Tuesday, January 10, 2012

New Magic Item - Deific and Dark Rings

Today's magic item are Deific and Dark Rings.  These rings are most powerful when worn by the proper alignment and can do many wondrous and dark things.  Since they have charges, they can be given to low level adventurers with limited charges.  For example, a group of 2nd level PC's might find a ring with 2-3 charges.

Ring of Deific Intervention (Non-Evil PC’s Only): This blessed ring contains 10 charges when brand new and will have 10 crystal clear diamonds on its face.  Each time a charge is used, one of the diamonds will instantly crack and turn black.  A charge can be used for any of the following abilities:
·         Cast Prayer (1/2 charge)
·         Cast Remove Curse, Cure Blindness, or Cure Disease (1 charge)
·         Raise the wearer from the dead - automatically (5 charges)
·         Raise a magically drained ability score (1 charge per point)
·         Raise a magically drained hit point (1 charge per point)
 Good wearers can use the ring as described.  Neutral wearers require twice as many charges to make the ring function (e.g., 2 charges to Remove Curse).  Evil wearers can’t use the magic and take 1d6 damage upon slipping on the ring, and an additional 1d6 damage every hour thereafter until removed.  A ring is ordinarily found with 3-10 (d8+2) charges.  XP: 250 per charge.

Ring of Dark Intervention (Non-Good PC’s Only): This dark ring contains 10 charges when brand new and will have 10 black diamonds on its face.  Each time a charge is used, one of the diamonds will instantly crack and turn clear as glass.  A charge can be used for any of the following abilities:
·         Cause Light Wounds upon touch; or cast Fear (1/2 charge)
·         Inflict Curse, Blindness, or Disease (1 charge) upon touch; successful saving throw avoids the affect but doesn’t drain a charge
·         Raise the wearer from the dead - automatically (5 charges)
·         Cause Death upon touch – saving throw avoids the affect but doesn’t drain a  charge (4 charges)
Evil wearers can use the ring as described.  Neutral wearers require twice as many charges to make the ring function (e.g., 2 charges to cause Curse).  Good wearers can’t use the magic and take 1d6 damage upon slipping on the ring, and an additional 1d6 damage every hour thereafter until removed.  A ring is ordinarily found with 3-10 (d8+2) charges.  XP: 250 per charge.

2 comments:

  1. I like it! However, rather than rings, I would make them relics. That is, they would operate mechanically the same way, but they would be fingers, toes, etc... of saints. The bones could crack as charges are used.

    I'm reminded of Darby O'Gill and the Little People, where the shot glass King Brian Conners drank out of is put up on the shelf in the pub as proof of the story. Relics can actually be any item ever handled by a "saint", or famous personage.

    Want to raise someone from the dead? Here's a nail from the very coffin that Marnweh the Pious was placed in. He rose from it on the very day he was to be buried! Use it as the last nail in his coffin, and Marnweh is sure to raise him as well!

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  2. Awesome twist! Thanks for the idea. :)

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