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.
No one Knows who was the first wearer. All that is known is that he graduated from the institution over seventy years ago.
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.
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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? Responses (8)-8
I like this. It gives a bit of traditional workings (graduation class rings in the real world) with a bit of fantasy.
I do not like the fact it has so many abilities. If it was more a unique item than it would fit well, but the fact it seems nearly mass produced in its description leads me to believe that it should be limited.
I like the draw back of not 'feeding it' energy. Nice touch.
It really isn't mass produced. It is a common item type that each Evil Cultist of some skill or rank would eventually create. 1 is A dinky +1 to hit equivalent for a magic user (+1 spell rank/ +5-10% chance to cast). It is small beans, but helpful. 4 is the biggie, as it protect those who would hunt them down by their "evil aura". 3 and 5 are evil cultist stock and trade, so they need protection from their peers. 2 is just a handy plus (usually a tiny perk in most game systems). And as we said, the last one is simply "evil plot device". It seems handy, but is just the GM's way of sicking good guys on them.
Nice and like Mourn I like the feeding idea, but it is too uber-powerful.
I agree, ditch 1+6 and I would like I a lot more, the way I see it is that 3 kinda cancels out 6. Other than that a good item.
Actually, #1 is only a bonus to cast, +10% or +1 level of rank, what ever your system would support. You can normally get this kind of bonus with good conditions.
#6 is actually an Evil Plot Device. The villian forsees that you will be a problem. He then has his minions attack you. Of course, this sends the PCs off into 'hunt the villian mode'. Thus it becomes a self fufilling prophecy.
Prophecy is difficult to deal with on a regular basis.
I like the idea of a class ring - while most people weren't schooled then definitely wizards, priests, or maybe even fighting schools could make sense. I also like the draining. The powers seem, as you say, like 'a prototype for any number of Evil Cultist and Evil Mastermind objects that assist them in their evil goals'.
A good innocuous-seeming item for pumping up an innocuous-seeming villain who works behind the scenes.
The need to feed it is an interesting take - I am fully in agreement with magic items needing some power source.