This listing is of every ring I could find on the submission site. If I see more I will add them, or hopefully when someone places a new ring submission up they will have the curtesy to place it up here so everyone can have an easy time in locating everthing related to rings.
From traditional rings, to nose and toe rings this codec will have them all. There are also plots listed that revolve around the use of rings.
Right now there are 34 rings listed in this codex. I apologize for the size, but it is definately complete.
I had hoped this would be updated by others. I will do a search to update this in the next day or two.
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A Class Ring By: MoonHunter ( Items ) Jewelry - VillanousThe ring was an item he was always wearing; innocuous enough that no one would question it. It became his perfect tool of power.
Full Item Description
This is a silver class ring from a notable institution of higher learning. It has an onxy stone and is in very good shape. If you were trying to appear educated, cultured, or trying to set up a false identity, this would be the perfect item to purchase.
History
No one Knows who was the first wearer. All that is known is that he graduated from the institution over seventy years ago.
Magic/Cursed Properties
While worn, the ring provides the following effects:
- Bonuses to casting “dark spells”
- The ability to sense and sometimes see spirit/ astreal entities
- Protection from dream and soul related spells
- It also disguises “the taint of Evil”
- A good resistance to magic spells cast upon you
- Provides occasional glimses of the future (only occurs if you day dream, meditate, or upon occasion sleep.. though sometimes it will alert you to danger) .
The practioner kept laying small enchantments upon the ring. It was an item he was always wearing and innocuous enough that no one would question it. It became his perfect tool of power.
Additional Information
The ring needs to be fueled by life energy on a regular basis. The sacrifices of small animals once a moon or so should keep it sated, though if used often it may need more sacrifices. A human sacrifice (or similarly souled creature) should empower it for a year. If the ring is not fed (by killing something near it and willing the energy into it) it will feed of its wearer. It will first manifest as fatigue that will not recover, then life points.
This item is a prototype for any number of Evil Cultist and Evil Mastermind objects that assist them in their evil goals.
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Agony By: Railus ( Items ) Jewelry - Cursed
...The light reflected off its pale green surface, glinting off what seemed to be veins coursing through the stone. A curious ring, just lying there as if asking to be found…
Full Item Description
Agony is a simple jade band of translucent green with darker green veins flowing through it. No stones or gems adorn the band, but it is smooth to the touch and forever cold. Those trained to detect magic find nothing peculiar about this ring, unless it is worn.
History
Agony is a thing of legend, mentioned in stories but not seen in some time. It is the final component to the Circle of Blood, its brethren being Fate and Bloodmail; all created by the necromancer, Railus Shadowhisper to repay those who betrayed him.
Originally a gift to Kyrius it seemed to offer no special power. Though Kyrius would not openly question the word of his master, he had underlying feelings of being the least favored in his eyes. This resentment fueled the ring and it proceeded to draw those feelings to the surface.
Years passed and Agony fed ravenously on Kyrius’ contempt. Contempt grew to paranoia; he suspected any aspiring mage of lusting for his seat on the council. This paranoia also led him to lead the coup to destroy Railus.
During the coup, Railus noticed his former apprentices bore the gifts he once gave them; a brash move on their part. Amongst his final actions, Railus cursed the rings so that they would never again be removed, dark gifts from a scorned master.
Like its brethren, Agony has traveled through history, wreaking havoc on those foolish enough to slip it on. It has been suggested that the only way to destroy them is to unite them at the site of Railus betrayal.
Magic/Cursed Properties
Once worn, Agony can be removed freely. The ring itself is cursed, but it does not target the physical form, rather the soul itself.
The taint bestowed on the soul preys on the insecurities of the owner. This attack is persistant, until finally it overwhelms the subject.
If the person dies with the taint on their soul, it passes into the nether just like any other spirit, with one exception, a siphon is created between the soul and Railus Shadowhisper.
In Sanctum, necromancers draw their magical power from the nether (realm of the dead). In a ritual, the potential necromancer invites a spirit to the realm of the living, in hopes of coming to an agreement to establish a link between themself and the spirit. This link is known as the siphon. It allows the necromancer to draw on the magical nature of the nether and allows the spirit to experience life through the eyes of the necromancer.
With each new siphon, Railus’ ability to draw from the nether increases, fueling his goal of becoming a Lich. He wears an amulet, known as Mordum, which acts as the focus for the curse on Agony. Whomever wears Mordum has the siphon transfered to them.
Souls who are tainted by Agony are restless until the curse is broken. The only way to do so, is to shatter the crystal in the center of Mordum and set Agony in its place.
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Aurinellian's Wedding Bands By: StrangeLands ( Items ) Jewelry - Magical
A pair of rings fashioned by the legendary Elven spellsmith Aurinellian. Powerful but subtle enchantments bring the happy couple closer together.
Many years past, the Elven Prince Jole’Cae sought a woman of beauty and intelligence to rule alongside him. After criss-crossing the country, he found such a woman, a free-spirited ranger named Mannelei. They fell in love instantly, and decided to be married before the end of the year. Jole’Cae undertook a dangerous journey to the fringes of the Elven kingdom to beseech the mighty spellsmith Aurinellian to make him wedding rings in the human fashion.
Aurinellian, touched by the passion and love shown in the Prince’s eyes, agreed, and toiled for a month, crafting two identical golden wedding bands, each etched with captivating patterns. Overjoyed, Jole’Cae returned to his love, and the two were married.
For several years, the pair lived happily, but as time passed they realised something strange was at work. At times of great emotion, their thoughts touched, no matter the distance between them. When Mannelei, travelling through the deep forest alone, was attacked by a Orcish warband, the rings seemed to glow, and Jole’Cae was transported from the palace to Mannelei’s side, where they fought together and slayed the Orcs.
Unfortunately, the extent of the enchantment remained undiscovered. The following year, during an all-out Goblin assault on the kingdom, Prince Jole’Cae was brutally slain. It is said that, the moment the rusty Goblin blade slid between his ribs, Mannelei, many miles away, screamed in agony and dropped dead.
Since then, the rings have passed from the Elven kingdom into the hands of wandering merchants.
Magical Properties:
The rings are only magical when worn by a couple who are in love. Over time, at the GMs discretion, they allow limited empathic and telepathic communication. At times of great physical danger or emotional distress, the magic in the rings can also bring the couple together, no matter how far apart they are. After several years, the magic also passes wounds and injuries between the couple, and if one should die, then the other will also expire.
The rings are not to be used lightly, but can be useful as quest items, NPC treasure, as GM gifts to PCs who marry, or in the hands of an evil femme fatale who knows how to manipulate the enchantment…
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Band of Hadokk By: Mourngrymn ( Items ) Jewelry - Magical
My fellow councilor’s, the entire watch was assassinated by the Arch-Duke of Torr wanting to open up a hole in the defense of the city. His intent was obviously to try and make it easier for him to conquer us.
But ser, how do we know for sure that you are right in your assumptions? After all you just recently arrived to the city and were unaware of the murders until we spoke of it here.
Ser! That is because I am a genius and you are not.
- Ser Marcus Hadokk, self proclaimed genius.
Description
The band of Hadokk, also known as the ring of genius, is a delicately inscribed ring of pure gold and silver. The metals of the two bands intertwine to form a twisting eternal snake of a melding single band of yellow and shining white that never seem to begin or end with the other colored metal.
Etchings and the dust of diamonds cover its surface, making the feel gritty and porous on the finger. This dusting gives it a glimmering look in sunlight as it catches the suns rays quite nicely. Extended wearing of the ring has been known to cause severe chaffing along the finger, especially if the person wearing it ha a nervous tick of spinning the ring. An inscription on the outer band twines around the entire ring saying, Intellect is always invisible to the man with none.
History
The creation of the ring has a muddled past with the history books of countless men proclaiming the creation all to their own genius and none other. To date there are fifteen entries in varying tombs and history books that proclaim this particular ring is the creation all to their own.
Whether more than one exists is unknown, however each entry into these books claim they were created in different methods so it is possible that more than one exists, the owners of which just do not want to admit it as it would mean someone is as intelligent as they are.
The last known ring was worn by a wisp of a man, old beyond most years for a normal man. Bent with age and nearly blind with cataracts, he none-the-less was called on by the king for any important decisions and knowledge. He was known for many things but his best known deductive intuition was when he alerted the king of an invasion from a rival after a number of well placed murders within the city. He was able to give the king advanced notice of a pending city assault that was easily thwarted with the well timed warning.
Months after the defeat, Arch-Duke Torr had Marcus Hadokk murdered, his unmatched intelligence had thwarted every attempt at assassinating the King and seizing the city successfully. His name was placed in the history books detailing him a sage and a scholar with a near prophet like intelligence.
Other Information
The ring is sought after by those foolish enough to ignore the warning signs of its power. The potential knowledge that it brings is near limitless, but the draw backs are sometimes not worth it. There have been more wearers of the rings of genius that have been killed, murdered, or hung for treason. Which ever the case it was more for the arrogance of the wearer than any actual crime committed.
Many of them can be found listed in the tombs of antiquity detailing the wearers of the time and what befell them.
All usually ending in queer deaths or publicized punishment for crimes against their king and country. After all, if someone claimed they knew everything, and they saw that a conquering army would in fact be better for the populace than the current ruling caste and they helped with the invasion by giving them detailed information. Would they be seen as a traitor or an idealist? That is usually left up to those who write history.
Magical Properties
The ring gives the person who wears it an unmatched intellect, surpassing even the scholars of old with their near divine intelligence. They know something about every subject and take little time in solving any problem, equation, or conversation. However there is a draw back from this knowledge.
Wearing the ring not only brings the wearer with a superb intellect but also a superb ideal of themself. They feel no one is as intelligent as they are and are quick to let them know. After all, how can anyone know more than they do since they know about everything? They are brash and arrogant when it comes to everything pertaining to knowledge.
They take no time in jumping in to a conversation even if they are not welcome, which is soon the case when they begin telling everyone how intelligent they are. They have a right to proclaim their intellect as it is superior; however they take it to the extreme often seeing everyone else as inferior or not worth listening to.
They will never let anyone choose an action for them; even if it is the wisest of options they will concoct another choice to make it their idea. They can not stand someone else attempting to lead them or direct them, always trying to take the reigns of leadership, even if normally they would not.
This does not make them foolhardy and stupid when it comes to physical confrontation but they are quick to tell someone else what they should be doing. Doing so usually is done in a condescending tone or snide manner, as if talking to an unruly child.
The flip side to wearing the ring is they see no reasoning behind removing it. Common sence, theirs anyway, dictates that a simple ring could not alter their intelligence and therefore taking it off would bring no benefit or hinderance to them. All pleas to remove the ring are scoffed at in the manner that they are obviously jealous of their abilities and are trying to proclaim that a physical item is the key to it. Which of course they shrug off as not being worth their time.
When a character puts on this ring their intellect is not only increased to the maximum amount for their race, but they also gain a small bit of knowledge about everything. In a skill based game give them a little bit of knowledge in every skill. This allows them to have some knowledge about everything.
Plot Hooks
One of the players is given, buys, or finds a ring. (In a proper setting if magic can be detected have the ring show as having magic) The character puts it on and now becomes a self proclaimed genius.
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Band of Rage By: Mourngrymn ( Items ) Jewelry - Combat
A family heirloom, worn by the son of a fisherman, that raised them out of squalor and into nobility. What is in a man’s heart that can not be corrupted? What can turn the untainted into rage? Pray to the God’s and you never know the outcome.
Description
A crude thin band of tarnished and bent silver. A single wisp of a thread of gold inlaid is still present through the center of the band. Etchings, now faded through time and use, proclaim the love of a husband and friend.
History
Haraith was a young man of many talents. Not being of noble blood and lineage had made his rise to knighthood more difficult and wrought with many obstacles normally not needed. The fact his knighthood was given after his death makes his story all the more dramatic.
Haraith was a born to serf fisherman, while was fruitful in his work was unable to supply his family with more than was required for a family of their status. Haraith grew up and saw it as his station and his right to work as hard as they did to survive. The God’s willed it that hard work established eternal rest beyond the grave. And work he did. He worked harder than most males twice his age, and did it without complaint. It was his station after all.
One evening a soldier arrived at the small fishing village and proclaimed the King’s Writ; all men of fighting age were required to lend their service to the Kingdom. It was their duty and station to obey the King’s Writ. And obey he did. His father gave him his wedding ring as a sign of luck. At twelve years he marched to the calling of a King he never knew the name of, and did it willingly. He trained hard, harder than any other soldier and his superiors took notice.
He excelled in his basic training and learned from watching more experienced soldiers train and practice. All with the betterment of his station and duty as the God’s willed it. Battle came and Haraith willing went to the line, eager to appease his God and his unknown King. He waded into battle with the knowledge that it could be his last breath, but he did so willingly and strived to surpass his station and duty, as the Gods willed it.
He not only survived the countless battles he was in, but as the years passed he was noticed. Commission after commission came to him for duties of bravery and skill on the field. Men and knights in the campaign longer than he were overlooked at this rising upstart. His knowledge of battle and tactics increase with each battle, gaining him more duties and more notice. Not long after his eighteenth birthday, having rose to as high as a low born could in the army, that of a Command Sergeant, he was called to aid an assault on the enemies position. He was to aid only and only act as reinforcements.
He went to his men and told them of their duties. Battle came and the unit he was acting as reinforcements for was a bear of a man. Lord Keriak, a knight and of noble birth, he did not like the rise and praise that young Haraith was receiving. Talks of bringing him to the King to ask for a knighthood was circulating among the commanders of the army. Lord Keriak despised the boy for trying to better his station. Lord Keriak refused to call for aid, even when the tide was washing over his advance forces. His pride would not allow it.
Haraith saw it though and took it as a sign to act. He ordered his small unit of men to aid Lord Keriak, and off they rode. Cutting through the enemy as a water reed through a stream, his force swept toward battle. Haraith made his way to Lord Keriak, pleased with himself that he was helping route the enemy. When he got to his side however, he was not given the thanks he expected. Lord Keriak turned to him, pure rage on his face. Angered at having to be saved by the spit of a boy who should be wallowing in mud instead of entering battle at a noble’s side, he attacked Haraith.
They fought on horseback for a few minutes, those nearby stepping back quickly, not understanding what was happening. Lord Keriak cried to his men, “Deceiver, traitor, the conspirator attacks me.” Those who could, stood by and watched Haraith attack their Lord knight. Keriak unhorsed the younger man and cut a deep wound in his leg that poured blood like a fountain. Lord Keriak knelt by the groaning side of the youth and whispered in his ear, “This is how it should be peasant, you kneeling before your betters.”
Never before had Haraith felt as he did now. Hurt, angered, betrayed. Everything he had worked for had slapped him in the face with the cold hard reality for what it was. He was beneath those who were better. His way of life was not of hard work, but of servitude to those who were noble and lazy. He clutched his fathers ring praying to the Gods above and they answered. With all his anger, all his hatred willed his sword up and through the breast of the knight who had taught him the harsh realities of the world. He stood on weakening legs and hacked through the force before him as a child would grass. Friend and foe alike stood no chance against his anger. He was finally brought down by his own men, crying as they forced their blades into him ending his murderous rampage. Both sides of the field withdrew that day perplexed at what had transpired.
The King would be told of the youths’ actions and what transpired to cause him to be enraged so. Haraith would go on to be given knighthood status after his death, his family elevated to minor nobles for his bravery and his acts of selflessness. His ring would be given back to father who would pass it to his new son, never knowing the energy that was held within it now. Passing form hand to hand over the years, it is said that the knights born of the family of Haraith were superior in battle but had an uncommon rage that went with their heritage.
Magic Properties
When Haraith prayed to the Gods, they answered by giving him a rage and fury beyond what a mortal should have. They put all his rage and focused it in the ring he clutched. Now, anyone wearing the ring in battle will fight with Haraiths’ skill and intensity, but also his rage at being deceived.
Once a day the ring bestows a huge bonus to the wearer’s strength and prowess in battle. This will last for the length of the battle.
Due to the rage and anger that went into the ring, however, the wearer will continue to fight until there are no enemies remaining. Once all enemies have been vanquished, they will continue to attack anyone bearing arms within a swords reach.
(For game purposes the wearer must make some type of save check depending on your system to see if they can break this rage. They will continue to fight until there is no one remaining or until they can break the Rage that fills them.)
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Band of the Revenant By: Shadoweagle ( Items ) Jewelry - Cursed
A curiously designed ring - but not uncommon. Similar in design to most traditional ‘magi-rings’, which often hold enchantments on them. But unlike those rings, this one may take quite a hold on you…
Several centuries ago, a signifigantly powerful, and undeniably insane warlock focused his work upon studying the makeup of the ‘ghosts’ that appear every once in a while to torment victims who had done their earlier, living selves some great evil. The man was intrigued by their indesctructability, their lack of form, and most of all, their immortality. The warlock, of course, was mortal and aging quite rapidly, so therefore lusted for a way to cancel his aging process. Using his gained knowledge of apparitions, he infused himself with the raw energy of the wraith-kind. Unfortunately for him, he had not done enough prior study, so, as this transformation had taken place, the energy warped his body, and tore away his soul, shredded it and replaced it, segmented around the husk of his body. Thus a new beast was created; a creature with everlasting ‘life’. As with all ghosts, its telekinetic, empathic and telepathic skills had increased dramatically - far more so than when the creature was a mortal. Due to its warlock heritage, it could still cast a bountiful amount of spells, but those spells are warped with shadow magic, altering both their power, and the effects they have on people.
He, too, could become insubstantial at will, and even completely invisible. This fractal strain of ghoul was able to penetrate the very minds of most people, whispering devious thoughts into their consciousness, and manipulating others lives in such a manner. This fiends voice seemed to be nothing more than the cry of a tortured soul in the wind which forms eerie, whispered words which change tone frequently. If it wished to converse, it could do so, though most of its words were arrogant, looking down apon what he deemed to be ‘mortals’ - which included near everybody. One last ability transposed to the shattered remnant of the warlock, was that of belonging to no dimension, and thusly bieng able to travel throughout the many parallels of its original world. In its maddened state, it saw only to do what a ghosts sole purpose was - to terrorise. Since it had no person that killed him, the revenant had to settle for feasting off the fear of whoever it chanced upon.
One particular magic user - the female arch-magus Meagatarius - proved to thwart the magnificent power of this beast in the end. having multi-planar view, She had been watching this creature for several dimension-hops, studying it with curiousity, for it was a creature unlike any she had seen in all her life. And thusly, she set up magics, spending weeks preparation to create a summoning circle to draw the creature to her with its next dimension crossing. Finally, the phantom materialised into the plane of Meragatarius, only to find the mage in wait. The woman swiftly called upon her magics to draw the surprised beast into the only item she had on her that would contain the essense of the creature - a simple, unenchanted magus ring.
This ring, which had dimmed from its usual, golden Lustre due to the presence of the creature, lay on her laboratory bench for several days whilst the woman performed the occasional study on its inhabitant. Unfortunately, A large band of Raiders arrived at the doors of the conclave where she studied, and quickly and efficiently slaughtered those they could find and stole whatever they thought was valuable - the ring was one of those items. So now, the ring is carried to all corners of the earth, sold over, lost in grass, found by ‘lucky’ adventurers, lost again… For a great many years this happened. It never stayed in the hands of someone for more than a few weeks - and, though unknown to the owners, this was very fortunate.
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This particular ring seems akin to many of the golden-hued rings, a twisting and curling design adorning it with a large ruby, or amethyst captured which most sorcerers seem to favour to hold extra enchantments. This ring, however has what seems to be a platinum hue, and the gem in the center is a smoky, grey swirling colour. Many an unwary mage may slip this ring on and find, to their astonishment that instantly, they can sense the very life force of all living creatures in a modest radius from them. They can feel what weakness the people have, plus has an innate sense of knowing where people are without having to use the ‘traditional’ 5 senses. This, bieng such a useful trait to have, some sorcerers may choose to leave this ring on for a while. After several days, that sorcerer might even notice that his own powers have been increased, even added to. After a week or two, however, they may begin to feel just the slightest inkling of dread fear seeping into the back of their minds - they will understand that this fear comes from the ring, but the ring seems to have increased their powers steadily the longer they have had it on… Dare they take it off, and lose such glory?
Magical Properties:
Most seem to think that this ring is magical, when they put it on - that it has had a beneficial spell cast upon it to increase ones own powers. This is completely and utterly false. The only powers they get are actually traits of the fell beast which inhabits the ring. This ring seems very beneficial to start with, and gives more powers the longer they have it on. But what the wearer may not realise, is that that ‘power’ is simply a trait of the trapped revenant which is slowly possessing them. For this, the revenant has found out, is the simplest way to escape its prison of the ring - to take over the form of someone who wears the ring by transferring sections of itself out.
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From the act of putting the ring on and leaving it on, this will occur:
Instantly:
Gain ‘6th sense’; able to determine fears of those nearby
Day 2:
- Empathic/telepathic skills begin forming.
Day 5:
- Any spells cast by the wearer will have random elements of ‘wraith magic’ such as mental effects (Confusion, fear, insanity) incoorperated in them.
Day 8/10:
- Irrational sense of dread begins forming.
Day 10:
- Empathic/telepathic skills greatly enhanced.
- Ability to let limbs/body become ‘ethereal’ for a short time (normal weapons will glide through form without doing damage; addition to hiding/sneaking skills)
Day 12:
- Spell modification at its height.
- Ability to go ethereal for extended lengths of time.
- Temporary invisibility.
Day 13/15:
- Odd sense of another consciousness guiding your thoughts. Desire to terrorise emerges.
Day 14/16:
- Domination. Loss of consciousness, Form alters to the original form of the ghoul inhabited by the ring. Soul torn apart. (In a nutshell - death.)
- Ring loses its silver hue, returns to golden. Smoky jewel in ring returns to original colour - that of an emerald.
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Binding Oath Ring By: Damp;Dnewbie ( Items ) Jewelry - Magical
Tired of people that just don’t keep their word? Well, with a Binding Oath Ring, that’ll be next to imposible.
The Binding Oath ring was created by the second Hermit-King of Erma. The Ring was created after Morway, the steward, atempted to userp the kingdom when the king was out, and civil war occured until the king returned. The king thought that the best way to keep the steward loyal.It was a silver ring set with a diamond. Three Elf generations later, before the ring was placed on the steward’s finger, it was snached by a trained magpie owned by Morway’s gandson Hierumor. Hierumor’s plan was to follow in his grandfathers footsteps. the problem was, the ring would prevent that, so he had to use the trained magpie that he used to steal jewlery to make a livin, as the decendants of Morway were unliked. even after the theft of the ring, the plan was dificult asthey needed to turn the steward evil. this was not possible, as the steward was very firm in his beleifs and loyalties. when the line of Morway was finnaly ended, the ring was left in the tomb of Morway, as all stewards are given proper tombs, even evil ones. it was found five-hundred years latter by the to-be steward. after that, it returned to the original custom of keeping loyalty by the steward. it is currently owned by Selvarn, in order to keep him faithfull to Ardos, The Hermit-King.
Magical Properties:
when an oath is sworn by the ring and set on the finger, it cannot be removed by any means until the oathee releses him, or the oath is furfilled. while in use, the wearer cannot break his oath. If he thinks about violating the oath, his thoughts are redirected. If the oath is about to be violated by accident, the wearer becomes aware of the oath. While the ring is used, the wearer has strong compulsions to follow the oath.
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Bloodmail By: Railus ( Items ) Jewelry - Cursed
...The rubies seemed to withdraw into the ring and then into his flesh. The man howled in pain, two small holes were the only reminder the rubies existed, but he could feel them still.
Full Item Description
Bloodmail appears to be a simple silver ring with 2 small rubies on opposing sides. The ring emits noticeable traces of magic to those trained to detect such things. The rubies are set in the ring in such a manner that the ring seems to have been made around them.
History
Bloodmail is a ring of legend, talked about in stories but never seen. The Circle of Blood is a potent trio; three rings forged by a single mage, Railus Shadowhisper. Bloodmail, Agony, and Fate; all cursed because of a single act of betrayal.
Railus’ knowledge of magic was unrivaled, and his ability to channel his magic into rings remains legendary. Stories say the 3 rings were created as a gift to 3 apprentices of Railus when they took positions in the Mages Council. Many of his apprentices went on to take positions in the council, but never before had any of his apprentices taken seats on the council.
His apprentices; Gerarg, Kyrius, and Cyul, often came to him for advice and he happily gave it. Times were changing in Aeristi and Railus felt honored to have a part in the shaping of magic’s place in the world.
Bloodmail was given to Gerarg, the more brilliant of the lot, but easily the frailest. He gave him this ring to protect him and make up for his physical short comings.
Towards the end of his days, Railus started experimenting with the forbidden magic, necromancy. He took to it like a fish to water and it sent a shiver down the spine of the council. His former apprentices were looked to in an effort to stop Railus, to lead a coup to take down the aging (yet still powerful) wizard.
The full council stormed his tower, lead by Kyrius. Railus was not caught off-guard and noticed the three of them still wore the rings he gave them so many years before. He thought this quite brash and foolish to wear such things he could alter, and to don them in his sanctum would prove costly.
Never again would they be able to remove the rings, and the powers that once came freely would cost them dearly. In the end, they were dark gifts from a scorned master.
The rings have traveled through history, wreaking havoc on those foolish enough to wear them. It has been suggested that the only way to destroy them is to unite them at the site of Railus betrayal.
Magic/Cursed Properties
This ring bears a curse. Once it is worn the rubies retract through the ring and into the flesh of whoever put it on, the holes filling with blood. It can not be removed unless an exceptional spell caster removes it, or the finger becomes separated from the hand.
Upon donning the ring, the wearers fortitude is tested by the ring.
The ring slid onto his finger and seemed to adjust to his slender fingers. After a moment an intense pain shot through his body dropping to his knees. A moment later, the pain ceased, leaving him pale and exhausted
Passing this test does not mean the wearer is out of the woods. Everyday at dusk the wearer is tested again, each failure increasing the difficulty and causing the pain to be exponentially worse; setting in motion a fate worse than death, a chance at a cursed life after death. Each failure causes the wearer to look more pallid, less like a healthy person, skin pulling tight against bone.
Passing the test allows the wearer to utilize the protection once granted to Gerarg. With a thought the wearer can summon a suit of chain mail that fully engulfs them. The peculiar thing about this armor is that it is blood red and can not be physically removed. The armor makes no noise as the wearer walks and does not seem to have enough weight to be a burden on even the frailest of people. Additionally, those who attempt to cast magic while wearing the armor find that it does not impede them in any way, as if the armor is an extension of the person wearing it rather than being separate.
If the wearer wishes to dispel the protection granted by Bloodmail, they can do so with a thought. Multiple activations and dismissals of protection in a short period of time will prove to be costly and exhausting. The wearer would need to show exceptional fortitude to remain conscious after such an action. Failure to do so renders the wearer unconscious.
Having the protection of Bloodmail active for longer than a 24 hour period enables it to draw more blood than before. The difficulty level of the test is increased, tapping the constitution of the wearer.
The ring has been rumored to grant the wearer other abilities that are active as long as the ring is worn. The ability to see in the absence of light and the ability to disregard damage that is not dealt with silver are rumored to have been bestowed, but neither has been confirmed.
If the wearer fails too many tests, Bloodmail’s true intent is revealed. The wearer is rendered unconscious and anything short of intense magical prowess will not wake them. They remain in that state until the following dusk, when they arise as a creature of the night, doomed to never see another sunrise… a vampire.
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Carpenter's Ring By: Strolen ( Items ) Tools - Magical
Made for a wealthy carpenter to ease his workload, those that have it can find other uses for it. Used to cut perfect holes in wood or create wood doll rods.
A wealthy carpenter commissioned a local wizard to create a tool for him. The wizard, being partial to such items he was accustomed to using himself, created the tool as a ring.
The ring caught on and a few of the more wealthy carpenters had their own ring made. The wizard started a lucrative business creating them throughout the land employing quite a few travelers to peddle his wares.
The tool is a resizable hole cutter. The use of the ring enables the carpenter to cut perfect diameter holes. Once the holes are made it, the ring can be resized to cut doll rods of any diameter the ring can be sized to. Can be matched for the doll to just fit inside a hole that is made to create a very tight fitting connection.
The ring can be placed on any wooden surface and cut a hole through it in the shape of the ring. The center part will remain solid in the shape of a doll rod.
Magical Properties:
To size the ring, the owner must put the ring on wood and hold one side while physically pulling the the other side to ‘stretch’ it to scale. The ring does not go oblong, it expands equally. It can change from 1/4 inch to 2 inches. It must me resized to the holders ring size to fit, it will not just form to the finger.
To activate the ring, the ring must be forcefully pushed into the wood until the magic takes over. The finger must push it in until it loses contact from the ring digging. If the finger is removed before the ring is all the way in the wood beyond reach the ring will stop. Once it starts it cannot be stopped. If it hits stone or any other material it will simply stop but be free so it can fall out if you are able to tip what was cut.
The ring will ‘dig’ its way through the wood till it falls out the other side thereby stopping the effect. It will not fall on another piece and continue digging. The ring will work in any direction, the key is to be able to press it for long enough for it to take hold and start digging on its own. Usually about 30 seconds depending on the density of the wood. It digs at a rate of one foot per minute.
A string may not be tied to it to retrieve it after it finishes a dig, it must be free at all times. Any restraints it will shed as soon as it starts on its own.
A side effect of the ring is that anything produced by trees can be lit on fire by applying the ring as you would to a piece of wood. Leaves, pinecones, pine needles, acorns, etc, all of them will catch on fire if the technique is applied to them.
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Chimeric Ring By: Scrasamax ( Items ) Jewelry - Magical
The chimera is a trifold beast, and the Chimeric ring likewise is a trifold item, both magical, and cursed.
The Chimeric ring is a handsome mans ring, and if donned on a womans hand does nothing. It is a heavy gold band set with three stones, a ruby (dragon), emerald (goat), and topaz (lion) in a circular setting. It is always warm to the touch, and is obviously a magical item. If donned by a man, the ring will resize itself to fit his finger.
If worn by a virtuous man, the ring is a potent magical item, gifting the wearer with a number of boons. If worn by a base man, the ring is cursed and brings woe upon the bearer and those close to him.
Each aspect of the chimera, represented by a stone, has a boon, and a curse, depending on the virtue of the wearer. At first, telling the difference between curse and boon is difficult, but as the curse increases it becomes obvious.
The ruby, the eye of the dragon is the first stone. The boon of the dragon is power of the sorcerous variety. When donned by a virtuous man, the wearer becomes invulnerable to weapons crafted of metal, gains the reptilian strength of the great beasts, and is rendered immune to illusions and deceptions of the mind.
The curse of the dragon is that of greed. The wearer becomes possessed with the urge to gain as much gold as possible, to hoarde it. Magic items and weapons are also sought. At first it is a minor impulse, and later grows into a life shaping domination. The resultant hoarde draws heros and dragons alike to the wearer, and the ring passes from the corpse to a new owner along with the treasure and misery accrued by the previous.
The Emerald, or the stone of the goat is a potent one. The virtuous man is rendered immune to any posion, and can eat food that is spoiled with no ill effect, other than the taste of eating rotten food. The wearer is also blessed with near limitless virility, and endurance. He will never tire in strenuous activity such as running, or other - ahem - endurance events.
The lecherous man who dons the Chimeric ring becomes irresistable. At first this is a boon, until the wearer is assaulted by would be paramours, jilted lovers, and angered spouses. The wearer will also begin to suffer from cholic and slowly become ruled by his basest nature. Eventually his heart will stop, and the lech will die.
The topaz, or the eye of the lion is the last of the three stones. The power of the virtuous lion is unfailing courage and pussiance with any weapon, ranging from swords, to bare fists. The wearer is also rendered immune to wound penalties, though does not suffer the ill effects of reduced senses.
The avaricious lion suffers from the vice of wrath. Anyone who displeases him will be attacked and maimed or slain. The wrathful lion leaves a bloody swath through the community until new heros rise and the monster is slain and the ring again is taken.
The ring was created by one of the divinities, one strongly in favor of women. The ring benefits virtuous men who care for and protect women, while it punishes those who treat them poorly. Often the victims of the unvirtuous ring powers are themselves lacking in virtue.
Magical Properties:
The Chimeric ring is the first item in a series of 12 inspired by the animals of the Chinese Zodiac. Instead of the normal dog, rabbit, and goat, there will be twelve mythic beasts and one magic item for each of them.
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Culbert's Wedding Band By: Erik ( Items ) Jewelry - Magical
Unfortunately for Culbert, his bride was more than he bargained for…
“Way back when, owld Culbert, ee’ use teh’ live up on the ‘ill ee’ did, an’ he had some mighty strange goins’ on up there, I tell yeh’. Mighty strange. Why, owld Culbert, ee’ would go without gettin is’ surplies down in the villij’ fer’ why, six or sixteen days, ee’ would, I tell yeh’! An’ then one day, ee’ came runnen’ down to ye’ owld villij’ sayin ‘Oi got me a woif! Oi got me a woif!’ Of course, we didnay believe im’ cuz we all thought ee’ wuz loony in the head, thas’ what we thought. We never saw im’ agin’, until we found is’ owld corpse up in the gully. Ee’ ad’ a regaluh’ owld grin on his face, then, ee’ did.”
Magical Properties:
When Culbert’s Ring is put on, the user begins to see and meet new, beautiful people of the opposite sex. The wearer and new person eventually fall in love and the ring is used as a symbol for their “wedding”. But no-one else sees the spouse, because it isn’t there. Eventually, the wearer comes to a point where they love their “spouse” so much that they never leave the illusion’s side and starve to death or die of some other cause.
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Fate By: Railus ( Items ) Jewelry - Cursed
...The ring slid onto her finger as if it were lovingly crafted just for her. Its diamond seemed to take in the sunlight, amplify and reflect it in every direction. Then almost immediately, the light waned and the stone went dark. Her throat clutched in a constricting gurgle before she slumped to the ground, still and lifeless.
Full Item Description
Fate is a rather lavish looking ring. A platinum band with emerald vine inlays; headed by a brilliant round diamond that would rival the jewels of most queens.
History
Fate is a ring of legend, talked about in stories but never seen. The Circle of Blood is a potent trio; three rings forged by a single mage, Railus Shadowhisper. Bloodmail, Agony, and Fate; all cursed because of a single act of betrayal.
Railus’ knowledge of magic was unrivaled, and his ability to channel his magic into rings remains legendary. Stories say the 3 rings were created as a gift to 3 apprentices of Railus when they took positions in the Mages Council. Many of his apprentices went on to take positions in the council, but never before had any of his apprentices taken seats on the council.
His apprentices; Gerarg, Kyrius, and Cyul, often came to him for advice and he happily gave it. Times were changing in Aeristi and Railus felt honored to have a part in the shaping of magic’s place in the world.
Fate was given to Cyul. She was more than an apprentice; she was the love of his life. Nothing could come of this love, however; an affair between master and apprentice would not be tolerated by the council. They could not stop him from giving her this token of affection, something more grand than the gifts he gave his other apprentices.
Towards the end of his days, Railus started experimenting with the forbidden magic, necromancy. He took to it like a fish to water and it sent a shiver down the spine of the council. His former apprentices were looked to in an effort to stop Railus, to lead a coup to take down the aging (yet still powerful) wizard.
The full council stormed his tower, lead by Kyrius. Railus was not caught off-guard and noticed the three of them still wore the rings he gave them so many years before. He thought this quite brash and foolish to wear such things he could alter, and to don them in his sanctum would prove costly.
Never again would they be able to remove the rings, and the powers that once came freely would cost them dearly. In the end they were dark gifts from a scorned master.
The rings have traveled through history, wreaking havoc on those foolish enough to wear them. It has been suggested that the only way to destroy them is to unite them at the site of Railus betrayal.
Magic/Cursed Properties
Fate bears a curse. If a female wears it, it can not be removed unless the finger is no longer attached to the hand. The diamond seems to amplify the light it takes in, sending it out even brighter in all directions. Once the ring is worn, this changes. The brilliance of the stone fades, leaving behind a stone so dark it seems that not even hope can penetrate it.
The ring slowly drains the life from its wearer. The green vines wane over time as the darkness of the stone begins to penetrate their lush green color until darkness is all that remains. If this happens, the wearers fate is sealed.
The wearer has one moon cycle to remove the ring before the curse is complete. During this time, they need to profess love to another and the curse is broken, but a mark is left on their soul. This could be as simple as letting a family member know how they feel or as complex as finding their true love. Either will work (it seems Railuss affection was not completely lost).
During this time the wearer is granted the gift of true sight, the ability to see things as they really are. Even magical illusions are penetrated by this gift in the hopes the wearer can find the way to break the curse.
Since time is ticking from the moment the ring is worn, the wearer no longer has the need to sleep or eat to sustain themselves. Nothing should impede them on their search.
Since the message may not be as crystal clear as the diamond once was, the wearer is contacted telepathically by those who failed in the past. The ring possesses small traces of every person who has worn it and they all make attempts to warn those who wear it.
If the moon cycle passes and the wearer has not completed their task, the ring transforms them into a creature that can cause pain with her very voice. The change happens suddenly and without notice, wracking the body with pain, draining the essence of life without mercy. All color drains from the body (eyes, hair and clothing included), and the skin tightens against bone. The poor woman undergoing this change lets out a wailing scream, an ominous precursor to what they will shortly become.
Once the color is drained and no semblance of life remains in the body, the ring falls to the ground; the diamond returning to its once brilliant state and the lush green color flowing through the vines. All that remains of the wearer is a frail shell of what she once was, pallid and cold to the touch. Her voice is now a potent weapon, the wail of a banshee.
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Four Rings By: Kinslayer ( Items ) Jewelry - Magical
This is a quartet of low-magic rings that can be used separately or as a set.
The Ring of Wound-Binding is an interwoven series of silver and gold, looking like overgrown vines intertwined. In the center they hold a large pale amethyst. When the stone is touched to an open wound, a reaction is catalysed that seals the wound. It is not completely healed (and no hit points or other game mechanics are restored), but no further blood loss will occur. The stone’s touch also brings a soothing coolness. In addition to stopping dangerous bleeding, the ring’s touch helps alleviate the itching from rashes, some infections, the touch of toxic plants, or first-degree burns.
The Tourniquet Ring is another healing ring, but one used for much greater injuries. This ring consists of tightly wound & woven copper threads. This ring can be stretched out & placed around a bleeding limb. The ring then constricts, shutting off bleeding. Tourniquets are serious business, and almost always mean the loss of the limb, but this is the price paid to save the person’s life. The Tourniquet Ring can sense spilled blood, and becomes much easier to stretch into a larger circle if blood is in the air. Otherwise it takes some effort to get it to budge. The ring can also sense when the limb it encircles is bleeding, and automatically constricts powerfully. If there is no bloodloss in that limb, there is no constriction. Needless to say, this ring will automatically fit any finger. This ring is very old, and was known to Dwarven loremasters as "Tight-Wound". Depending on the text cited, this older name is pronounced either as in what you do to a watch or a bleeding injury, though either old name is coincidentally written the same in Anglan.
The Wound-Worry Ring is something of the opposite of the Ring of Wound-Binding. Rather than healing wounds, this one ensures that they stay open. While it could have some utility, such as a surgeon using it to work on a regenerating patient, or a healer ensuring that poison or infection is cleared, it is most commonly employed by a torturer or sadist. In appearance the Wound-Worry Ring looks much like its more beneficial cousin, except that it is made from brass & tin vines. Perhaps ironically the amethyst is a much darker purple—and thus more valuable—on the Wound-Worry Ring. When touched to any injury, from a scratch to a missing head, all healing there is stopped for about two hours. Other existing injuries are unaffected, as are new ones. The ring’s touch causes no pain, and it must be strongly dug into a wound by force to cause any injury or pain by itself. The smallest cut could cause even the mightiest of warriors to bleed to death over a long and frightening time.
The Singing Ringing Ring is perhaps misnamed. It doesn’t really sing, it doesn’t even make its wearer sing better. What it does do is catch bad notes, so that you can (hopefully) learn and improve. Whenever you sing to the ring, and it hears a note out of harmony or just one that is atonal, it responds by vibrating and sending out a return tone. This is a pure sound, and is of the frequency the note should have been. This ring is a small and perfect pink pearl attached to thin and round silver. The pearl is attached at one end on a claw setting, with the silver "tail" wrapping back around to form the shape of a ring. As this means this end is not attached, the Singing Ringing Ring is sometimes worn as an earring.
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Horse Brass By: Scrasamax ( Items ) Other - Magical
Small bits of precious metal, and flawless jewels woven into the mane of a noble steed
To the horsefolk, there is nothing more valuable than their horses. Their lives and livelihoods depend on these animals. Anyone who owns a horse knows that they are flighty, easily panicked, and even easier to hurt. The horsefolk will use their magics to help protect their animals, and will make charms and amulets for them. As rings, necklaces, and phylacteries are either worthless, or completely impractical, they found another way. The charm, or amulet is woven into the mane of the horse, and from there imbues it’s power.
There are likely hundreds of possibilities for Horse Brass, but I think that a horse should be limited to only being able to wear two Brass at a time, like rings.
Magical Properties
Earth Charm: a large piece of brightly polished copper that acts as a Ring of Protection +1. Keeps legs from being broken in holes, fly bites to a minimum, and reduces cuts scrapes and bruises from fighting / biting other horses
Wind Charm: A piece of silver, sometimes set with a blue topaz. This charm increases the horse’s overland speed, some more powerful versions doubling, or tripling it’s speed.
Water Charm: Protection from Disease, no more giant snotty noses, or cholic from eating too fast. Their are two kinds of horse, there are healthy horses and there are dead horses.
Fire Charm: Protection from fear, with this charm the horse is steadfast and resolute and doesn’t shy from monsters, sudden noises, or other things that cause a horse to buck, rear, or run away. Undead, and other obviously magical creatures might or might not be affected by this charm. Thus a charm versus undead might be required to keep the horse from being skittish around zombies and such.
Note
Horse Brass was inspired by the Gypsies who do weave bits of metal and glass into the manes of their horses for luck and protection.
Gypsy gold shines in the sun, and whickers in the moonlight.
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Mermaid's Toe Ring By: Agar ( Items ) Jewelry - Magical
In case you get a sinking feeling, you can use this.
The Story
Dan the Blackhand disliked the term “Grave Robber”, He preferred to be thought of as Necropolic Resournce Allocation Agent. He tried being Digging Dan, but everyone saw his hands and nails blackend but the graveyard soil nad called him blackhand.
Dan didn’t know why people thought he got rich off digging up dead people, apparently most people didn’t dig up people or at least seemed to not notice that anything of value was ususally stolen by relatives before going in the dirt. Dan was a poor man and not thought well of.
Dan finally found himself out of work. Either all the graves were empty or he would be hung if anyone found him digging up so much as an old dog. He had been driven to the very sea and trapped there be the Lord’s law. Dan tried fishing for his food, but after a night in jail for digging worms, although no one believed he was only after worms, Dan gave up fishing. Starving and alone he walked up a rocky coast to decide if he should cast himself into the sea or face the Lord’s Men.
Sobbing on the rocks, Dan heard a voice.
“What troubles your soul?”
Dan looked up into the face of a corpse. He scrambled back, but tripped on driftwood and hit his head on a rock.
Cold seawater splashed in his face and Dan woke sputtering to see the corpse face again. He screamed and scrambled again, but then he blinked away the salt water and saw the blue face belonged to a mermaid.
“Wha-What do you want?” He sputtered.
“I live beneath the salty sea, but the salt of tears floats through my home like smoke from a fire. If I don’t seek it out, it spreads. That is why I want to help stop your tears. What troubles you?”
The mermaid sat back onto the rocks and listened to Dan’s tale. At the end of his tale, she reached down and then handed Dan a gold ring with a nice sized Saphire in it.
Dan was a bit taken aback. “What’s this for? Am I to sell it and buy a kingdom?”
“Do kingdoms come so cheaply these days?”, The mermaid asked, “The reason I gave you that Toe Ring is because it keeps people from the land from drowning beneath the waves.”
“Weren’t you listening to me? I was just contemplating drowning beneath those very waves! Are you doing this to vex me?” Dan fumed
“Follow me.” the mermaid said before splashing into the incoming tide. Dan shrugged and dove in.
The mermaid came back to Dan and lifted his head above the waves and waited for him to cough the water out of his lungs.
“You need to put it on your finger.” she said with a sigh.
The next time Dan sunk to the ocean bottom, he took in a caution breath and felt fine. The ‘air’ tasted salty, but he wasn’t drowning. He followed the mermaid at a slow pace since he wasn’t really much of any kind of swimmer. She lead him where jagged black rock jutted up from the sandy sea floor. Resting on the ground was a corpse.
Well, the corpse of a ship. It had been holed through it’s bottom and the sea had flooded in. Dan walked into the wreck and saw chests with locks orange with rust and age. A stout kick later, Dan was richer than he had ever been.
Dan the Blackhand died a rich old man, his salvage company was the most successful business the port had ever seen. People were always amazed at the way Dan would go out alone to scout for salvage, then a marker barrel would appear the next day and chest of treasure would land on his decks like fish would land on the decks of other boats.
Dan the Blackhand’s funeral was the event of the town, everyone came to visit this wealthy man and pay thier respects. But, when Dan was buried, his fingers were short a few rings ...
Magical Properties:
The person who wears this ring will not drown in any fluid. The ring will resize itself to fit any finger or toe.
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Retirement Plan Ring By: MoonHunter ( Items ) Jewelry - Villanous
Being alligned with Evil does tend to make the afterlife a little less appealing. Unless one can somehow claw their way up the heirarchy immediately, one should be looking towards a long, long, long, time of torture and servitude to greater spirits, before any chance of reincarnation will occur. One of the first things Smart Evil Cultists and Priests learn is how to avoid final death.
Full Item Description
This item can be a ring, a pendant, belt buckle, or even a pair of boots. The items tend to be of metal (or have metal parts to embed the spell) as they last technically forever.
History
Being aligned with Evil does tend to make the afterlife a little less appealing. Unless one can somehow claw their way up the hierarchy immediately, one should be looking towards a long, long, long, time of torture and servitude to greater spirits, before any chance of reincarnation will occur.
In short, the True Retirement Plan sucks.
One of the first things Smart Evil Cultists and Priests learn is how to avoid final death. Having a familiarity with spirits and binding gives them a head start in this area.
The smart evil cultist binds their own soul to an item in such a way that it will be retrieved from any spiritual location or magical binding. Unlike most of these binding spells, there will be no compulsion for obedience and no limit on their magical power. In addition, the item will be enchanted to enhance magical mind control or enhance the possession attempt of a spirit. If there is time, a compulsion to wear the item as much as possible is given.
The item is then given to an appropriate young person as a gift. The young person should be strong, good looking, and well connected. (Some people give said items to young cultist recruits, just so they will still be part of the organization).
So when they die, their soul is yanked back to the item after a time. From there, the Smart Evil Cultist, will then begin to work their will upon the wearer. It depends on their skills, enchantment they have access to, and personality that determines how the subject is replaced. Slowly the cultist dominates the subject, either just controlling their mind or possessing and dominating them. (the advantage of control is that if something bad happens, the spirit in the item can take over the next wearer, the disadvantage is that they can be lost or captured - never to see the light of day again).
It can be the ultimate escape hatch. The Evil cultist’s mind is now buried in the Duke’s Sweet Young Daughter. Who would suspect her? And if the Evil cultist bides their time, they will be drawn into the world of nobility and power… where a few subtle self serving spells will cement their noble power.
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Ring of Disappearance By: valadaar ( Items ) Jewelry - Cursed
Ring of Disappearance
A useful item, but overuse can make one ... Disappear
Full Item Description
Generally this is a plain gold ring with little to mark it as extraordinary. Careful examination may find an inscription in very small text giving the phrase to activate the ring.
History
This ring was created by a Wizard seeking a different means of providing invisibility then the common ones which worked by illusion, mental suggestion or simple redirection of light. Being an Elementalist by nature, he chose the path of Elemental Fractional Displacement to provide the desired invisibility. Unfortunately for the wizard, he overlooked the potential danger of this approach and now wanders, unseen and unheard, through his old laboratory even today.
Magic/Cursed Properties
This ring makes the wearer invisible, but by a method different then other rings. Much of the matter of the wearer is pushed into another dimension with the exception of their ‘air’ component, and a trace quantity of the other three elements. These remnants are so faint as to be invisible except in the most extreme situations:
In total darkness, a glow from tiny remnants of fire can be observed, forming a very faint outline.
In bright sunlight, small rainbow patterns will appear where the invisible figure would normally cast a shadow due to the small amounts of elemental water.
If the figure stands in bright light against a dark background, small specks of dust - the remnants of their Earth element will appear and create a humanoid image.
All of the above effects are extremely subtle and unlikely to be seen by any not looking for something unusual. In any environment not as conductive as the ones listed above, which is mostly the case, the chances of seeing a trace of the ring-wearer is remote.
As a side effect of this method, the user loses much of their ability to interact with the world, being little more then a pocket of air. They act as if they had one quarter the physical strength they normally have.
They still retain a humanoid form and cannot squeeze through very small spaces - they have much of the properties of an Areogel - but also are highly resistant to any form of physical damage.
The downside of this ring is that over time, more and more matter will get pushed into the other dimension, and eventually will leave the wearer as nothing but air and spirit. At this point the ring will drop to the ground to be found by it’s next victim, and the wearer will be doomed to float around as a form of non-undead ghost. Perhaps magic could reunite the elements of the victim, but this would not be easy. If the ring is taken off or deactivated prior to reaching the point of no return, the ‘doomsday’ counter gets reset.
It also may be possible that beings in other dimensions could severe the link between the wearer and the bulk of the Earth, Water and Fire that make up their being and condemn them to the same fate as wearing the ring too long.
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Ring of Fire By: MoonHunter ( Items ) Jewelry - Magical
The Ring of Fire is an ancient artifact that possess great power over fire, according to the legends. It has passed from the fingers of heroes to the finger of heroes many time over the ages. It is a pity the bards don’t record the annoying details of this item, another Legacy of Corvus.
The Ring of Fire is a magikal gold ring that allows the wearer great fire related abilities. It is a thick band with what appears to be a Celtic fire knot pattern around the outside and is always warm to the touch. It, of course, adjusts its size to the finger of anyone who puts it on.
The ring’s main ability is to shoot firebolts. The ring stores X amount of fire a day, (renewed at dawn) which can be used for one massive bolt, or a dozen or so smaller ones. The ring protects the wearer from any fire or cold damage and can be used to deflect fire away from anyone or thing the wearer chooses. It also grants enhanced infravision and thermographic vision, allowing someone to track people and things by their body heat. There are other minor abilities that must be learned and activated by wearer.
Such a handy item has found its way to many an adventurer (or adventurer’s kin). It has been mentioned in several bardic tales written over the last few hundred years. In fact one of the reasons it is such a sought after item is because so many famous adventurers have worn it at one time or another.
However, what the bards don’t mention is the annoying little things that happen while wearing the ring. It will light any ready candle, lamp, torch, or some such fire, upon entering a room or area. Not always, but most of the time. This can be inconvient when sneaking about or when an adventuring friend pulls a torch from their backback and it lights before it even clears the pack. In addition, when the character leaves the room or area, some of the time, it will extinguish cold any candle, lamp, torch, or hearth fire. You can drink no cool or luke warm beverage or soup while wearing the ring. It magikally makes everything nice and hot. Sometimes food will be heated too, which can be bad if the food is to be eaten cold or ruined if heated. Your bed will always be warm while wearing it, even if it is a hot summer night. Some people have mastered the ring and have avoided such issues, but many find themselves handing the ring over to others to be rid of the thing.
This is an item created by Corvus. He created it to light hearth fires (the firebolts), allow him to poke at said fires without setting his robe on fire, keep his Klah and Bed warm, and extinguish the candles in a room without getting up or stopping to do it. He did not see the adventuring potential in the item. To him it was an every day thing. All of these effects are controlled by the position of the hand the ring is worn on when entering or exiting an area. If your hand is open when you enter an area, it will light the candles. If your hand is closed when you leave, it will extinguish. By tapping your chest, you can prevent it from making your consumable’s hot. To stop bedwarming, your hand must be parrellel to the floor when you enter the room. Most people never figure these or any of the hand positions out, so the ring just randomly goes off.
Magical Properties:
Can generate 18d6 (or 18 small bow shots worth of damage) worth of firebolts a day. This can be released in a single bolt or in upto 18 different bolts.
It protects the wearer against all heat and cold damage. It will add protection equal to plate mail to anyone or thing the wearer wishes within line of sight.
It grants enhanced infravision and thermographic vision, allowing someone to track people and things by their body heat.
There are dozens of other heat/ flame related abilities that the ring could generate that a player might learn how to trigger, however, those should be set up to the GM’s taste.
It also performs, accidently, several convient household functions, which the character might not be able to control. See write up.
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Ring of Iron By: manfred ( Items ) Jewelry - Magical
Looks to be a weak necromantic item.
Look:
The ring is shaped into a small skeletal hand, holding the finger of the wearer. It is cool to the touch.
Powers:
If identified or succesfuly tried to evoke its powers, it can raise a skeleton 1/day, and control him. No more than one such ordinary weak skeleton can be raised by a single person. Further identification and/or magical analysis may indicate it has more unknown powers, and far greater than expected.
Real power:
Wearer of the ring is for most purposes considered a magical creature: an undead. He may gain certain immunities of the Dead, though not the ‘psychical’ ones, for his mind is still the same. As a magical creature he gets a minor (say +1) bonus against most spells, except those targeting explicitly magical creatures or undead.
Also, while wearing it, to the outside world he has no ‘Life Force’ , so the draining powers of other undead can be ignored.
The body of the wearer becomes so infused with mana, that it becomes ‘magical’ itself, that means he can consider himself a magical weapon. :)
Naturally, the wearer suddenly may find himself vulnerable to things he wasn’t before:
- holy water
- turning undead
- protective spells against unclean forces most self-respecting temples do have
- aggresive spells against undead your party or others may be using, etc.
(Note that with all such effects, the wearer can easily harm himself.)
Effect of any spells able to cure living or undead are subjects to the DM’s decision only.
Last but not least, his undead nature can be easily detected by well-known spells, and felt by some creatures. (Remember, undead hate LIVING creatures, some attack them outright, some not. A living person may naturally talk to a vampire, but if gets that little thirst…
Now, watch out for exciting roleplaying, like communicating with a zombie!)
On the other hand, most animals feel uncomfortable in the presence of undead.
It is worth mentioning the effects of wearing the ring for a longer time are unknown.
Magical Properties:
Masks the wearers life-force, making him undead, at least to the outside world.
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Ring of Justice By: GleepwurpTheEyebiter ( Items ) Jewelry - Heroic
The ring of justice is a good-aligned, intelligent item with a host of powers. It is also the phylactery of a powerful archlich…
The powers of the ring of justice are unimportant (except that they be almost munchkinlike). My ring of justice (in a D&D setting) had detect magic at will, fly 3/day, mage armor 3/day, disintigrate (2/day, only affects evil creatures), and some more. It’s not important—it merely has to be so powerful and useful that the PC’s will be loath to part with it.
Enter twist number one: It is intelligent, highly moral, and very powerful (in D&D terms, it has a very high ego). It can only be worn by those who are good, and wont permit itself to be used for evil. It cannot communicate with the bearer directly, only empathically, so they cannot ask about its origins.
Enter twist number two: It is the phylactery of an evil lich-lord (I’m not sure that this translates into other systems, but liches in D&D can’t truly be killed unless their phylactery, or the storage-locker of their soul, is destroyed). So obviously the PC’s must destroy the ring in order to destroy the lich.
Don’t bother telling me it’s like LotR, the question in my mind is it too much like LotR?
Interesting applications?
—Verul may attack the PC’s mercilessly, and will always know exactly what they are up to and what they are thinking, seemingly inexplicably (shielding oneself from scrying has no effect).
—The bearer is unwilling to part with the ring simply because it is so powerful (you might have to scale its powers up for a higher level party). This would create an interesting tension within the party itself.
—The PC’s know of Verul and are attempting to destroy him, but first they must find his phylactery. How suprised they might be…?
—The ring will not permit itself to be destroyed (granted, very Tolkien-esque), requiring all sorts of mental fortitude and luck to destroy it.
—Obviously, they are now tied to Verul. He is, in a sense, their problem. You now have another villian at your disposal, but one who doesn’t have to mercilessly hunt the PC’s, but can do so only when their ends diverge.
—The party’s paladin can start to lose his powers because his protection of the ring constitutes an evil act. He would have to find out why and then find some way to remedy it.
Magical Properties:
Verul knows full well what his phylactery is. He gains clairvoyance/clairaudiance (or in none D&D terms, the power to see and hear the wearer) as well as limited powers of telepathy (he knows what the ring knows). He might well choose to hunt the PC’s down and destroy them so as to rescue his phylactery, or may choose to leave it in their hands so long as they don’t catch on. The applications for this are pretty numerous.
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Ring of Nobody By: cmagoun2 ( Items ) Jewelry - Magical
A magical ring that makes you… huh, was I talking to someone?
The Nephews of Vadras are a group of malcontents, thugs, and assassins who roam from city to city. They situate themselves in an abandoned building, in a dark corner of a labyrinthine alley, or in an overgrown graveyard. Once settled, they ply their trades of banditry and murder until they are discovered. Then they disappear, only to infiltrate the next town some weeks later. What makes the Nephews even stranger is that they never travel without their beloved Uncle Vadras, the mummified corpse of a sorcerer, who they worship as a god.
Years ago, a young ne’er do well, named Kellan Armas came to the Nephews after being exiled from his village for killing a man in a drunken brawl. The Nephews took Kellan as one of their own, and Kellan took to the life of an outlaw. There was only one problem: Kellan had no skill as an outlaw. He was an unremarkable fighter. He had no skill at stealth or subterfuge. It was not long before Kellan was relegated to cleaning up after the other Nephews and driving Uncle’s wagon. That is until he crashed the wagon. Still, Kellan was loyal to the Nephews and Uncle, and so the Nephews kept the bumbling young man with them.
On one fateful trip into the city of Salem, the Nephews ran afoul of the Archbishop of Salem and their leader, Balcross, was captured and hanged. Vowing revenge, the Nephews set out to kill the archbishop. All of the assassins failed; the priest was well guarded and prepared for such attacks. Desperate for revenge, Kellan knelt down before Uncle and prayed for a weapon that would allow him to kill his enemies. Uncle answered Kellan’s prayer with a ring, a dull grey metal band without a stone or a marking. It looked like the something Kellan could buy from a shady street vendor and yet, he knew that if this were Uncle’s ring, it must be a weapon of great power.
A few days later, the archbishop presided over a public, outdoor mass. Kellan was there, hoping to get close enough to the priest to use his artifact. He pushed through the crowd and finally, onto the archbishop’s pavilion where he was stopped by a guard.
"Where do you think you are going, peasant?"
Kellan panicked, "Uh nowhere sir. Just trying to get a better look at His Holiness."
"Right then, you need to move on."
The guard was speaking to him, but looking past him. Kellan slipped past the distracted guard and stared in amazement at the group of clergymen crowding the pavilion. None of them so much as blinked as Kellan made his way to the archbishop’s chair; they were all talking amongst themselves, or listening attentively to a priest who was addressing the congregation.
It was only when Kellan drew his sword that the archbishop noticed him. He looked at Kellan’s face and squinted as though something fuzzy had suddenly come sharply into view. A second later, Kellan struck Salem’s highest ranking priest down. The pavilion and the entire congregation erupted into chaos and Kellan dropped his weapon and cowered, expecting to be torn limb from limb.
Instead, the enraged people searched for the killer. Kellan stood not a dozen feet from his victim and the guards were calling out.
"Did anyone get a look at him?"
"What was he wearing?"
"Did you see which way he went?"
In the next few months, the Nephews’ reputation changed. They went from a fringe cult of thugs to a steely organization of assassins. The Nephews received contracts from mobsters, guild masters, master thieves, and noblemen. They executed all of these contracts with ease and though the murders themselves were rather clumsy, no one ever managed to capture, or even remember, the assassin. The fortunes of the Nephews soared.
It was all the work of their new master assassin, but the Nephews did not even notice. Though the ring had given Kellan the power to kill with impunity, his companions still did not recognize him; they barely even talked to him. Someone might recognize him long enough to say hello and ask him to clean their boots, but in an instant they would be gone, talking to someone else, or distracted by their own thoughts.
He had been nobody back at his home village. Even after he killed a man, they did not bother to hang him; they just sent him away. He was nobody when he joined the Nephews. Now, he was the most dangerous member of the cult and had earned them tens of thousands of silver.
And he was still nobody.
That night, with a pack full of silver and the mysterious ring, Kellan left to find his own way. The Nephews woke the next morning having lost their most powerful member and they did not even notice.
Magical Properties:
When worn, this ring makes its wearer totally non-descript and forgettable. His charisma and appearance scores are immediately changed to average for the game system and all distinctive features are lost. He will be able to blend in with any crowd. People will not remember him, his name or what he looked like. People he talks to will tend to forget important details about the conversation.
In general, you can assume that the character goes unnoticed and unrecognized. If the person looking at or talking to the wearer of this ring will not notice or remember the character unless they are making a specific effort to do so. Even then, they have to make a perception test to succeed.
This is the perfect item for would be assassins, or their prey. However, the ring has the side effect of making the character a non-person. People will tend to ignore him, abruptly end conversations with him to talk to others. Waitresses will forget he is there. Even his friends will find it hard to pay attention to him. The character will be unable to lead, or participate in meaningful discussions or planning.
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Ring of Opposites By: Rylan DArten ( Items ) Jewelry - Magical
A curious ring, it seems to effect the sanity of a person when worn.
The Ring of Opposites, a powerful magical item capable of altering the way someone thinks completely. It was forged by a anceint wizard to cure his insane daughter. For months he worked to unlock the inner workings of the mind of an insane person. The closest he came to uncovering the mystery was that their way of thought was almost the opposite of a sane person.
To save his daughter the wizard crafted a ring with the power to reflect thought process like a mirror. When the wizard put the ring on the finger of his daughter,to his immense joy she stood up and acted completely normal.
Many months later his daughter sadly died from unknown causes, in his grief the wizard decided it best to wear the ring to possibly return to his normal state. But as soon as the ring was placed on his finger, the fragile mirror of sanity was smashed to bits, his mind broke,his magic violently burst from his body for he no longer had the mental aptitude to control it.
Hundreds of years later the ring was found on the remains of the wizard by a group of adventurers. The mage of the group detected vast magical power and thought it best to leave it behind, the halfling rogue made off with it unknown to all. Later that night the rogue went raving mad at camp and murdered the party before doing away with himself.
For now the location of the ring is unknown. It is easily recognized by the small mirror-like gem set in the adamantium band.
Magical Properties:
The Ring of Opposites has the power to reverse the sanity of a person who wears it. If a sane person wears it they go insane, if a insane person wears it they become sane.
The magic of the ring makes it impossible to remove without dying, or losing a finger. For the destruction of the ring the knowledge was lost with the creator.
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Ring of Procrastination By: Cheka Man ( Items ) Jewelry - Cursed
It is a good looking ring. It is handsome and worth quite a bit.
Sometimes, when it is too hard to kill or kidnap someone who is investigating a cult and the person cannot be bribed to go away, some other way must be used.
This gold ring (sometimes a signet ring), within an hour of wearing it, causes lazyness. The wearer will be distracted from work (or any cause they believe in) by the slightest thing. He would much rather rest or enjoy him or herself. If ill, it makes the illness seem worse then it really is so the wearer will want bed rest for days beyond what is needed. It does not in fact make the illness worse in reality, at least, not directly.
After a few days, if the wearer tries to take the ring off, he/she will be too lazy to do so. The wearer will never become too lazy to eat or drink, but might easily lose his/her job.
Should someone take the ring off, for a few hours the wearer will be hyperactive.
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Ring of Stone By: manfred ( Items ) Jewelry - Magical
A powerful ring of many protective powers, which has its few downsides.
The ring of stone works fine as a legendary item, an artifact with many protective powers.
If it is ever allowed to fall in players hands, care should be taken to adjust legend to reality, so which powers grant merely a bonus, and which ones confer complete immunity. You might also want to look at the NPC Karian Stoneheart, who was heavily influenced by the ring.
Legendary names: Everstone, (the) Stability, Life Saver etc.
This ring is shaped from a single piece of rock. It is covered with fine lines resembling nothing particular, but giving it a nice, sturdy look. Wearing it doesn’t give any special feeling.
The ring of stone fits well on an average human hand’s fingers, but it doesn’t change size to fit the wearer as some cheaper rings do. If your fingers are slimmer or too thick, it’s your problem.
Magical Properties:
While wearing the ring, the user has numerous advantages. But these can easily become hindrances, as (s)he cannot deactivate the rings powers. On the other side, it may be taken of, anytime.
First, (s)he is immune to any spells or effects or anything, that would alter his/her physical form. That means all metamorphosing spells, so turning to stone is well out of question. Further, any radical change coming from ‘inside’ simply don’t work. That means, lycanthropes are stuck in their current form, shapeshifters also, vampires cannot change etc. If you changed into someone/thing else, putting the ring on again will make the form last indefinitely (unless put off).
Second, changes in your body may be caused by other spells and effects. In a given combat round, the wearer cannot loose more than 20 HP (choose a large enough value fitting your game system), be he damaged by spells, weapons or whatever. Radical changes such as loosing a limb deserve a saving throw with a bonus. If the wearer according to your rules lost all his chances and should now die, he is entitled to one more save before leaving this world. (Obviously GM’s call.)
Warning: the same limitations apply to healing spells! (nothing can heal him beyond that amount, ressurection will be a problem)
Third, as your body, so your mind. Immunity is granted to spells changing the state of mind too much, like Sleep and Hypnosis, not to mention things like Destroy Mind. Other charms influencing you in minor ways may deserve a bonus. Illusions are treated as normal, unless they, you guess it, would cause a radical change in the wearer(may be “wounded” by illusions, but never killed). Illusions changing your outward appearence are OK, so you may become invisible.
Secondary effects: it may take months to years, but the wearer becomes influenced in more ways than expected. The subtle changes are cummulative over time. Always think “stability”.
Sudden fits of rage and mood-swings simply do not happen anymore, no berserk ability would work. It becomes harder and harder to change your mind about anything. We might imagine a human mind as a pendulum circling randomly around a certain point. As such, over the years the circles become smaller and the chance of changing that point decreases. The mind becomes “stable”. The wearer may feel drawn towards a lawful alignement, but that is a question for the player and the Game Master together.
The Stone Ring may have unknown powers with elemental forces of stone. It is unknown for a creature of this element to attack the wearer, nor does the wearer feel enmity towards such creatures.
The Ring does not force any special feelings towards it on its wearer. The wearer will in time himself recognize the value and the reliability of the Ring. Even if there are moments good to put it off, like healing, few will drop it entirely.
It is unknown if the Ring has any intelligence or wishes of its own. It simply is.
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Ring of Stonekin By: Mourngrymn ( Items ) Jewelry - Magical
“To what extent in war when killing the enemy is not enough? When the way you kill is considered for the better, yet seems wrong and bound to threaten the souls of those responsible with damnation? When you kill your enemy but use their spirits to infiltrate their old homes only to kill more of their kin. There is a saying, treat your friends and family with love, but treat your enemy with compassion.
What is left sacred, when humans can murder our kin and parade around in our homes looking like us? For that, let the mountains fall on their spirits and deny them passage to the Hidden Valley I tell you, there is no compassion in what they do. This is not war, it is mass murder. The Gods will cry before this is finished.”
Maugmura - General Elite of the Fifth Column of Stone
This was originally designed for Hewdamia but can be used with minor editing.
After learning the fundamentals of mining and smelting, humans sought after ore and gems that are mainly found in the mountains that were home to the Gison. While at first their initial probing into the Gison’s territory did little but cause grumbling and an occasional scuffle, it soon began to cause problems. Whether it was the greed of humans or the territorial nature of the Gison, a conflict was inevitable. During the summer of 324A, the mild conflicts would become an all out battle that raged on for 1000 days with both sides losing people over the rocky land. King Glenar Dessa, General Supreme to the Army of Granite, led his people into war against the humans for fear of his home being overrun by the new comers. This war was called, Mil Batalo de Pekliberigo in Gison, meaning the 1000 day battle.
It was not long into this battle that the humans realized their inevitable defeat as their enemies had superior ground and understanding of their surroundings. An alchemist by the name of Verza Kubral discovered a way to infiltrate the Gison’s fortified homes and cause havoc and mayhem. This was through the creation of the Stonekin rings.
These rare rings were sought after during the war of nations when the humans battled with the Gison. Not having any way to infiltrate into their stone compounds and not having a disguise available to appear as the stone skinned Gison, a new method was discovered. Verza created what would be an atrocity to the Gison, but what would be highly sought after by everyone.
By taking the life essence of captured Gison and fusing it with the natural stone of their homes a connection was made between the rings and the elemental properties of the earth. The Gison being very close to the element of earth having a stone like skin themselves, made this possible just by their physical nature alone.
By placing a ring on each hand and hitting the two stones together the wearer takes on the physical properties of stone looking like a stone skinned Gison. The rings were worn by humans for the sole purpose of infiltrating their enemy. They would walk into their camps and homes comfortable in their surroundings. They would then position themselves to murder officers, ruin supplies, poison food and water, destroy or weaken fortifications. Anything to divert the Gison from the actual war making it easier to win.
Only ten or so of these sets are still known to exist, the others having been lost or destroyed centuries ago by the enraged stone race. Any Gison who sees one of these rings will do anything in their ability to get the ring only to destroy it. They see it as setting their kin free of imprisonment.
Magical Properties:
This item is very limited in its magic as it only has one property.
Two rings must be worn in order for the magic to function. By hitting the two rings together the wearer takes on the outward appearance of a Gison. Physically they are the same. They have the rough stone skin as the Gison do as well as the same resistance to heat due to their hardened skin.
This does not give them any other special incite into the Gison mind. They do not think as a Gison does, nor do they automatically know their language. They must previously have known the language or have some type of magic or ability to make them speak and understand the language.
Curse
There is a draw back to the rings that only a few have found. Early on during the war, the rings were worn as often as possible by some of the best assassins of the time. Two of which worked well in concert together, having worked with each other for years, they complimented each others skills to perfection. They always went on the longest assignments, heading to the deepest depths of the Gison’s fortified home, further than any other human still to this day has gone. It is rumored they actually dined with the King himself on occasion biding their time. They found however, the rings had a drawback. After wearing them for so long it becomes harder and harder to remove the rings. Whether by compulsion or by desire eventually the end result is the wearer will stay in Gison form, for the rest of their lives. Attempts were made to remove them, but all were unsuccessful. A few human assassins turned Gison were killed for thought of Gison infiltrators.
The two assassins returned to their encampment only to have their lives forfeit due to their condition. They fought back and escaped. They were never found, but soon after the war ended and the treaty was signed between the two races.
It is thought now however that by using the spirit essence of the dead Gison to power the rings, it is possible that part of that essence transfered to the ring a small sentience and that small intelligence is what holds on to the wearer to keep them in that form. Those who have worn the rings sometimes spoke of hearing voices or thinking odd thoughts but ignored the signs as being uneasy in another form.
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Ring of the Arch-Duke By: Scrasamax ( Items ) Jewelry - Campaign Defining
The Seven Lords of the Peninsulari each wore a magical signet ring identifying them as a sovereign lord.
Two centuries ago, the Peninsulari, the residents of a peninsula were ruled by a Half-elven (Edain) King on a distant throne. He cared nothing for the human subjects who made up the eastern border of his kingdom for he was forever meddling in the affairs of the elven lands. The humans of the Peninsula wree left to pay tribute but gained no protection from the Army of the Green.
There was an upset in succession, and the Kingdom was thrown into a civil war as several generals and lords fought with one another to see who would become the next King of the Green. The Peninsula was called upon by several factions to levy troops. The seven district lords of the Peninsula drew together a meeting and decided that now was the time to make a stand for freedom from the distant tyrant.
Each wore a special ring forged at the same time by the most skilled smith in the peninsula, binding the will of the land, and the blood of the lord together in a ring. The rings were distributed to each lord, and each was used as a symbol of human freedom in the short series of battles that followed as the few loyalist militias were cast out of the peninsula.
There was a retaliatory war, but the Peninsulari were well prepared, and the Army of the Green was exhausted from a long civil war. The seven lords won freedom for the Peninsula and created the first republic in a land of Kings.
Magical Properties:
A Ring of the Arch-Duke cannot be worn by anyone other than a blood relation of its first wearer. Thus, if a hopeful lord could not wear the ring, he does not have the lineage to rule.
So long as he is on his home ground, the land dedicated to the Ring/First lord, the wearer is immune to magical fear, and has his ability to lead men increase, as well as a great reserve of willpower.
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Ring of the Day By: MoonHunter ( Items ) Jewelry - Non-Magical
A Ring of the Day is fine piece of metal work. Worn on a necklace, rather than a finger, it is a way to measure the cycle of the day.
Full Item Description
A Ring of The Day is a pendant with two rings, one sliding along the back of another in a channel. The outside of the outer ring (to the right or left of the channel) is usually decorated with knot work or some scroll work.
To use the item, simply hold it out to the sun. Adjust the outside dial to the proper month, and a small bead of sunlight shines on the hour inscribed inside.
History
This is a historical item, made in the 12th century. The design is also know as the Aquitaine Dial. It is expensive to make in the 1100s, but would become cheaper in later periods. However, the idea behind it was lost in the next two centuries because of the wars, the plague, and the fact that most people did not need to tell time in the European Feudal system. The principals behind it were not rediscovered until the Age of Discovery.
Magic/Cursed Properties
None.
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Ring of the Pure By: Pieh ( Items ) Jewelry - Cursed
"Wear this ring, My Student, and you will never perform another act of perversion and thus remain pure."
Full Item Description
A nondescript metal band worn by many monks and wise men. These bands are said to offer magical protection against poison and disease or otherwise keep the wearer healthy. The truth is much more practical.
Magic/Cursed Properties
Also known as a Lecher-bane Ring, it has the ability to numb certain points of the body (such as the hand or tongue) whenever the thought of a perverse action or utterance occurs in the wearer’s head. It has proven to be very effective.
When a young man reaches for a pretty girl’s bottom he will find his arm limp and unresponsive or when he tries to whistle at a passing maiden his lips will fail him.
It can only be removed by the Master that imbued it with his wisdom and over time the student will instinctively avoid such lecherous acts.
Background
Since its development many years ago, this ring has become a popular gift from master to student upon accepted apprenticeship. It can only be created by a wise man or master monk who is enlightened enough to pass on his wisdom.
There are a few times of note when this ring has not been used as intended. Two such occasions follow:
- Torture. By thinking of using certain parts of his body to perform perverse acts, much to his discomfort, a hero (cursed by the ring he accidentally found in an old monastery) managed to survive villainous torture long enough to be rescued.
- Punishment. A town ran by a monastic order has used these devices to keep rapists and other such perverted people from harming anyone after their jail time is up,
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Ring of Wit By: gash ( Items ) Jewelry - Cursed
Technically, this would be the ring of DIM-wit…
A magical ring created by a brilliant mage that was supposed to make him even More brilliant. However, a vengeful ex-apprentice reversed the magical effect one night, and now whoever puts the ring on beacomes incredibly stupid! Unfourtunatly, our mage freind never discovered this… One day he slipped the ring on, and *POOF* no more brains. Well, he still had his brains, he just beacame so stupid he forgot how to use them. A person who puts this cursed ring on immeadiatly beacomes as smart as a cow; Eating, sleeping, breathing and making bizare noises beacome about things the wearer can do. If only they werent so stupid as to forget how to take off the ring…
Magical Properties:
cursed, you become incredibly stupid
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Rings of Consciousness By: maximo ( Items ) Jewelry - Magical
It can be dangerous trying to send someone a message. Spoken words may be overheard, written correspondence may be intercepted, and body language may be seen. Did you ever wish you could think the words and they would be known?
Gregor had been known as the Prince of Thieves for nearly half a century. He was the stern but funloving guildmaster of the BlueWolf thieves’ guild whose reaches spread to very edges of the civilized lands. He had enjoyed many decades of adventures, including a few close calls, and was well respected by many—even a few noblemen who understood his way of life and the way he ran things.
Gregor wasn’t a violent man, and trained his theives to avoid violence at all possible. They were known to “lighten the load” of many who were more “blessed” than others, but they were not murderers or assasins. This was in stark contrast to the prior guildmaster who had been bloodthirsty. And so therefore, many times a blind eye had been turned to the doings of the BlueWolf guild.
However, Gregor was declining rapidly as he grew old in age, and it was time for him to pass on his title to the next guildmaster. Gregor’s right-hand man was his youngest son, Jerik. Jerik had the same kind heart and, to some extent, skills of his father but he desperately lacked the mental sharpness that would be required of a succesful leader. Never the less, Jerik was Gregor’s chosen successor, fearing that a few of the other higher ranking members may succumb to their greed and return to the old way of doing things.
Unbeknownst to anyone else besides Jerik and himself, Gregor also had a daughter. She was the only child born to him by gypsy woman he had loved once. Her mother had died when she was very young and Gregor had hired a young peasant girl to care for the child. He paid her well and always made sure that she and his daughter, Jade (after her distinct green eyes), were well cared for in exchange for keeping her lineage a secret. Being the Prince of Thieves and all, he had managed to secure a few enemies and he did not want anyone to harm his daughter in an attempt to get back at him or hold leverage against him.
Gregor loved his daughter very much, and he visited her in secret as often as he could. During these visits, he taught her the tricks of the trade, as well as the art of knife-fighting, should anyone ever find out his secret and make an attempt on her life. Since he trusted Jerik with the very secrets of the guild, he also trusted him with the knowledge of his half-sister. He was even allowed to accompany Gregor on his visits now and then, but not so aften as to arouse suspicion.
Now, as I mentioned, Jerik wasn’t the sharpest tool in the shed. Don’t picture him as the traditional beef-headed fighter, and he was by no means mentally retarded, but he simply did not lack the ability to create the complex schemes that the guild carried out. Jade, on the other hand, posessed all of the mental accuteness of her father. Her only flaw, of course, was that she was female.
And so it was that Gregor contrived his final scheme; also his best, if he didn’t say so himself. He contacted a sage whose good graces he was in and asked him to create an elaborate pair of rings. The sage would be compensated beyond his imagination if he would just do this last favor for Gregor.
The first ring was made for Jerik. It was a gold ring with an onyx stone, encrusted with the family’s crest. To any observer, it would simply appear to be a family heirloom. Although a very fine ring, it appeared to be nothing out of the ordinary; certainly not containing any special powers. Merely a signet ring passed from a father to his son.
The second ring was made for Jade. It was fashioned from the finest silver twisted around—what else—a large jade gem. Again, a beautiful ring, but nothing that would appear extraordinary. Most importantly, even if you were holding both rings, they were so difference in appearence that you would never imagine that they were a pair.
Finally, when Gregor “officially” passed his position on to Jerik, he introduced his son’s new “bodygaurd.” This slender new character was clothed in assasin’s robes and was completely covered save his piercing green eyes. Gregor explained that the assasin would constantly be by Jerik’s side and that from now on, you would never see one without the other. The assasin never spoke in front of anyone, and no one knows what he really looks like under his robes. Although the assasin is small in stature, those who have attempted to test his skills have paid with their lives and it is widely known now that if anyone attempts to harm the new Prince of Thieves, they will not live to tell the tale.
By using these rings, Jade is able to aid her brother in his reign as gulidmaster and no one is the wiser. She is present in all meetings, private or otherwise. Together, the two of them are able to continue what their father started; Jerik being the public face and Jade being the mastermind behind the elaborate schemes. And best of all, no one is able to intercept their communications.
Magical Properties:
Alone, each ring has no powers. But when both are worn, they form a very powerful bond.
**While both rings are worn, the wearers are able to communicate telepathically. It is important to note that neither one holds control over the other; they are simply able to read as well as project thoughts inside the other’s head.
**They do not have an infinite range. In fact for them to function, the wearers must be in relatively close proximity to one another (50-75 feet would be skirting the outer limits).
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Rings of Sound Sleeping By: Caprin_Ternor ( Items ) Jewelry - Magical
Rings of great benefit, but also sizeable danger.
These rings were crafted long ago by the head of the Magesteel family. A noble family of known for great warriors and magesmiths. These rings are of great benefit for all classes, but especially Magic users. These rings have many appearences and thier command words vary just as much. This is due to the fact that they have been magically duplicated by many Mages over the centuries. These rings are greatly prized by dungeon delvers as their Magic user companions can regain thier spells much faster wielding it. However one must be most careful when using it, and know who they can trust(see powers)
Magical Properties:
These rings when placed on any finger instantly place the wearer into a form of magic stasis. When they awaken (by someone speaking the command word, even a Magic Mouth) be it 1 second or a dozen centuries; it will be as if the wearer had a full nights sleep (8 hours). However tis does not age the wearer faster if they wore the ring for less than that. The greatest danger of these rings is that some thing goes wrong and the command word is not said for years; for example the person putting on the ring doesn’t know it’s power or the person they task to wake them has the wrong command word.
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Seal of Thieves By: Ria Hawk ( Items ) Jewelry - Magical
When Lila the thief saved the lives of the sorceress Fortunata and her lover Martin, Fortunata gave her a very special gift: a ring blessed by the goddess of luck. And thus it was that Lila became the first Queen of Thieves.
It is a silver ring, obviously very old, but untarnished. It is engraved with the Seal of the Court of Liars, a stylized daggar. This is the mark of the ruler of the Court of Liars, the King or Queen of Thieves. This was first given to Lila, the first Queen, for saving the lives of Fortunata and the poet Martin, Fortunata’s lover. What Lila had no way of knowing was that Fortunata was one of the avatars of the goddess of luck. Before this, Lila had been a common thief, albeit a skilled one. After she recieved the ring, luck always went her way, and it was said that she could steal anything. Fortunately, she was a moral woman, and did not abuse this newfound luck and skill too much. She formed the first Court of Liars, a group of outlaws who had banded together first for protection, and then to do what they could to throw out the (to Lila’s mind) overly corrupt Guildmasters of the city. She became seen as a folk hero, and later on, it was largely due to her involvement that Prince Soto, who should have been the rightful ruler of the region but for a treacherous cousin, was restored to his throne.
It was during this period that Lila was given the title “The Queen of Thieves.” She did much good for the city, even if she did liberate the wealth of a few fat merchants. But even the Queen of Thieves gets older, and eventually, she “retired.” Shortly after this, the Seal of Thieves was stolen from Lila, by a bandit named Argent. The strange properties of the ring went with it, and fortunately, Argent was as moral as Lila in her way. And, in time, Argent became Queen of Thieves.
And so it went. The Seal of Thieves was stolen from one ruler and the thief became the new King or Queen. And it’s either an inherent property of the Seal or fate, but every single King or Queen of Thieves has been a more or less good person, and they have accomplished much.
Ten generations have passed since the Seal was given to Lila. The Court of Liars has been dissolved and reformed four times, but the Line of Thieves has been contiunous. Many people don’t recognize the symbol on the old ring any more, or connect it with the King or Queen of Thieves. This suits them fine.
Magical Properties:
The Seal of Thieves is a physical token of the favor of Fortuna, goddess of luck. It bestows abnormally good luck on the bearer. The Kings and Queens of Thieves have all had what is usually called “a charmed life,” and they always seem to end up in highly advantageous situations. However, as it was first given to a thief, it is keyed to thieves. It only works if it is stolen from whoever stole it last, and it has never been stolen before the owner was ready to give it up. Ownership of the ring, obtained in this fashion, also confers the title of King or Queen of Thieves, and all that goes with that.
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Spathi's Ring of Elusion By: Siren no Orakio ( Items ) Jewelry - Magical
A coward’s ring, Spathi’s Ring of Elusion allows the magi wearing it easy escape from battle, and a parting shot to be remembered by at the same time.
Full Item Description
The Ring of Elusion is a simple ring, a band of gold with five seemingly random colored stones set in a seemingly chaotic order around a central ruby. The faint magical aura that it projects seems to be five feet to the left of the ring, under most attempts to assense it.
History
A carefully crafted ring, the seeming chaos of the set gems was utilized to help Spathi, the crafting mage, build in the properties he desired to the ring. For, you see, Spathi was a terrible, terrible coward, utterly refusing to stand his ground and make battle, yet he often found himself in untenable situations, where he was forced to, horror of horrors, adventure. And he hated every moment of it, but the fights the most. And so, he created the ring so that he could run away during battle, and yet keep the bloody barbarian’s mouth shut about not contributing to the fight. Of course he didn’t try to help, he was too busy NOT DYING. Sheesh. Stupid muscle headed barbarians.
Magic/Cursed Properties
Spathi’s Ring of Elusion grants three abilities to the wearer. First, at any time that he is wearing it, his run speed is approximately doubled. This changes in direct response to the bravery displayed by the wearer - The ring will slow the wearer down as he attempts to run into danger, but speed him up as he runs away from it. The more he runs away from danger, the faster he will run. Notably, the wearer will generally run fastest when fleeing from threats that no-one else can perceive.
Second, once per day, the Ring of Elusion can cast a partial displacement spell - The casters limbs and head will be seen as somewhere other than where they actually are, regardless of whether or not this actually makes sense. He will be seen as a confusing, chaotic jumbled mass, and gain a bonus to dodging while in this state.
Finally, as many times as the character would be able to cast the spell if standing his ground, he may choose instead to fire a magic missile or equivalent spell while in full retreat. This spell is emitted visually from his posterior, with an audible sound as if the caster had passed wind. Non-magic users or magic users with little power may use the ring to power this effect up to three times per day, firing only one projectile each.
Acknowledgements:
Thank you, Toys for Bob, for the Spathi.
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The Bands of Heartstone By: Mourngrymn ( Items ) Jewelry - Magical
The stone and I have the same desires,
Day in, day out.
We want by each other to be sought,
And we want to embrace each other taut.
The stone and I have the same desires,
Day in, day out.
An often misunderstood poem of the Heartstone rings.
Full Item Description
Red granite stone ring with an amber colored stone set in its center. It has an ever present warmth coming from it when worn. It will resize to fit one size finger either larger or smaller but will not chance more than that. When it changes in size the band will show. If it grows larger the band will thin. If if grows smaller the band will thicken and get wider.
History
Heart stone rings were common among the youthful and rich. They were a sign of wealth and status among the fops. Usually a heart stone ring was given as a courting gift or to some one of great affection, but soon became a symbol of station discernable by stone coloring, size, and uniqueness. The heart stone is so sought after due to its rarity among other stones of its kind. Every stone has flaws, whether they are cracks, imperfections, blending of other stone types and minerals. The heart stone however is gemlike in its quality. Once cut and shaped it is flawless and perfect, a piece of art and a rarity among stone. Heart stone is usually found in granite, marble, as well as a few other types.
This common trait made it a perfect item to be used in the creation of a magic item. Because of its popularity among the noble youths, specifically those young and hot tempered enough to secretly duel, the next step in its evolution was to create an item of usefulness yet hidden.
While dueling was a respectable form of settling disputes it was still frowned upon by the authorities, often punishable by time in jail, work gangs, or even death. To counteract being found out, as blood stains an open gashes are hard to hide, the common heartstone rings were then imbued with a unique form of healing.
Not a major ability, at least when dealing with some of the unique, rare, and divine healing magics now archived, lost, or hidden away due to their pricelessness. But helpful to the dueling fops none-the-less. The heartstone rings were not designed for instant healing, that would give to large an advantage on the dueling field, but instead made to grant the wearer an unnatural form of healing when calm and relaxed. Which was usually a few minutes after a duel was complete so all who bore witness could see who the winner, and looser were.
Originally created for the son of some long and forgotten noble, when it was used and the arrogant prince healed near immediately, his opponent took it as affront to his honor and ran him through the chest, ensuring the death of the prince. He was later hung for murder but forever after no such rings were made or used that had such an ability.
Stone Color Meanings
White marble - shows loyalty and trust.
Black marble - shows partnership.
Green marble - shows friendship beyond measure.
Pink marble - shows deep affection and love.
Blue marble - shows concern of lifes choices for a friend.
Magical Properties
This is a minor item of magic. It heals but only on a minor and small level. This is not the item for the adventurous warrior who risks their life just by waking up. Their wounds would not heal quick enough.
Only when rested will this item work. In a point based system it will heal only a minor amount of damage, wounds, health per five minutes. In my system it heals no more than 5 health points per five minutes. Equate this to how your system works and your individual gaming needs.
This is a simple item of minor magics and should not be considered huge or awe inspiring. This is a filler item and nothing more. It is supposed to have more emotional feeling to it than functional feeling. Not very useful on the field of battle to say the least.
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The Ring Of Life By: manfred ( Items ) Jewelry - Magical
The finest ring of them all, brings Life wherever it ends up. You may need its powers, but will you accept all that will be drawn to it?
This ring is green in colour, intense green, though may sometimes look a bit brownish, or take on hues of yellow or others. It is usually finely decorated with various leaf-patterns, which change over time. If rubbed it leaves some of its colour behind, so the fashion-challenged may not like it.
What is more interesting is the stuff it is from. Yes, it cannot be broken! No, it is not some mysterious metal. It resembles heavily a… used chewing gum. The material can be easily shaped, you can draw it out to fit any size of finger, and if you draw it too much, you must somehow shape it to fit your finger again. Or wait till it shrinks back, which takes at least a few hours. The ring often looks irregular.
While it can be stretched (probably) without limits, it gives its powers only if worn like rings are. Complicated situations may deform it, and thus you can loose its support. Its wearers sometimes carry a bigger ring over this one to keep it in shape.
Plot Hooks?
- Given enough time, the ring will turn almost any location into a jungle. Maybe it has done so, and some great forests, or indeed jungles have the ring at their heart.
- Maybe it gets stolen, or somehow removed and the local ecosystem starts to fall apart. Most druids and rangers will want to prevent this.
- Maybe you have to steal it. Perhaps a dark lord wants to weaken the wood-elves by weakening their woods first. Or some smart merchant wants to upgrade the local fauna and/or flora, thus getting more cash from it. Buying a piece of desert is cheap, having a great oasis there in just two or three years later, $$$ !
- Someone seeks a way to prolonged life, or perhaps a cure for some disease. Few would but pay the price for wearing it.
- If you want to storm a place with mighty undead creatures, this item may be really handy.
Anyway, travelling with the ring can be disgusting for the wearer, and dangerous for anyone in his company. Lunch while being swarmed by ants? Bon appetite!
History:
- It is said, that the goddess of Nature (THE personified Nature) wore this ring, and lost it somehow, or gave to someone to bring life into barren lands.
- It is said, that people destroyed the world and all life upon it, and the gods took pity for it. So they created this ring, to support and guard life. Should it ever be somehow destroyed, all the world’s life will slowly die!
- It is said, that the mightiest of druids created it, to protect their woods forever. Some of them may do anything to get it.
Magical Properties:
Grants a regenerative power of 2 HP / round. You may want to adjust this for your needs, but keep in mind this is a powerful artifact. Should undead try to wear it, they are damaged for twice the amount.
Hard to kill. If you are at a half of your hit points, all attacks cause you only half the damage. If at a third, only third of the damage, etc…
The wearer will look unnatural, for even in deep cuts his natural blood-flow continues as it should. Severe wounds cannot cause a limb to be lost, it still keeps holding on the skin. The ring partially protects him from pain, so he may well look immortal!
The wearer has always a deep and healthy sleep.
The wearer is immune to all natural poisons and toxins, and has a good bonus even against the magical ones. Similar is true for diseases, and the rings power will cure any. Lycanthropy may be an exception, and some wearers transformed into strange beasts that live in these lands.
The wearer is protected from special attacks of undead and other similar abilities, which try to drain his life’s force directly. The relevant undead are damaged, as if they tried to wear the ring.
Should the wearer be not an adult member of his species, he will grow to adulthood quite fast. Afterwards he gets older at a much slower rate, living up to twice or thrice his natural lifespan.
The ring can be anytime taken off. When (if) the wearer decides to abandon it, count the time he has spent wearing it. He will then grow twice as fast older for the same time, as he has worn it, the ring being a terrible burden on your life’s power.
Other Powers:
Any living being in a short radius regenerates at about 1/10th the speed of the wearer. Same as above is true for undead. All living beings around the ring grow up faster, but not older.
All living beings feel comfortable in the rings presence, and consider its wearer a nice person. Thus you not only find it in the middle of an extremely populated dungeon, all those beings will follow you around!
If escape into a wasteland and fall asleep, you will wake up with an assortment of local population. Scorpions, snakes, vultures and insects all like your company. And do not forget that grass grows faster, too.
Creatures attracted by the ring behave naturally, but will harm the wearer only should he harm them seriously. It may be risky to put the ring off, if the creatures would attack the wearer under normal conditions. Luckily, they do not feed upon the wearer, but can try on his companions.
Undead in turn do not like its presence, and the weaker ones will desperately avoid it, unless commanded otherwise.
Intelligent creatures will find your company nice, too. At first, that is! If you manage to get into a city, few will be happy if the whole sewers come out to greet you!
Creatures seem to breed faster, too. Bear in mind that the chance of mutations is slightly higher as usually…
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The Signet Ring of the House Malenti By: MoonHunter ( Items ) Jewelry - Villanous
The Signet Ring of the House Malenti (minor noble house) has more than a minor political power associated with it. It “seals the soul” of any it touches (with intent).
Full Item Description
It is an antique gold ring from a minor noble house. It is a signet ring, used to press the house seal into hot wax sealing documents or showing their authenticity. It appears nothing more.
History
Long ago, one of the possessors of the ring worked with the Dark Powers to gain power. It is supposed to be the Third Duke, but that is not confirmed. The ring’s properties have been (mis)used or ignored by his ancestors since then.
Magic/Cursed Properties
It “seals the soul” of any it touches (with intent). What does this mean?
*) A soul is sealed to the body and can not leave. This prevents the soul from passing over upon death. This prevents the character from re-incarnating or becoming a ghost. The soul is trapped in the decaying form, eventually to go mad unless released. Sometimes in its madness it burst free from its decaying prison as a destructive spectre, a viscious non human spirit. If a character dies with this ring on, and has not promised their soul to the Dark Ones, they will be trapped in their body without release.
*) A given soul can be marked for ownership by the Dark Powers that brought the family to power. This mark fades with time, but if the character dies soon after being marked, their soul (unless claimed by another- i.e. the subject is actively religious) will travel to the realm of Dark Powers. A marked character will be detected as Evil by detect evil senses and spells that are not discrimatory.
One side effect of being marked or wearing the ring, the person is brought to the attention of The Dark Powers. The Dark Powers will pay attention to the character and its needs, so the character will be able to make a deal if they need to.
*) The Signet ring allows those of a mystic inclination to find anyone marked by the signet ring. Spells that require touch can be cast upon those who have been marked, with extra effort upon the casting. Those mystically inclined will also be able to talk with any sealed spirit bound to a corpse (usually to make a deal to become a skeleton or some such).
Note: There are many signet rings and stamps with this power. This is a common demonic “gift”.
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The Sinking Ring of Ku Pum By: CaptainPenguin ( Items ) Jewelry - Magical
Ku Pum, the Sorceror of Trum Pku, was struck by a strange need, and in his need he sought out the aid of Stone Bell, a Spirit of caves and underground places…
Ku Pum was a sorceror of the great estuary land of Wu Karu, and dwelt on the Isle of Trum Pku, which is the easternmost of the isles in the inlets of Wu Karu, into which the tide rushes each day, and rushes out. Trum Pku was a very empty island, for Ku Pum was known to truck with beings of the Outer World which are not advisable to take meat and drink in the company of. Ku Pum was a strange man, and while he lived he made many odd devices such as sorcerors make, and in his making, created quite a few devices of strange magic, tied to esoteric uses but very useful in their respective fields.
Such an item was the Sinking Ring of Ku Pum, which has been long in the keeping of Ba Bing, Ku Pum’s only daughter, who dwells in the city of Po Karu, which is the chief city of Ku Waru.
Ba Bing relates this tale of the ring’s making:
Ku Pum was in a mood of making, such as he often was in that time, and in this strange need, he sacraficed seven digging-birds and seven mud-fish, and seven stones of little value, burning them in a fire of sorcerous heat, which was quenched with ape’s blood. The fumes from this fire where captured in glass pane, and this pane was shattered with a stone mallet, and the sound of this shattering summoned Stone Bell, a Spirit of caves and underground places.
Ku Pum said to Stone Bell: “In my need, I require your aid. Is my sacrafice sufficient?”
Stone Bell said: “Yes, though you are mortal. What need have you?”
Ku Pum said: “It is my need that I have a shaft, to be sunk into the ground of my island, so that I might more easily make sacrafices to Spirits tied to the Earth, such as you.”
Stone Bell said: “This is an easy thing.”
The Spirit reached into the stone of Ku Pum’s tower and drew forth a ring of smooth, uncarved make.
Stone Bell said: “This shall serve your need. Good day, mortal lord.”
Ku Pum said: “A thousand thousand thanks; but that other makings were so easy.”
Magical Properties:
The Sinking Ring of Ku Pum is a small stone ring, smooth and grey, with no marks of any sort, save Ku Pum’s mark, which he carved into it.
The Sinking Ring has a curious property- when placed on a surface, and give the command word (“pemu”, Karu for “go”)the ring sinks down through the surface, digging out a smooth, tiny shaft, about large enough for an arrow to be dropped into, and continues to sink until it is recalled with the command word(“dupu”, the Karu word for “come”), or until it no longer feels resistance(for instance, if it fell into a cavern while tunneling through the Earth). The Sinking Ring will tunnel through any surface, save for metal. If commanded, the Sinking Ring will tunnel through any non-metal thing, including flesh. However, the Sinking Ring will always float onto the top of water, and will never sink in liquid; this may make it useful if one is lost at sea.
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The Stones of Sinnameron By: Ria Hawk ( Items ) Jewelry - Campaign Defining
The finest creations of the gemsmith Sinnameron, the Stones somehow always manage to find their way to the proper people.
The Stones of Sinnameron are all the products of the master gemsmith Sinnameron. In fact, they are his finest creations. They are a set of several stones, all cut from the same parent gem. They all are of similar size, and have a distinctive cut. It is thought that the Stones were originally part of the same piece. Currently, the Stones are all in different settings. Rings, pendants, brooches, earrings, etc. They have been spread across the known world, and are in the possession of many different owners. It is very improbable that the owners have any idea of what they possess. Of course, many collectors would pay a princely sum to possess the complete set.
But that is not the main reason these stones are important. The Stones of Sinnameron have been known to find their way into the keeping of people destined to become heroes, and bring them together. A handful of sages know of this property of the Stones, and some make it their business to find the chosen ones. Others want to use the Stones to identify potential threats.
Magical Properties:
The Stones will sometimes find thier way into the possession of those destined to become heroes. Either through inheritance, purchase, finding, or outright theft, they will be found with destiny’s favorites. No one knows when the Stones will point to a group of heroes, although some think that the Stones will make that obvious. Keepers of the Stones will be drawn to one another. It is possible that Keepers will not have any knowledge of the Stones or their properties. They might not even realize that they belong with one another. It is not known whether or not Sinnameron purposefully enchanted the Stones to behave that way, or if it is an inherent property of the Stones themselves.
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The Troll Nose Ring By: Sentinel* ( Items ) Jewelry - Non-Magical
A Nose Ring? Yep, a nose ring. The ancient symbol of power of the trolls and said to have magical abilities….
The magical making of the nose rings in the Trolloc Nations is clouded at the beginnings of the creation of the Trolloc Nations. Tribal Leaders were gifted by the shamans of their tribes with their nose rings, that increased the ability to smell of the wearer, for the shamans believed in instinct and without the nose, you weren’t a good hunter. The magic was harnessed from the many moutians that crossed over the Trolloc Nation and the Shamans sometimes, for a pirce, made bands and other jewelry to make them magical. The Late Trolloc King was known to wear arm, wrist, hand, ankle and neck bands to increase his power, though it led to his assassination by his Royal Officials who saw him getting too strong.
The ring is made of bronze, silver, or the greatest of them, a gold ring. About two inches in diameter it would be pierced in the bucca of the nose between the two nostrils and held their by usually a hard needle.
Only the leaders wear them or sometimes they are awarded to powerful rulers.
The fashion has become popular among soldiers of The Holy Kingdom of Abasil where the common soldier has his made of just simple metal with no magical abilities. Mostly as to make him or her look fearsome in battle.
The first one made was 500 years ago, by the Grand Shaman, Urg Turg. The reason behind this was that he noticed that Elven Troops used a special wood that made fire glow blue and with enhancing the smell, once could smell them coming, so he made them and they slowly has made the advance of the Elves into the Troll’s territory most troublesome, and only by a simple spell.
Magical Properties:
It is able to increase the smelling ability of the wearer and to make the wearer look fearsome.
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Vaivin's Stinking Ring By: Pieh ( Items ) Jewelry - Magical
"You shall never catch anything but a whiff of me!" Vaivin yelled, as he ran down the dark tunnel being chased by giant rats. All of a sudden he was gone and all that remained was a cloud of gas.
Full Item Description
A simple greenish-gold band that smells slightly of sewage. It will only function for members of the deep dwelling and stinkier races. It has the power to turn the wearer invisible as well as create a stinking green cloud.
History
Vaivin the Smelly was one of the "Deep Dwarves," though hardly a dwarf at all. He was short, he had that going for him. But he was also deathly pale and stank to the celestial realms. Also unlike most Dwarves he was a magic-user and often needed to make quick escapes from the more dangerous dwellers in the dark. So, out of necessity, the mother of invention, he created this ring. Into this ring he poured his cowardice, his unique smell, and his favorite spells.
To this day the Stinky Ring can be found with Vaivin at all times. Perhaps have him try to capture the PCs for food, if they defeat him they can have this ring and a bag of rotting meat
Magic/Cursed Properties
+ can activate a Limited Invisibility spell 3 times a day.
+ can activate a Cloud of Smelly Green Gas 1 time a day.
- the wearer of the ring will start to stink and become more cowardly after wearing this ring for at least 1 day (24 hours).
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Wolve's Revenge By: Strolen ( Plots ) Duty - Campaign
The ring he found in the entrails of the wolf that killed his father served him well. He would use it to avenge his fathers death. Those that sent him out to his death would pay.
After a grunt of exhaustion Jerod released his control over the wolves. This night he bade them attack the small farm village of Huram and kill a flock of sheep owned by Dorag Hillbright. Just deserved, it was his vote that added to the tally that forced Jerods father to leave Huram in the first place. All of Huram will pay for their betrayal.
Jerods father was a sheepherder from Huram that was sent out of town for poisoning other herders flock. They claimed that he did it so that the wool was scarcer and he could charge more for it. The poison they found at the house must have been planted, his father said he was innocent and he would never do anything like that. Now the town council, and the town, will pay for what they have done. The ring he found in the entrails of the wolf that killed his father served him well. He would use it to avenge his fathers death. Those that sent him out to his death would pay.
The ring allows Jerod to control up to 40 wolves at one time. There are only 2d10 wolves available at any one time though. The ring does not do well with abuse however. If used more than 7 times in 7 days the wolves will turn on its owner.
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New Submissions



November 21, 2005, 8:12
November 21, 2005, 11:16
February 23, 2006, 14:03
Two that I have added can be used as rings and that is the reason why I have placed them up here.
The Wolf's Revenge Plot seemed more like a item description so I put that up as well.
June 2, 2006, 11:32
January 23, 2007, 21:54
October 30, 2007, 14:34
Note to self: More Rings!