apprentice

                                from tapping the source of magic (this item aides the would-be caster).

                                     Attempting to channel magic is not easy. when one decides to become a caster

                                of any circle of magic he or she must make the following avoidance-rolls if the E.I.

                                is being worn (ring, for example, on left finger signifies an apprentice) If worn the

                                avoidance roll = magic (3 chances to succeed). Not worn = vs. magic 1 chance to

                                succeed. In other words, this item is to help one discover past the boundaries of

                                magic, so he or she can grasp and comprehend it. If failure occurs, he or she can

                                never be a caster).

 

51-60:  Armor-Skin (See: Treasure Book, Enchanted Items, Rings in the PDF version).

61-70:  Ascension (+4 - +6 Ability-Point and/or Spell-Point regeneration per turn). See: "Mediation" Ring.

71-80:  Ascension of Tears (Negates the effects of emotionally offensive spells, causing them to become logical

                                              and no longer emotional. Thus, this ring will lessen and/or negate the mind manipulations

                                              of emotion).

 

81-90:  Aura (wearing can tell the mood of another by the color of the aura you see around each person or creature).

91-00:  Avoidance-Roll (+1-D10 on all avoidance-rolls - not to exceed maximum chance).

 

 

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Chart - B

%Roll: Ring types:

01-10: Barter: (Gives +1 to +30 on all first glance reaction checks vs. bartering only)..

11-18: Battle (Area of Effect: 1-D6 spaces)

                       Damage (ability) - + 1-D6

                       Damage (mind) - + 1-D6

                       Damage (spell) - + 1-D6

                       Damage (weapon) - + 1-D6

                       Damage-Reduction vs. mind, spell or weapon attack - + 1-D6

                       Duration (abilitiy) - + 1-D6 turns.

                       Duration (spell) - + 1-D6 turns.

                       Healing (when healed) - + 1-D6

                       Healing (when healing) - + 1-D6

                     +1 to +12 offense.

 

   19:   Blessed: (this ring has the power of 1 single blessing, whatever that may be, to bestow upon an item or person).

20-38: Blood-Point: (20 to 300 B.P.s stored within the ring for wearing to use as it his or her own - use these first).

39-47: Blood-Point Regeneration: (1, 1-D4, 1-D6 1-D8, 1-D10 per turn).

48-55: Blood-Scourge: (necromancer or Death`Knell only: Adds power to blood-based abilities and spells).

56-60: Bone`Hinge: (Undead skeleton abilities, such as fear, paralysis touch, movement restriction, caused by

                                  fear, etc. are negated when wearing this eerie enchanted ring. Also, Dithinoth & Reaper

                                  Scythe abilities, and other scythe enchantments which deal with undead, undeath, or the

                                  dead, will be lessened by 50%)

 

61-75: Braided Silver: Enhances the abilities of a Healer or Druid as follows:

                                      1.+1-D6 x10 spell-points.

                                      2. +1-D4 spell-point regeneration per (01-99: hour, 00: turn).

                                      3. Spell-Power: x2 power on 1 to 4 random spells within this ring (ring will house

                                                               1-D6 +4 random spells).

 

                                      4.Sanctuary: Permanent ability while wearing. To initially see the wearer of this ring,

                                                          an encounter must pit its awareness vs. the Wisdom of the wearer.

                                                          Note: If the wearer of this ring attacks, or moves toward the encounter,

                                                                    Sanctuary will fail (yet the wearer will gain a surprise attack.

 

76-00: Brotherhood:   (physical, mental and spiritual damage will be divided equally amongst all Brotherhood

                                     Ring wearers. 3-D4 +3 rings will always be found together, for when one wearer falls,

                                     the ring from his or her finger will vanish. When there is only one Brotherhood Ring

                                     remainining, when it is removed from the finger and revealed, it will once again split

                                     up into 3-D4 +3 rings as before).

 

 

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Chart - C

%Roll: Ring types:

01-20:  Characteristic (See: Treasure Book, Enchanted Items, Rings in the PDF version).

21-40:  Companion (Only wearer can see hear and feel companion).

41-60:  Concussion (Up to 100 damage = no move wearer).

61-80:  Creature (transform into one random creature at will (3 turns to shift into creature, 3 turns to shift back).

81-99:  Creature Detection (Detects certain creatures).

   00:   Cursed: (this ring has the power of 1 single cursing, whatever that may be, to bestow upon an item or person).

 

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Chart - D

%Roll: Ring types:

01-08:   Damage-point (+10 to +300 damage-points added to all areas of the body when wearing)

09-16:   Damage-Protection (See: Treasure Book, Enchanted Items, Rings in the PDF version).

17-23:   Damage-Reduction ().

24-30:   Damage-Shield (30 to 300 point physical damage shield (used as "base-damage points).

31-32:   Dead-Class (by wearing this ring, you will turn into a random dead-class creature. Remove the ring remove the effect).

33-37:   Death Resistance (10% to 30% when hit in the flesh).

38-44:   Defense (+1 to +30 to offensive rolls).

45-51:   Dimension (as the E.I., "Dimension")

52-58:   Dimension Travel (usable 2 / fortnight).

59-65:   Dimensional (within the bounds of dreaming, the wearer will find him or herself in a random dimension.

                                    10% of all that occurred while sleeping will be real).

 

66-72:   Dimentia (the wearer will be relieved of unnatural dimentia. 10% of these rings will also relieve the effect

                               of natural dimentia as well).

 

73-79:   Disease Resistance (See: Treasure Book, Enchanted Items, Rings in the PDF version).

80-84:   Distortion (See: Treasure Book, Enchanted Items, Rings in the PDF version).

85-91:   Dragon Ability (Black-Fire)

92-95:   Dragon Ability Resistance (See: Treasure Book, Enchanted Items, Rings in the PDF version).

96-00:   Drain Protection (See: Treasure Book, Enchanted Items, Rings in the PDF version).

 

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Chart - E

%Roll: Ring types:

01-25:   Energy (See: Treasure Book, Enchanted Items, Rings in the PDF version)

26-50:   Elkhorn (can communicate with all breed and species of deer).

51-70:   Evasion (like Avoidance Talisman, yet only to avoid normal & maxumum strikes).

71-75:   Enchantment-Resistance

76-00:   Evolution (wearing it will cause its wearer to evolve slowly vs. the circumstances he/she is in (i.e., setting,

                               whether it be geographical and/or situation -- such as being submersed in water, or next to heat).

 

 

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Chart - F

%Roll: Ring types:

01-40:   Fear (causes fear within the heart of a target - avoid vs. "Fear" - Fail: -10 to -60 to offense/defense/momement).

41-80:   Friendship (creates a trusting bond of friendship between wearer and targeted).

81-00:   Fused (fused with 1 to 12 other rings).

 

 

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Chart - G

%Roll: Ring types:

01-15:   Gallantry (5 attempts to avoid any kind of fear and terror attacks - including Fear of Shalsa).

16-40:   Gamblers (depending on the game of chance, this ring gives certain bonuses).

41-80:   Gem Detection (detects the presence of gems).

81-00:   Glyph`Rune (A single red, writhing, strand of energy. Within the band of energy is set a black oval onyx.

                                   When struck, the GlyphRune will leap from the ring and attach itself to the attacker for 1-D12

                                   turns. Damage per turn: Enchanted: 3-D10. Usable: 1 time per 5 points of dexterity per 24 hours).

 

 

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Chart - H

%Roll: Ring types:

01-05: Harrow`Soul This is a living ring: Intelligence: 30, Wisdom: 30, Mental-Strength: 66.

                                  Wearing it will grant its wearer the following:

                                       Ability-Points --- : 3-D20 +9 (best of 3 rolls). Usuable by the wearer.

                                       Intelligence ------ : Best of 2 rolls on the Characteristics chart.

                                       Mental-Strength - : Best of 2 rolls on the Characteristics chart.

                                       Spell-Points ----- : 3-D20 +9 (best of 3 rolls). Usuable by the wearer.

 

                                  While wearing this ring, the first undead encoutered will become the wearer's loyal ally.

                                       Note: this alliance can be broken by the wearer of the wear, but not the undead.

 

                                  The wearer can also use this ring 1 / Fortnight (2 weeks) to force severe hallucinations

                                  upon a target. For these hallucinations to take hold, the wearer must successfully pit his

                                  or her Mental-Strength vs. the target's Mental-Strength (race to 4).

                                       Note: Hallucinations will be real to the targeted, will last 1-D10 +3 hours, and will

                                                 be depicted by the wearer of the ring. There will be a 10% chance that each

                                                 hallucination will be real.

 

                                  Removal of the Harrow`Soul Ring is only possible by the following methods:

                                       1. Chopping off the finger

                                       2. 3 doses of the potion, "Release" is poured on it at an even rate of one dose per

                                           turn. If a turn is skipped, you must begin again.

 

                                       3. The spell, "Release" is cast on the ring.

 

                                        Madness: Even if this dark ring is successfully removed, the once wearer must pit his

                                                        or her Mental-Strength vs. the ring's Mental-Strength (single roll check)

                                                        and win, or 1-D4 days of Madness will ensue. This madness will also play

                                                        out in terrible nightmares. At the end of every 1-D4 days, the once wearer

                                                        can pit his or her mental-strength with the ring in the attempt to be rid of its

                                                        influence forever.

 

06-70: Healing (See: Treasure Book, Enchanted Items, Rings in the PDF version)

71-80: Higgin's Social (keeps the wearer 90% more clean than not wearing it).

81-95: Hiskakk (See: Treasure Book, Enchanted Items, Rings in the PDF version).

96-00: Hurricane: (Use the power of this ring to create a blast of hurricane-strength wind that will knock down, or

                               back, the targets. Targets effected: x2 to x10 the wearers weight. Targets will be knocked back

                               1-D4 spaces per 7 points of the wearer's strength above 5, and cause the loss of next offensive

                               turn).

 

 

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Chart - I

%Roll: Ring types:

01-25: Illusion (as the illusionary change brooch - see "Brooch, Illusionary Change" in the Enchanted Items

                         section of the Treasure Book in the PDF).

 

26-50: Illusionist's (1-D6 +3 illusionist spells. +10 to 30 Spell-Points).

51-75: Insect: %Roll: Insect type:

                        01-10: Greater Insect Ring: 60% - 90% to repel giant insects.

                        11-00: Lesser Insect Ring:   60% - 90% to repel Common insects.

 

76-00: Insidion's (Much dark magic lies within this terrible black item.

                              1. All darkness spells of a physical, mental and spiritual nature.

                              2. Paralyze: %Roll: Types:

                                                   01-95: Nakkura’s: 1 target only per turn.

                                                   96-00: Shim’s: Multiple targets per turn as follows:

                                                                            %Roll: # of targets:

                                                                            01-25:   2

                                                                            26-50:   3

                                                                            51-75:   4

                                                                            76-00:   5

 

                              3. Raise Undead: 1/Moon. Note: There is no limit on how many undead that can be raised

                                                                                      to serve the wearer of the ring.The cost to raise an undead

                                                                                      will be 1 damage-point per level of the undead taken from

                                                                                      one random area of the body.

 

                              4. Undead Status: Permanent once used and not reversible unless it be with “powerful magic”.

                              5. Darkened Plea: Offer prayer to any evil Jahtha will have a +25 added to roll to succeed).

 

 

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Chart - J

%Roll: Ring types:

01-50: Jousting (give the wearer a +1 to +30 on offense when using a lance)

51-00: Jumping

 

 

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Chart - K

%Roll: Ring types:

01-33: Kalindari's Light (only wearer will percieve Gray Light while wearing this ring.)

34-66: Kill Drive (As the potion in the PDF)

67-00: Korkar (1-D10 x 3 facets, each holding 1 random spell or ability. Wearer must discover what each

                         power or ability is and how to make it work. Reveal will only say "Korkar Ring").

 

 

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Chart - L

%Roll: Ring types:

01-30:  Language (See: Treasure Book, Enchanted Items, Rings in the PDF version).

31-40:  Leather (by wearing this ring all leather qualities of weapons and armor being wielded and worn will be at

                            x2 to x5 moredurable. roll 1-D4 (1= x2, 2 = x3, 3 = x4, 4 = x5).

 

41-43:  Life (See: Treasure Book, Enchanted Items, Rings in the PDF version).

44-58:  Light (See: Treasure Book, Enchanted Items, Rings in the PDF version).

59-63:  Lightning-Bolt (See: Treasure Book, Enchanted Items, Rings in the PDF version).

64-90:  Luck (+1 to +60).

91-00:  Luck Regeneration (+1, +1-D4, +1-D6, +1-D8, +1-D10, +1-D12, +1-D20 luck regeneration per turn)

 

 

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Chart - M

%Roll: Ring types:

01-10:  Magic (See: Treasure Book, Enchanted Items, Rings in the PDF version).

11-20:  Magic-Resistance (10-60%)

21-30:  Magika (random spell, random level, per 24 hours).

31-40:  Mana (magically endowes the wearer with food sustenance for 1-D4 days - usuable 1/7 days)

41-45:  Meditation (+1 - +3 Ability-Point and/or Spell-Point regeneration per turn. See: "Ascension" Ring).

46-50:  Metal Detection (Detects the presence of certain metals).

51-55:  Mimic (wearer can shape-shift into what he or he sees (cannot be larger than x3, or smaller than 3 times your size).

56-58:  Mind (There are two rings. The two wearers become one in mind).

59-61:  Mind-Shield (10 to 30 point mental shield - if you lose points, or are drained of, Intelligence, Mental-Strength or

                                   Wisdom, these points will come off the ring first). This ring will regenerate at a rate of 1 point per 24 hyours.

 

62-64:  Mineral Detection (Detect the presence of certain minerals).

65-66:  Minor Creation (Creates a creature to the liking and desire of the wearer. 1 use only).

67-71:  Modification-Point (+10 to +300 ability-points, modification-points and spell-points - 1 time use).

72-74:  Mogruin's (+10 to +100 ability-points, modification-points and spell-points - 1 time use).

75-79:  Moon (the wearer of this ring is immune to the infection of 1 random type of Lykkinnin). Roll up 1 random

                        Lykkinnin Creating the Character Book. Once you click this link (RACES), click again on RARE RACES,

                        then scroll down to LYKKINNIN and roll up the breed.

 

80-83:  Monster Class (by wearing this ring, you will turn into a random monster classed creature).

84-88:  Mortacai's (1 to 4 chances to succeed at the following avoidance-rolls: Annihilation-strike, Death and

                                 Sudden-Death).

 

89-91:  Movement (+1 to +8 spaces per turn)

92-00:  Mutant (Random Mutant ability).

 

 

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Chart - N

%Roll: Ring types:

01-50: Nature: %Roll: Nature types:

                          01-25:   Call of Storm: Call one random type of storm. Uses: 1 / Moone (30 days).

                          26-50:   Gift of Natur: Grants you a pool of Base Damage-Points of 1-D100 +13 x3.

                                                                Note: These damage points are permanent until gone.

                                                                Usuable: 1 / moon.

 

                          51-75:   Thornstrike: Cause defense damage against another that successfully strike you.

                                                               This damaage will be: %Roll: Defensive damage:

                                                                                                     01-80:   1-D4

                                                                                                     81-86:   1-D6

                                                                                                     87-91:   1-D8

                                                                                                     92-95:   1-D10

                                                                                                     96-98:   1-D12

                                                                                                     99-00:   1-D20

 

                                                                                                     Uses: 1 / 72 hours.

 

                          76-00:   Tree: Enables wearer to communicate with a tree.

 

51-00: Numbing (put on this ring and feel no physical pain)

 

 

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Chart - O

%Roll: Ring types:

01-17: Oath (Once revealed this ring will split in two. Both wearers can swear an oath to each other and be bound

                      by that oath unconditionally).

 

18-34: of Many (wearer is granted the power to shape-shift into 1-D6 +3 random creatures, race types and random

                            objects). The wearer of this ring will also be given 1 random ability, power, or spell to use daily (this

                            will change with the passing of each day at midnight). Any ability-points, or spell-points, needed will

                            be granted the wearer at his or her level, as if he or she had ability or spell-points.

 

                            The last, and most incredible power of this ring is that the wearer will also be granted a temporary

                            Divine Favor 1 per 24 hours and may use it normally, even if his or her align is contrary to the

                            binding oath given for following the Jahtha of that Divine Favor. This Divine Favor can be accepted

                            or ignored by the wearer of the ring. This Divine Favor will change 1/24 hours.

 

35-51: Offense (+1 to +30 to offensive rolls).

52-68: Oratator's (gives influence to one’s story by +1 to + 30 added to rolls).

69-86: Oxygen (for the duration (24 hours), the wearer will have no need to breath).

87-00: Oxygen-Point Regeneration (replenishes oxygen for the weaarer at a rate of 1, 1-D4, 1-D6 1-D8, 1-D10

                                                            per turn during battle).

 

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Chart - P

%Roll: Ring types:

01-13: Peace-Keeper (+1-30 on defensive rolls as long as wearer does not attack with the intention to harm in

                                     any way shape or form (accidents included).

 

14-26: Planar (The one that wears this ring will find, that, after waking up each day, he or she may be in another

                        Plane (random). Traveling companions and pets will also be taken as well. Note: We are working

                        on stabalizing this ring's power, so one can Planwalk into chosen, not random, planes -- and not

                        merely after going to sleep).

 

27-39: Power (Holds 3 spells (like the spell “Power” - anyone can cast these spells from this ring - this ring

                       regenerates 1 spell per moom/30 days).

 

40-52: Precognition (forsee an event that will effect the wearer of the ring - 1-D10 turns in advance).

53-64: Premonition (wearer will have the feeling of something is about to happen to him or her).

65-76: Protection (5% to 30% protection..... use protection scroll chart to determine what this protection will be).

77-88: Prism (when wearing this ring, the wearer is resistant, or immune, to being caught within the confines of

                      magical and enchanted prisons of a prism effect).

 

89-00: Puppet Master (usable once only. Take x2 to x10 wearer’s D.Ps. to slay him or her).

 

 

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Chart - Q

%Roll: Ring types:

01-12:  Quadruped (causes wearer's shortest two limbs to lengthen, becoming equally in strength to the other two

                                 limbs. This will enable the wearer to double his or her normal movement rate, as well as jumping

                                 distance).

 

13-23:  Quake (slam fist into ground to cause a mild to severe quake in the AoE).

24-34:  Quarantine (keeps sickness and disease from the wearer (can also keep a sickened/diseased wearer from

                                 inflicting others her or she is in close proximity with).

 

35-45:  Quest (when worn, this ring will give the knowledge of a quest, whether great or small (Discretion of the G.M.).

46-56:  Quickness (See: Treasure Book, Enchanted Items, Rings in the PDF version).

57-67:  Quicksand (gives wearer the warning of being near, or heading into, quicksand, or similar).

68-78:  Quickstep (+1 movement / +1 to +4 to dodge).

79-89:  Quiescence (wearer will be verbally silenced when wearing this ring).

90-00:  Quorin's Remultiplier (When wearer is wounded, he or she will multiply - split - into an exact, physical,

                                                   facsimily. Depending on the power of this ring, this will occure 2 to 6 times).

 

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Chart - R

%Roll: Ring types:

01-05:   Regeneration (regenerates all physical aspects of the body at a rate of 1-D4 to 1-D10. Will also regenerate

                                      severed limbs. When this ring is found, there will be a 15% chance of it being a Greater

                                      Regeneration Ring, which will also revive the wearer from an unnatural death).

 

06-35:   Reveal (reveals, as the reveal spell, 1-D4 times per moon (30 days). This works exactly as the Enchanter's Reavel Spell.

39-41:   Reversal For the duration of this ring's power, the ring will give a % chance to be healed per strike, instead

                              of wounded. Roll on the following chart to know what type of healing this ring will give its wearer

 

                              Usuable: 1/fornight (14 days)

                              Duration: 1 turn (5 seconds) +1 turn per 3 levels advanced.

 

                              %Roll: Healing types: Duration: (usuable 1/fortnight (two weeks).

                              01-10:   All

                              11-28:   Blood-poinnt loss

                              29-46:   Characteristic-point loss

                              47-64:   Damage-point loss

                              65-82:   Level loss

                              83-00:   Oxygen-point loss

 

42-51:   Race (while wearing this ring, you will be shifted into a random race). 3 turns to shift, 3 turns to shift back.

52-61:   Resiliency (while wearing, wrinkles, aging effects and scars are lessened).

62-65:   Restoratoin (restores wearer back to original form and self (this ring was created in answer to the ring, "spirit-

                                   shift", and will only work with one who has been spirit-shifted). There will be a 99% chance of

                                   finding this ring in a set with the "Spirit Shift Ring".

 

66-71:   Retribution (10% to 100% to return damage taken to the flesh, a curse, spell, death, etc.).

72-76:   Ring of Faith (+1-30 for “faith” checks).

77-79:   Ring of Hope (in trouble? Activate ring and see what happens).

80-89:   Ring of Many Colors (can color items with its power (cloth, satin, silk and leather).

90-92:   Ring of Supplication (+1 to +30% chance in being heeded in a supplicaton to your jahtha).

93-00:   Ring of The Ally (ally comes forth from the ring itself).

 

 

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Chart - S

%Roll: Ring types:

01-06:  Shape-Shifter's (shape-shift 1 to 3 turns (5-15 seconds) faster.

07-12:  Shadow (See: Treasure Book, Enchanted Items, Rings in the PDF version).

13-18:  Shielding (See: Treasure Book, Enchanted Items, Rings in the PDF version).

19-24:  Sickness Resistance (See: Treasure Book, Enchanted Items, Rings in the PDF version).

25-30:  Silver`Lume (weave starlight (+1-6 spell-points regen/hour during the night when stars are visible).

                                  1. +1-D30 spell-points in ring.

                                  2. 1-D6 random spells of the same caster type permanently set into ring.

                                  3. 3-D12 spell-levels of magic can be stored into ring to be used as a scroll is used (just cast the

                                                  spell directly into the ring).

 

31-36:  Skyfire (wearer controls the damage of fire based spells, whether lessening or increasing the effects).

37-42:  Sleep (See: Treasure Book, Enchanted Items, Rings in the PDF version).

43-48:  Slumber (See: Treasure Book, Enchanted Items, Rings in the PDF version).

49-54:  Spell-point (+10 to 300 Spell-Points).

55-60:  Spindle (collects light to be used for later).

61-65:  Spirit-Shield ().

66-70:  Spirit-Shift (creature slays wearer. Wearer’s spirit displaces creature’s. wearer will inhabit creature (pit your

                                mental-strength vs. mental-strength). There will be a 50% chance of finding this ring in a set with

                                the "Restoration Shift Ring".

 

71-75:  Starrgazer (wearer can see another within another plane or dimension - yet only sight).

76-80:  Stasis (suspended animation while wearing).

81-85:  Steel (by wearing this ring all alloys of weapons and armor being wielded and worn will be at x2 to x5 more

                       durable. roll 1-D4 (1= x2, 2 = x3, 3 = x4, 4 = x5).

 

86-90:  Stinger: %Roll: Stinger types:

                           01-25:   Coma

                           26-30:   Death

                           31-00:   Unconsciousness

 

91-95:  Stone (by wearing this ring all alloys of weapons and armor being wielded and worn will be at x2 to x5 more

                       durable. roll 1-D4 (1= x2, 2 = x3, 3 = x4, 4 = x5).

 

96-00:  Sun Protection (See: Treasure Book, Enchanted Items, Rings in the PDF version).

90-91:  Sustenance (Magically endows the wearer with food and water sustanance for 1-D4 days each time it is use).

                                 Usuable: 1/week.

 

 

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Chart - T

%Roll: Ring types:

01-25:  Talisman ().

26-50:  Trade-Skill (gives the wearer a bonus of +1 to +30 (even higher on a rare Trade-Skill Ring find).

51-75:  Transport

76-00:  Truth (wear on finger and you must speak truth).

 

 

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Chart - V

%Roll: Ring types:

01-00: Visionary (also known as the “Seer Ring”).

 

 

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Chart - W

%Roll: Ring types:

01-20: War Area of Effect: 1-D12 spaces.

                    Damage (ability) - + 1-D12

                    Damage (mind) - + 1-D12

                    Damage (spell) - + 1-D12

                    Damage (weapon) - + 1-D12

                    Damage-Reduction vs. mind, spell or weapon attack - + 1-D12

                    Duration (abilitiy) - + 1-D12 turns.

                    Duration (spell) - + 1-D12 turns.

                    Healing (when healed) - + 1-D12

                    Healing (when healing) - + 1-D12

                    +1 to +12 offense.

 

21-40:  Water (Magically endows the wearer with water sustanance for 1-D4 days each time it is used).

                         Usuable: 1/7 days.

 

41-60:  Wayfarer's (wearer appears as a peasant).

61-80:  Weather (shields wearer from minor wind, rain, hail, snow, cold, heat, etc.).

81-00:  Wood (by wearing this ring all wood types of weapons and armor being wielded and worn will be at x2

                        to x5 more durable. roll 1-D4 (1= x2, 2 = x3, 3 = x4, 4 = x5).

 

 

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Chart - X

%Roll: Ring types:

01-00:   X-Ray-Vision (See: Treasure Book, Enchanted Items, Rings in the PDF version).

 

 

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Chart - Y

%Roll: Ring types:

01-00:  Youth

 

 

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Chart - Z

%Roll: Ring types:

01-50:  Zarr's Anti-Magic (See: Treasure Book, Enchanted Items, Rings in the PDF version).

51-00:  Zoom (See: Treasure Book, Enchanted Items, Rings in the PDF version).

 

 

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