Quirks of Magical Rings (Enchantment)

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The AD&D game has one of the largest compilations of magical items in the fantasy gaming industry.
The following tables have been created to add some spice and variety to existing magical items in the AD&D game worlds. A table of nonstandard magical item abilities is offered for each major type of magical item in the AD&D game. The rationale for such quirks is simple.
Most items are created normally, and they function exactly as a standard item of the same type in the DMG. However, sometimes there is a slight mishap in the creation of the device: the steps are not followed in the proper order, the astrological signs do not bode well, the item's creator is disturbed to begin with, the instructions are incomplete, or something just plain goes wrong. Any of these results may cause a magical item to behave differently from others just like it.
Not all quirks are bad, however. Some are detrimental to the item or its user, some are neutral, and some are even beneficial. The possibility of quirks existing (and the actual number of quirks) is determined by using the table below to find the exact quirks that a magical elixir possesses.
Roll 	Result
01-04	Ring is powerless during the night.
04-08	Ring is powerless during the day.
09-11	Ring does not function underground at depths greater than 100’ below the surface.
12 	Ring does not function above ground.
13-17	Ring does not function if a second magical ring is worn.
18-24	Ring does not function for 1d4 days if it is taken off the wearer’s finger and later replaced, even if it is now worn by a different person.
25-28	Ring cannot use its offensive power against any creature of 1HD or less.
29-30	Ring is easily damaged: it makes any saving throw at a -2 penalty on the roll.
31-33	Ring works erratically: there is a 5% chance that when its powers are used, the ring shorts itself out and becomes unusable for 24 hours.
34-37	Ring magically grafts itself to the wearer’s finger and cannot be removed by any means other than employing a wish or physically removing the finger from the wearer’s body.
38-44	Ring glows a random color (equal to faerie fire) whenever its powers are in effect.
45-48	Ring is unable to function when within 30’ of any other magical ring.
49-53	Wearer of the ring becomes, totally color blind and can see only in black and white for as long as the ring is worn. If the wearer is naturally colorblind, he or she can see normal colors in the visible spectrum for as long as the ring is worn. If the ring is taken off, sight returns to its natural state.
54-59	Ring is specially enchanted and cannot be destroyed by fire, magical or otherwise.
60-61	Ring causes its wearer to experience terrible nightmares if it is worn while sleeping, preventing any rest at all. If it is taken off prior to falling asleep, no ill effects occur.
62-65	Ring is specially enchanted and is immune to the effects of acid of any type.
66-69	Ring emits a hum audible to those within a 10’ radius whenever its powers are used.
70-72	Wearer’s metabolism is slowed by wearing the ring: consequently, only half the daily amounts of food needs to be consumed.
73-76	Wearer’s metabolism is sped up by wearing the ring: twice the daily amounts of food needs to be consumed by the wearer.
77-81	Ring functions as normal but has no effect on one specific creature type.
82-83	Ring cannot be crushed by anything short of an irresistible force (such as a deity or several tons of rock).
84-88	Ring does not work if its wearer is clad in metal armor.
89-92	Ring has a command word that must be spoken in order for it to operate. If the ring has a power that operates continuously, speaking the command word operates the ring for three turns.
93-94	Ring drains 1 hit point for every two days that it is worn, or 1 hit point every time it is put on. Normal healing applies.
95-98	Ring is inhabited by a vain, minor spirit who wills its wearer to polish the ring daily. If this is not done, the spirit withholds the ring’s powers for one day for each time it is not polished.
99-00	Ring has a 20% chance of failing to work each time it is put on or activated.
Category:Encyclopedia Magica
Category:Encyclopedia Magica Quirks