Enchanted Items (Rings):

 

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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.

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Battle:

 

%Roll: Battle types:                                                                             Specifics:

01-10:   Area of Effect                                                                           + 1-D12 spaces

11-20:   Damage (ability)                                                                       + 1-D12

21-30:   Damage (mind)                                                                         + 1-D12

31-40:   Damage (spell)                                                                         + 1-D12

41-50:   Damage (weapon)                                                                    + 1-D12

51-60:   Damage-Reduction vs. Mind, Spell, or Weapon attacks.     + 1-D12

61-70:   Duration (ability)                                                                     + 1-D12 turns

71-80:   Duration (spell)                                                                        + 1-D12 turns

81-90:   Healing (when healed)                                                             + 1-D12

91-00:   Healing (when healing)                                                            + 1-D12

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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%

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Dimension:

 

There are two variations of this ring as follows:

 

1. As the E.I., "Dimension".

 

2. When a charge is used from this ring, it will take the wearer, and all within the Area of Effect, into one of the dimensions (depending on which Dimension Ring has been found).

 

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Dimensional:

 

     The one that wears this ring will find, that, after waking up each day, he or she may be in another Dimension (random). Traveling companions and pets will also be taken as well.

 

     Note: We are working on stabalizing this ring's power, so one can Dimensionwalk into chosen, not random, dimensions -- and not merely after going to sleep.

 

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Dimentia:

 

     The one who wears this ring will be relieved of the effects of unnatural dimentia (but the ring must be worn at all times).

 

 

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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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Movement:

 

+1 to +7 spaces per turn.

 

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Mana:

 

Magically endows the wearer with food sustanance for 1-D4 days each time it is used.

Usable: 1 / 7 days

 

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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.

 

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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.

 

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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:

 

%Roll: Healing types:

01-02:   All.

03-32:   Blood-Point-Loss

33-42:   Characteristic-Point-Loss

43-60:   Damage-Point-Loss

61-70:   Level Loss

71-00:   Oxygen-Point-Loss

 

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Stinger:

 

     Unconsciousness, Coma and Death.

     Charges: 1-D6

 

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Sustenance:

 

Magically endows the wearer with food and water sustanance for 1-D4 days each time it is used.

Usable: 1 / 7 days

 

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War:

 

%Roll: War types:                                                                                Specifics:

01-10:   Area of Effect                                                                           + 2-D12 spaces

11-20:   Damage (ability)                                                                       + 2-D12

21-30:   Damage (mind)                                                                         + 2-D12

31-40:   Damage (spell)                                                                         + 2-D12

41-50:   Damage (weapon)                                                                    + 2-D12

51-60:   Damage-Reduction vs. Mind, Spell, or Weapon attacks.     + 2-D12

61-70:   Duration (ability)                                                                     + 2-D12 turns

71-80:   Duration (spell)                                                                        + 2-D12 turns

81-90:   Healing (when healed)                                                             + 2-D12

91-00:   Healing (when healing)                                                            + 2-D12

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Water:

 

Magically endows the wearer with water sustanance for 1-D4 days each time it is used.

Usable: 1 / 7 days

 

 

Enchanted Items (rings) cluster to be organized:

 

 

Animal
Turns wearer into one single animal when placed upon finger (random) -- permanent item.

Anti-Poison

Ascension:

+4 - +6 Ability-Point and/or Spell-Point regeneration per turn.

See: "Mediation" Ring.

 

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.

 

Aura
Wearing can tell the mood of another by the color of the aura you see around each person or creature.

Avoidance-roll
+1-10 on all avoids.

Barter
Gives +1-30 on all first glance reaction checks vs. bartering only.

Blood
Has a store of B.P. in it.

Blood-point Regeneration
1, 1-D4, 1-D6 1-D8, 1-D10 per turn during battle.

Blood`Scourge:

Necromancer or Death`Knell only.

Adds power to blood-based abilities and spells.

 

Braided Silver
Enhances the abilities of a Healer or Druid as follows:
1. +1-D6 x10 spell-points
2. +1-D4 spell-points regeneration per (01-99: hour, 00: turn).
3. x2 power on 1-D4 random spells within the ring (discretion of the Game Master).
4. Sanctuary: Permanent ability while wearing. To initially see the wearer of this ring, an encounter must pit awareness with wearer (if wearer makes sound, moves or attacks of his or her own will, this ability will not work).

Brotherhood
Damage, spells, anything bad that happens to wearers of “Brother Rings” will be divided equally amongst all wearers.

Companion
Only wearer can see hear and feel companion.

Concussion
Up to 100 damage = no move wearer.

Creature Detection
Detects certain creatures.

Damage-point:
Has a store of damage-points in it.

Damage-point Regeneration:
1, 1-D4, 1-D6 1-D8, 1-D10 per turn during battle.

Elkhorn
Can communicate with all breed and species of deer.

Evasion
Like Avoidance Talisman, yet only to avoid normal and max. strikes.

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, etc.).

Friendship
Creates a trusting bond of friendship between wearer and targeted.

Fused
1-10, 11-20, 21-30 in one.

Gamblers
Giving certain bonuses on certain gambling games and acts of chance.

Gem Detection
Detects the presence of gems.

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 3-D4 turns. Damage: Magical / 3-D10 / Usable: 1/Fortnight

Harrow`Soul:

     This is a living ring: Intelligence: 30, Wisdom: 30, Mental-Strength: 66

     This ring will grant its wearer the following: +1-D20 +9 Ability-Points, +1-D10 +3 Intelligence, +1-D10 +3 Mental-Strength and +1-D20 +9 Spell-Points. While wearing this ring, the first undead encoutered will become the wearer's loyal ally. The wearer can also use this ring 1 / Fortnight (2 weeks) to possibly cause severe hallucinations on a target. For the hallucinations to take hold, the wearer must successfully pit his or her Mental-Strength vs. the target's Mental-Strength (race to 4). Hallucination 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.

     This ring can only be taken off if the finger is either chopped off, or a Release potion is poured on it, or a Release spell is cast on the finger. Even then, the once wearer will suffer from terrible nightmare, which will blend into his or her waking hours.

 

Higgin’s Social
Keeps wearer clean 90% more than not wearing it.

Illusion:
Just as the brooch.

Insect
Greater: Repels 70-99% of all giant insects.
Minor: Repels 70-99% of all normal insects.

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. No limit on how many undead that can be raised to serve the wearer of the ring (cost per raising = discretion of the Game Master).

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.

Kalindari’s Light
Only wearer will see the light from this ring.

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".

Luck Regeneration
1, 1-D4, 1-D6 1-D8, 1-D10 per turn during battle.

Magika
Random spell, random level, per 24 hours.

Mediation:

+1 - +3 Ability-Point and/or Spell-Point regeneration per turn.

See: "Ascension" Ring.

 

Metal Detection
Detects the presence of certain metals.

Mimic
Enables wearer to shape-shift to that which is clearly in his or her sight (note: mass cannot exceed x3, nor be less than 25%).

Mind
There are two rings. The two wearers become one in mind.

Mineral Detection
Detect the presence of certain minerals.

Minor Creation
Creates a creature to the liking and desire of the wearer. 1 use only.

Mogruin’s
+10-100 mental-strength and spell-points.

Mortacai’s
2 chances to succeed at the following avoidance-rolls: Annihilation-strike, Death and Sudden-Death.

Mutant
Random Mutant ability.

Nature
%Roll Type
01-10 Cactus: Causes a defensive damage of 1-D100 in a random area. Uses = 3-D10 (then it vanishes).
11-00 Tree: Enables wearer to communicate with a tree and gives DAMAGE-POINTS increase.

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.

Oratator’s
Gives influence to one’s story.

Oxygen
Has a store of oxygen-points in it.

Oxygen-point Regeneration
1, 1-D4, 1-D6 1-D8, 1-D10 per turn during battle.

Peace-Keeper’s
+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).

Power
Holds 3 spells (like the spell “Power”).

Precognition

Premonition

Protection
5-30% (use user scroll list for type of protection).

Puppet Master
Usable once only. Take x2-x10 wearer’s D.P. to slay him or her.

Race
Random race when wearing.

Resiliency
While wearing, wrinkles, aging effects and minor scars vanish or are lessened.

Restoration
Restores wearer back to original form and self (this ring was created in answer to the “spirit-shift” ring and will only work with one who has been spirit-shifted).

Retribution
Return damage, curse, spell, death, etc.

Ring of Faith
+1-30 for “faith” checks.

Ring of Hope
In trouble? Activate ring and see what happens.

Ring of Many Colors
Can color items with its power (cloth, satin, silk and leather).

Ring of Prayer
+1 to prayer offered to Jahtha.

Ring of the Ally
Ally comes forth from the ring itself.

Shape-shifters
The wearer can shift faster.

Silver‘Lume:
Weaves 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).

Skyfire
Increases the damage of fire spells.

Sleep
Put it on = sleep until removed.

Spindle
Collects light to be used later.

Spirit-Shift
Creature slays wearer. Wearer’s spirit displaces creature’s wearer will inhabit creature (pit mental-strength vs. mental-strength).

Starrgazer
Can see other planets in the sky close enough to see people on them.

Stasis
Suspended animation while wearing.

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).

Stone
Ability as G.S to K.S. plate to turn attacks as all special abilities given by plate.

Sustenance
Need no water, food, or both.

Truth
Wear on finger and you must speak truth.

Visionary
Also known as the “Seer Ring”.

War
+1-30 strike.

Wayfarer’s
As Wayfarer’s Cloak -- Disguise.

Weather
Shields wearer from minor wind, rain, hail, snow, cold, heat, etc.

 

 

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).

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).

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).

Chart - C
%Roll: Ring types:
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).

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).
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).

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).

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).

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).

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.

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).

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).

Chart - J
%Roll: Ring types:
01-50: Jousting (give the wearer a +1 to +30 on offense when using a lance)
51-00: Jumping

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").

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).
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)

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).

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)

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).

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).

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).

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.
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).

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).
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.

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

Chart - V
%Roll: Ring types:
01-00: Visionary (also known as the “Seer Ring”).

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).

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

Chart - Y
%Roll: Ring types:
01-00: Youth

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).