From: lazarus@ug.cs.dal.ca (Chuck Turner)
Newsgroups: rec.games.frp.dnd
Subject: Items From the Vault
Date: 16 Nov 92 19:26:00 GMT
Organization: Math, Stats & CS, Dalhousie University, Halifax, NS, Canada


This is a listing of some of the magical doo-dads that I have incorporated
into my campaigns in the past.  I'm not going to post them all at once...
but will post one or two categories as I type the info in.

						- Chuck 


Magical Items

01-20	Potions and Oils
21-35	Scrolls
36-40	Rings
41-45	Rods, Staves, and Wands 
46-60	Miscellaneous Magic
61-75	Armour and Shields
76-00	Weapons

Table #3:  Rings

D10	Item				XP Value
------------------------------------------------
1	Life Storing			2500
2	Alteration			500
3	Thievery			500
4	Spell Immunity			1000
5	Lore				1500
6	Summoning (Wizard)		2000 
7	Stone Shaping			1500 
8	Undeath				2000 
9	Protection From Poison		1000
10	Cursed Ring 			-- 

Table #3a:  Cursed Rings

D6	Item
------------------------------------------------ 
1	Withering
2	Soul Stealing
3	Thought Projection
4	Starvation
5	Chaos
6	Lightning

Table #4:  Rods, Staves and Wands

I never did much care for these, so I've never made any of my own (except for
a few unique artifacts).


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
Ring Descriptions			- 
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Ring of Life Storing - This ring has no special abilities or powers until the
		       time of the wearer's death.  At this time, the life
		       essence is captured and stored in the gem set in the
band.  This will work on any humanoid onto whose finger the ring will fit.  As
long as the ring remains on the corpse, it will not decompose.  This means that
if a cleric can be found, a Raise Dead spell can be cast, regardless of the time
that has passed since death.  The life essence will remain in the ring for a
period of time equal to the time that the ring was in the person's possession.
(ie. if the person had the ring for a week before dying, the life essence will
remain in the ring for a week; if the person had it for two years, the life
essence will be in the ring for two years.  The body will be unaffected by
decay for this time as well, as long as the ring remains on the finger.)

Ring of Alteration - This ring allows the wearer to change his or form according
		     to the 2nd level wizard's spell Alter Self.  The duration
		     of such a change is 20 minutes.  The ring stores 2 - 5
pre-programmed forms designed by the wearer.  Programming of the ring is done
by concentrating on the form that is desired.  This requires a full day for
each form.  Duplicate forms may not be stored.  Each form may be used once per
day.

Ring of Thievery - This ring grants the wearer proficiency in certain thieving
		   skills.  If it is worn by a thief, he or she will gain a 40%
		   bonus when attempting Pick Pockets, Open Locks, or Find/
Remove Traps.  The scores for non-thieves are as follows:

	Pick Pockets		75%
	Open Locks		70%
	Find/Remove Traps	65% 

Normal Dexterity, Racial and Armour modifiers will affect these scores.

Ring of Spell Immunity - This ring renders the wearer immune to the effects
			 of a specified spell.  It protects against a cast
			 spell, or the spell-like effects of a magical item
or creature.  The immunity is permanent for as long as the ring is worn,
however, every time the ring defends its wearer from that spell, there is a
1% cumulative chance that the power will be lost.  The most common forms of
this ring are as follows:

	01-30	Magic Missile
	31-55	Fireball
	56-70	Lightning Bolt
	71-85	Hold Person
	86-95	Fear 
	96-00	Sleep 

Ring of Lore - This spell works in the same way as the 6th level wizard spell
	       Legend Lore.  However, the magical energy required to perform
	       the spell is not generated by the ring, but is stolen from 
a nearby magical item.  The ring will randomly choose a magical item within
20' and drain it of its power.  It will first search for potions, then scrolls,
and so.  Whatever item it chooses gets a saving throw (Item Saving Throws, p. 39
of the DM's Guide) vs Magical Fire.  If there is no magical item within the
20' range, or all such items save successfully, then the ring reveals nothing.
The wearer of the ring may not do anything other than routine activities while
the ring is active.

Ring of Summoning - This ring gives the wizard wearing it the ability to
		    cast any of the Monster Summoning spells, as long as it
		    would normally be able to do so (ie. he or she may only
cast such spells as he or she is currently of high enough level to cast).  The
casting of such spells costs a number of charges equal to the level of the
summoning spell.  The ring has 15 charges at most.  This ring also gives the
wizard the ability to open a gate to any being for whom he or she knows the
truename.  The being may choose to step through of its own accord, but the ring
has no power to make it do so, nor does it offer protection to the wizard if
it does.  The ring recharges at a rate of 1/day.

Ring of Stone Shaping - This ring confers ability similar to the 5th level
			wizard spell Stone Shape.  It allows the wearer to
			manipulate 10 cubic feet of stone.  

Ring of Undeath - The ring of undeath is a very powerful item that confers many
		  abilities upon its wearer.  First of all, the wearer is able
		  to discern any undead who come within 60' of him or her, and
is visible.  The wearer will see a faint aura surrounding them.  The wearer is
also able to turn undead as a 7th level cleric.  He or she will be immune to the
disease of a mummy, and the nauseating smell of a ghoul.  The wearer also gains
a +2 on saving throws against all natural attack forms from undead creatures
(ie. the paralyzing touch of a ghoul, the level draining touch of a spectre).
Finally, once per week, the wearer is able to cast the 7th level wizard spell
Control Undead as a 15th level mage.

If the owner should die while wearing this ring, and it is not removed within
three days, there is a 75% chance that he or she will rise from the dead as
some form of undead.  To determine the form, use the following table:

	01-40	Zombie		81-85	Wight 
	41-60	Ghoul		86-90	Wraith 
	61-70	Ghast		91-95	Spectre 
	71-80	Shadow		96-00	Ghost 

Ring of Protection From Poison - This ring gives the wearer a +4 on all saving
				 throws versus the effects of a natural poison.
				 If a saving throw is succesful, and the 
description of the poison indicates lesser damage, none is taken at all.  If
the saving throw is failed, only half the listed damage is taken.  If the 
poison's description lists death as the result of failing a saving throw, the
wearer of the ring is put into a coma for 1D6 days. 

Ring of Withering - The possessor of this ring causes anything he or she
		    touches to wither, as the reverse of the 7th level priest
		    spell, Regenerate.  The wearer suffers no ill effects, but
any creature or plant touched will be thus affected (there is no saving throw).
The ring may only be removed with the casting of a Remove Curse spell cast by
a priest of 13th level or greater.  Limited Wish and Wish will also remove the
ring.

Ring of Soul Stealing - This ring is usually set with a large diamond or
			sapphire which glows faintly.  As soon as the ring is
			slipped onto a finger, the wearer must make a saving
throw versus Death Magic at a -2.  If the person fails, then his or her soul
is trapped in the gem set in the ring, and the body falls limp.  Limited Wish,
Wish, Restoration and Raise Dead will remedy this situation.  There is a 30%
chance that the ring already had a soul stored in the gem when found.  If this
is the case, and the wearer failed the saving throw, then the souls will be
swapped.  The released soul will gain control of the newly inhabited body
within 10 minutes.  This situation makes the reunion of body and rightful soul
a much bigger problem.

NOTE:  Finding an inhabited ring requires some preparation by the DM.  It should
       be realized that the released soul is not necessarily evil.  It had no
       more say in the exchange than did the player.  Of course, there's no
       telling what years trapped in a gem might do for one's sanity.

Ring of Thought Projection -  This ring will broadcast the thoughts of the
			      wearer to any creature in the his or her path up
			      to a distance of 60 feet, thus alerting them.
The ring will also call the attention of any creature sensitive to psionics
within 300 yards.  If any creature attempts to use the psionic ability of
Contact against the wearer, it automatically succeeds.

Ring of Starvation - This ring causes the wearer's metabolism to increase
		     dramatically.  He or she will require five times the normal
		     amount of food to remain healthy.  Anything less will
result in weakening, illness, and eventual starvation.  A ring of sustenance
will cancel the effects.

Ring of Chaos - This ring acts as the 5th level wizard spell Chaos, with the
		following exceptions.  The ring, while worn, permanently
		generates this effect.  Anyone within 20' of the wearer is
affected as per the spell, with effects lasting for 10 minutes.  The ring may
only be removed by another person, meaning that someone must first resist the
effects of the spell.

Ring of Lightning - This ring has the ability to cast the 3rd level wizard spell
		    Lightning Bolt as an 8th level wizard.  This can be done
		    once per week.  The ring, however, will always draw any
electrical attack or discharge to the wearer, as long as he or she is within
range of the source.  This includes ranged electrical spells or spell-like
abilities, creatures with electrical attack forms, and lightning strikes 
within half a mile.


 _______________________________________ 
|                                       | '..err..of course I suck blood.' 
| "--whether you are quiet and ALIVE or | 'I don't believe you.' 
| quiet and DEAD makes no difference to | 'I've got a straw right here PAL! 
| Cerebus."                             |  You want a demonstration?!'
|       - Cerebus the Aardvark          |                   - The Tick 
|_______________________________________| Chuck Turner -> lazarus@ug.cs.dal.ca
Newsgroups: rec.games.frp.dnd