Monday 25 May 2020

Treasure: Epic Rings

Treasure: Epic Rings

This post concludes the conversion of magic items from the Epic Level Handbook for D&D 3.0. Finally.
  
Ring of Acid Immunity

Ring of Acid Immunity – as an enchanted item (using Sorcery)
This reddish iron ring continually protects the wearer from damage from acid. The wearer and all his gear gain DR 30 against acid, including ingested acid and effects that bypass normal DR to cause direct, internal damage. The wearer also becomes immune to non-damaging resistible acidic effects. In addition, all of the wearer’s DR becomes immune to being eroded away by acid.
The ring has SM-11, DR 4, HP 3.
            Statistics: DR 30 (Force Field, +20%; Limited, Acid, -40%; Magical, -10%) [105] + Immunity to Noxious Acidic Effects (Magical, -10%) [9] + Internal DR 30 (Limited, Acid, -40%; Magical, -10%) [15] + Internal Sealed (Acid-Resistant Only, -60%; Magical, -10%) [1] + Sealed (Acid-Resistant Only, -60%; Force Field, +20%; Magical, -10%) [8]. Ring, x0.65; 90 EP.
            TL3 Price: 2 x ($20,000 + 90 x $320) = $97,600.        

Ring of Adamant Law

Ring of Adamant Law – as an enchanted item (using Sorcery)
This ring continually grants the wearer the benefits of the Protection from Chaos 3 spell. This property only works when the ring is worn by a lawful-aligned creature.
The ring has SM-11, DR 4, HP 3.
            Statistics: Magic Resistance 3 (Improved, +150%; Limited, Spells cast by chaotic beings, -40%; Magical, -10%) [12] + Damage Resistance 6 (Force Field, +20%; Limited, Chaotic Beings, -40%; Magical, -10%) [21]. Ring, Alignment Restriction, x0.6; 20 EP.
            TL3 Price: 2 x ($100 + 20 x $320) = $13,000.

Ring of Chaotic Fury

Ring of Chaotic Fury – as an enchanted item (using Sorcery)
This ring continually grants the wearer the benefits of the Protection from Law 3 spell. This property only works when the ring is worn by a chaos-aligned creature.
The ring has SM-11, DR 4, HP 3.
            Statistics: Magic Resistance 3 (Improved, +150%; Limited, Spells cast by lawful beings, -40%; Magical, -10%) [12] + Damage Resistance 6 (Force Field, +20%; Limited, Lawful Beings, -40%; Magical, -10%) [21]. Ring, Alignment Restriction, x0.6; 20 EP.
            TL3 Price: 2 x ($100 + 20 x $320) = $13,000.
  
Ring of Cold Immunity

Ring of Cold Immunity – as an enchanted item (using Sorcery)
This reddish iron ring continually protects the wearer from damage (both HP and FP) from cold. The wearer and all his gear gain DR 30 against cold, including effects that bypass normal DR to cause direct, internal damage. The wearer also becomes immune to non-damaging resistible cold effects.
The ring has SM-11, DR 4, HP 3.
            Statistics: DR 30 (Force Field, +20%; Limited, Cold, -40%; Magical, -10%) [105] + Immunity to Noxious Cold Effects (Magical, -10%) [9] + Internal DR 30 (Limited, Cold, -40%; Magical, -10%) [15]. Ring, x0.65; 84 EP.
            TL3 Price: 2 x ($15,000 + 84 x $320) = $83,760.        

Ring of Electricity Immunity

Ring of Electricity Immunity – as an enchanted item (using Sorcery)
This reddish iron ring continually protects the wearer from damage from electricity. The wearer and all his gear gain DR 30 against electricity, including effects that bypass normal DR to cause direct, internal damage. The wearer also becomes immune to non-damaging resistible electrical effects. In addition, all of his DR is considered nonmetallic and nonconductive for the purpose of resisting electrical penetration, and none of his gear can be “shorted out” by electricity.
The ring has SM-11, DR 4, HP 3.
            Statistics: DR 30 (Force Field, +20%; Limited, Electricity, -40%; Magical, -10%) [105] + Immunity to Electrical Conduction (Force Field, +20%; Magical, -10%) [6] + Immunity to Noxious Electrical Effects (Magical, -10%) [9] + Internal DR 30 (Limited, Electricity, -40%; Magical, -10%) [15]. Ring, x0.65; 88 EP.
            TL3 Price: 2 x ($20,000 + 88 x $320) = $96,320.        
   
Ring of Epic Psionics

Ring of Epic Psionics – as an enchanted item (using Sorcery)
This crystal rings grants the wearer ER 20 (Psi).
The ring has SM-11, DR 4, HP 3.
            Statistics: ER 20 (Psi) [60]. Ring, x0.65; 39 EP.
            TL3 Price: 2 x ($500 + 39 x $320) = $25,960.             

Ring of Epic Wizardry

Ring of Epic Wizardry – as an enchanted item (using Sorcery)
This ring grants the wearer Wizardry Talent 6. It is useless to non-casters.
The ring has SM-11, DR 4, HP 3.
            Statistics: Wizardry Talent 6 (Magical, -10%) [54]. Ring, Requires Sorcery, x0.6; 33 EP.
TL3 Price: 2 x ($300 + 33 x $320) = $21,720.

Ring of Fire Immunity

Ring of Fire Immunity – as an enchanted item (using Sorcery)
This reddish iron ring continually protects the wearer from damage (both HP and FP) from fire. The wearer and all his gear gain DR 30 against fire, including effects that bypass normal DR to cause direct, internal damage. The wearer also becomes immune to non-damaging resistible fire effects.
The ring has SM-11, DR 4, HP 3.
            Statistics: DR 30 (Force Field, +20%; Limited, Fire, -40%; Magical, -10%) [105] + Immunity to Noxious Fire Effects (Magical, -10%) [9] + Internal DR 30 (Limited, Fire, -40%; Magical, -10%) [15]. Ring, x0.65; 84 EP.
            TL3 Price: 2 x ($15,000 + 84 x $320) = $83,760.        
   
Ring of Greater Universal Energy Resistance

Ring of Greater Universal Energy Resistance – as an enchanted item (using Sorcery)
This ring continually protects the wearer from energy damage. The wearer and all his gear gain DR 20 against energy attacks and energy effects that bypass normal DR to cause direct, internal damage. The wearer also becomes immune to non-damaging resistible energy effects. In addition, all of the wearer’s DR becomes immune to being eroded away by acid, all of his DR is considered nonmetallic and nonconductive for the purpose of resisting electrical penetration, none of his gear can be “shorted out” by electricity, the wearer enjoys the benefits of Protected Hearing (p. B78).
The ring has SM-11, DR 4, HP 3.
            Statistics: DR 20 (Force Field, +20%; Limited, Energy, -20%; Magical, -10%) [90] + Immunity to Electrical Conduction (Force Field, +20%; Magical, -10%) [6] + Immunity to Noxious Energy Effects (Magical, -10%) [27] + Internal DR 20 (Limited, Energy, -20%; Magical, -10%) [14] + Internal Sealed (Acid-Resistant Only, -60%; Magical, -10%) [1] + Protected Hearing (Magical, -10%) [5] + Sealed (Acid-Resistant Only, -60%; Force Field, +20%; Magical, -10%) [8]. Ring, x0.65; 99 EP.
            TL3 Price: 2 x ($50,000 + 99 x $320) = $163,360.      

Ring of Ineffable Evil

Ring of Ineffable Evil – as an enchanted item (using Sorcery)
This ring continually grants the wearer the benefits of the Protection from Good 3 spell. This property only works when the ring is worn by an evil-aligned creature.
The ring has SM-11, DR 4, HP 3.
            Statistics: Magic Resistance 3 (Improved, +150%; Limited, Spells cast by holy beings, -40%; Magical, -10%) [12] + Damage Resistance 6 (Force Field, +20%; Limited, Holy Beings, -40%; Magical, -10%) [21]. Ring, Alignment Restriction, x0.6; 20 EP.
            TL3 Price: 2 x ($100 + 20 x $320) = $13,000.
   
Ring of Ironskin

Ring of Ironskin – as an enchanted item (using Sorcery)
This ring grants the wearer DR 7.
The ring has SM-11, DR 4, HP 3.
            Statistics: DR 7 (Magical, -10%) [32]. Ring, x0.65; 21 EP.
TL3 Price: 2 x ($150 + 21 x $320) = $13,740.
  
Ring of Minor Universal Energy Resistance

Ring of Minor Universal Energy Resistance – as an enchanted item (using Sorcery)
This ring continually protects the wearer from energy damage. The wearer and all his gear gain DR 5 against energy attacks and energy effects that bypass normal DR to cause direct, internal damage.
The ring has SM-11, DR 4, HP 3.
            Statistics: DR 5 (Force Field, +20%; Limited, Energy, -20%; Magical, -10%) [23] + Internal DR 5 (Limited, Energy, -20%; Magical, -10%) [4]. Ring, x0.65; 18 EP.
            TL3 Price: 2 x ($100 + 18 x $320) = $11,720.             

Ring of Rapid Healing

Ring of Rapid Healing – as an enchanted item (using Sorcery)
Whenever the wearer rolls to recover lost HP or to see if they can get over a crippling injury, they get +5 to your effective HT, and when they roll to recover lost HP, a successful roll means that they heal two HP, not one. For this ring to work, the wearer must wear it for 24 hours with no interruptions.
The ring has SM-11, DR 4, HP 3.
            Statistics: Very Rapid Healing (Magical, -10%) [14]. Ring, x0.65; 10 EP.
            TL3 Price: 2 x ($50 + 10 x $320) = $6,500.                 
  
Ring of Sequestering

Ring of Sequestering – as an enchanted item (using Sorcery)
This ring lets the caster cast Sequester.
The ring has SM-11, DR 4, HP 3.
            Statistics: Sequester [117]. Ring, x0.65; 77 EP.
            TL3 Price: 2 x ($10,000 + 77 x $320) = $69,280.        

Ring of Sonic Immunity

Ring of Sonic Immunity – as an enchanted item (using Sorcery)
This reddish iron ring continually protects the wearer from damage from sound. The wearer and all his gear gain DR 30 against sound, including effects that bypass normal DR to cause direct, internal damage. The wearer also becomes immune to non-damaging resistible sonic effects. In addition, the wearer enjoys the benefits of Protected Hearing (p. B78).
The ring has SM-11, DR 4, HP 3.
            Statistics: DR 30 (Force Field, +20%; Limited, Sound, -40%; Magical, -10%) [105] + Immunity to Noxious Sonic Effects (Magical, -10%) [9] + Internal DR 30 (Limited, Sound, -40%; Magical, -10%) [15] + Protected Hearing (Magical, -10%) [5]. Ring, x0.65; 88 EP.
            TL3 Price: 2 x ($20,000 + 88 x $320) = $96,320.        
  
Ring of Universal Energy Immunity

Ring of Universal Energy Immunity – as an enchanted item (using Sorcery)
This ring continually protects the wearer from energy damage. The wearer and all his gear gain DR 30 against energy attacks and energy effects that bypass normal DR to cause direct, internal damage. The wearer also becomes immune to non-damaging resistible energy effects. In addition, all of the wearer’s DR becomes immune to being eroded away by acid, all of his DR is considered nonmetallic and nonconductive for the purpose of resisting electrical penetration, none of his gear can be “shorted out” by electricity, the wearer enjoys the benefits of Protected Hearing (p. B78).
The ring has SM-11, DR 4, HP 3.
            Statistics: DR 30 (Force Field, +20%; Limited, Energy, -20%; Magical, -10%) [135] + Immunity to Electrical Conduction (Force Field, +20%; Magical, -10%) [6] + Immunity to Noxious Energy Effects (Magical, -10%) [27] + Internal DR 30 (Limited, Energy, -20%; Magical, -10%) [21] + Internal Sealed (Acid-Resistant Only, -60%; Magical, -10%) [1] + Protected Hearing (Magical, -10%) [5] + Sealed (Acid-Resistant Only, -60%; Force Field, +20%; Magical, -10%) [8]. Ring, x0.65; 132 EP.
            TL3 Price: 2 x ($10,000,000 + 132 x $320) = $20,084,480.

Ring of Virtuous Good

Ring of Virtuous Good – as an enchanted item (using Sorcery)
This ring continually grants the wearer the benefits of the Protection from Evil 3 spell. This property only works when the ring is worn by a good-aligned creature.
The ring has SM-11, DR 4, HP 3.
            Statistics: Magic Resistance 3 (Improved, +150%; Limited, Spells cast by unholy beings, -40%; Magical, -10%) [12] + Damage Resistance 6 (Force Field, +20%; Limited, Unholy Beings, -40%; Magical, -10%) [21]. Ring, Alignment Restriction, x0.6; 20 EP.
            TL3 Price: 2 x ($100 + 20 x $320) = $13,000.

Ring of Weaponbreaking

Ring of Weaponbreaking – as an enchanted item (using Sorcery)
This ring grants the wearer DR 7. Whenever somebody strikes you with a weapon, that weapon is dealt 4d crushing damage (DR applies normally).
The ring has SM-11, DR 4, HP 3.
            Statistics: Crushing Attack 4d (Accessibility, Weapons only, -20%; Aura, +80%; Melee Attack, Reach C, -30%) [26] + DR 7 (Magical, -10%) [32]. Ring, x0.65; 38 EP.
TL3 Price: 2 x ($500 + 38 x $320) = $25,320.

NEW SORCERY SPELL

Sequester
Keywords: None.
Full Cost: 117 points.
Casting Roll: None.
Range: Self.
Duration: Variable.

The sorcerer enters a state of suspended animation and becomes invisible to vision and information spells (reduce the diviner’s margin of success by 10). The invisibility aspect of this spell also affects everything the sorcerer is carrying up to his Basic Lift. Anyone unfamiliar with this effect must win a Quick Contest of Diagnosis vs. the sorcerer’s HT + 10 + Talent to discover that the sorcerer isn’t dead. In this state, the sorcerer does not need to breathe, and can go safely without food and water 1024 times longer. The sorcerer is unaware of its surroundings while in suspended animation, but awakens automatically if injured. The caster may also set a mental “alarm clock” to awaken the subject after a certain amount of time has passed.
Statistics: Invisibility (Affects Machines, +50%; Can Carry Objects, No Encumbrance, +10%; Link, +10%; Sorcery, -15%) [62] + Metabolism Control 10 (Link, +10%; Magical, -10%; Only to trance, -50%) [25] + Obscure 10 (Information Spells; Link, +10%; Magical, -10%; No Area Effect, -50%; Stealthy, +100%) [30].


No comments:

Post a Comment