Treasure: Rings
And the other magic item category that for some reason was separated from the wondrous items - the rings. I tried to adapt all the rings from the Dungeon Master's Guide for D&D 3.5 for use with GURPS. I omitted the cursed ring - that's for another post.
Major Ring of Spell
Storing
Major Ring of Spell Storing – as an enchanted item
(using Sorcery)
A
major ring of spell storing contains a spell with a full cost of up to 20
points. This spell must be cast into the ring beforehand. The wearer of this
ring can cast this spell once before
the ring has to be imbued with a spell again.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Sorcerous Empowerment 20 (Accessibility, Only a spell cast into the ring
beforehand, -40%) [126]. Ring, x0.65; 82 EP.
TL3 Price: 2 x ($15,000 + 82 x $320)
= $82,480.
Minor Ring of Spell
Storing
Minor Ring of Spell Storing – as an enchanted item
(using Sorcery)
A
minor ring of spell storing contains a spell with a full cost of up to 5
points. This spell must be cast into the ring beforehand. The wearer of this
ring can cast this spell once before
the ring has to be imbued with a spell again.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Sorcerous Empowerment 5 (Accessibility, Only a spell cast into the ring
beforehand, -40%) [36]. Ring, x0.65; 24 EP.
TL3 Price: 2 x ($150 + 24 x $320) = $15,660.
Ring of Animal
Friendship
Ring of Animal Friendship – as an enchanted item
(using Sorcery)
This
ring grants the wearer Animal Empathy (p. B40) and Animal Friend 2 (p. B90).
The
ring has SM-11, DR 4, HP 3.
Statistics:
Animal Empathy (Magical, -10%) [5] + Animal Friend 2 (Magical, -10%) [9]. Ring,
x0.65; 10 EP.
TL3
Price: 2 x ($50 + 10 x $320) = $6,500.
Ring of Blinking
Ring of Blinking – as an enchanted item (using
Sorcery)
This
ring lets the wearer cast Blink.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Blink
[35]. Ring, x0.65; 23 EP.
TL3
Price: 2 x ($150 + 23 x $320) = $15,020.
Ring of Chameleon
Power
Ring of Chameleon Power – as an enchanted item (using
Sorcery)
This
ring lets the wearer cast Chameleon
Skin 3.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Chameleon
Skin 3 [28]. Ring, x0.65; 19 EP.
TL3
Price: 2 x ($100 + 19 x $320) = $12,360.
Ring of Climbing
Ring of Climbing – as an enchanted item (using
Sorcery)
This
ring gives the wearer +1 Move when climbing or using the Clinging advantage (p.
B43).
The
ring has SM-11, DR 4, HP 3.
Statistics:
Super Climbing 1 (Magical, -10%) [3]. Ring, x0.65; 2 EP.
TL3
Price: 2 x ($30 + 2 x $320) = $1,340.
Ring of Counterspells
Ring of Counterspells – as an enchanted item (using
Sorcery)
This
ring might seem to be a ring of spell storing upon first examination. However,
while it allows a single spell to be cast into it, that spell cannot be cast
out of the ring again. Instead, should that spell ever be cast upon the wearer
or his possessions directly, the spell
is immediately countered, requiring no action (or even knowledge) on the
wearer’s part. Once so used, the spell cast within the ring is gone. A new
spell (or the same one as before) may be placed in it again.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Static (Magic; Accessibility, Only the spell cast into it beforehand, -60%; Magical,
-10%; Nuisance Effect, Works once before recharging, -20%) [6] + Rules
Exemption (Magical abilities can coexist with anti-magical Static) [1]. Ring,
x0.65; 5 EP.
TL3
Price: 2 x ($30 + 5 x $320) = $3,260.
Ring of Djinni
Calling
Ring of Djinni Calling – as an enchanted item (using Sorcery)
One
of the many rings of fable, this "genie" ring is most useful indeed.
It serves as a special gate by means of which a specific djinni
(worth 150% or less of your point value) can be called from the Elemental Plane
of Air. When the ring is rubbed (a Ready maneuver), the call goes out, and the
djinni appears on the next round. The djinni faithfully obeys and serves the
wearer of the ring, but never for more than 1 hour per day. If the djinni of
the ring is ever killed, the ring becomes nonmagical and worthless.
Statistics:
Ally (Djinni; Built on 150%; Constantly; Magical, -10%; Extended Duration, 30x,
+60%; Limited Use, 1/day, -40%; Special Abilities, +50%; Summoned, +100%) [104].
Ring, x0.65; 68 EP.
TL3
Price: 2 x ($5,000 + 68 x $320) = $53,520.
Ring of Elemental
Command (Air)
Ring of Elemental Command (Air) – as an enchanted item
(using Sorcery)
All
four kinds of elemental command rings are very powerful. Each appears to be
nothing more than a lesser magic ring until fully activated (by meeting a
special condition, such as single-handedly slaying an elemental of the
appropriate type or exposure to a sacred material of the appropriate element),
but each has certain other powers as well as the following common properties. This ring
appears to be a ring of feather falling until a certain condition is met to
activate its full potential. It must be reactivated each time a new wearer
acquires it.
The
ring has the following magical properties:
-
This ring grants the wearer the Spirit Empathy
advantage (p. B88) that only works on air elementals.
-
All air elementals within 10 yards of the wearer must
make a Fright Check using the Awe variant table (GURPS Powers, p. 85). The victims get +1 per Fright Check after the first
within 24 hours. If a victim succeeds at his Fright Check, he will be
unaffected by this ability for one hour.
-
The wearer of the ring is able to speak (but not
write) Auran at Native level.
-
The ring lets the caster cast Air Jet 2 (GURPS Thaumatology: Sorcery, p. 12), Chain
Lightning 1, Control
Air Elemental, Feather
Fall, Resist Lightning 1 (self only) (GURPS
Sorcery: Protection and Warning Spells, p. 10), Walk
on Air (self only).
The
ring has SM-11, DR 4, HP 3.
Statistics:
Air Jet 2 [12/5=3] + Chain
Lightning 1 [15/5=3] + Control
Air Elemental [23/5=5] + Feather
Fall (Self Only, -65%) [22/5=5] + Language (Auran; Spoken Native; Magical,
-10%) [3] + Resist Lightning 1 (Self Only, -65%) [65] + Spirit Empathy
(Magical, -10%; Specialized, Air Elementals, -50%) [4] + Terror (Awe; Accessibility,
Only air elementals, -50%; Always On, -20%; Magical, -10%; Presence, +25%) [14]
+ Walk
on Air (Self Only, -65%) [24/5=5]. Ring, Must be activated, x0.55; 59 EP.
TL3
Price: 2 x ($2,000 + 59 x $320) = $41,760.
Ring of Elemental
Command (Earth)
Ring of Elemental Command (Earth) – as an enchanted
item (using Sorcery)
All
four kinds of elemental command rings are very powerful. Each appears to be
nothing more than a lesser magic ring until fully activated (by meeting a
special condition, such as single-handedly slaying an elemental of the
appropriate type or exposure to a sacred material of the appropriate element),
but each has certain other powers as well as the following common properties. This ring
appears to be a ring of meld into stone until the established condition is met.
It must be reactivated each time a new wearer acquires it.
The
ring has the following magical properties:
-
This ring grants the wearer the Spirit Empathy
advantage (p. B88) that only works on earth elementals.
-
All earth elementals within 10 yards of the wearer
must make a Fright Check using the Awe variant table (GURPS Powers, p. 85). The victims get +1 per Fright Check after the first
within 24 hours. If a victim succeeds at his Fright Check, he will be
unaffected by this ability for one hour.
-
The wearer of the ring is able to speak (but not
write) Terran at Native level.
-
The ring lets the caster cast Control
Earth Elemental, Meld
into Stone, Shape
Earth 2, Stoneskin
(self only).
The
ring has SM-11, DR 4, HP 3.
Statistics:
Control
Earth Elemental [23/5=5] + Language (Terran; Spoken Native; Magical, -10%)
[3] + Meld
into Stone [102] + Shape
Earth 2 [50/5=10] + Spirit Empathy (Magical, -10%; Specialized, Earth
Elementals, -50%) [4] + Stoneskin
(Self Only, -65%) [48/5=10] + Terror (Awe; Accessibility, Only earth
elementals, -50%; Always On, -20%; Magical, -10%; Presence, +25%) [14]. Ring,
Must be activated, x0.55; 82 EP.
TL3
Price: 2 x ($15,000 + 82 x $320) = $82,480.
Ring of Elemental
Command (Fire)
Ring of Elemental Command (Fire) – as an enchanted
item (using Sorcery)
All
four kinds of elemental command rings are very powerful. Each appears to be
nothing more than a lesser magic ring until fully activated (by meeting a
special condition, such as single-handedly slaying an elemental of the
appropriate type or exposure to a sacred material of the appropriate element),
but each has certain other powers as well as the following common properties. This ring
appears to be a ring of fire resistance until the established condition is met.
It must be reactivated each time a new wearer acquires it.
The
ring has the following magical properties:
-
This ring grants the wearer the Spirit Empathy
advantage (p. B88) that only works on fire elementals.
-
All fire elementals within 10 yards of the wearer must
make a Fright Check using the Awe variant table (GURPS Powers, p. 85). The victims get +1 per Fright Check after the first
within 24 hours. If a victim succeeds at his Fright Check, he will be
unaffected by this ability for one hour.
-
The wearer of the ring is able to speak (but not
write) Ignan at Native level.
-
The ring lets the caster cast Burning
Hands 2, Control
Fire Elemental, Flame
Strike 1, Flaming
Sphere 2, Resist Fire (self only) (Pyramid
#3-63, p. 9), Wall
of Fire 1.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Burning
Hands 2 [16/5=4] + Control
Fire Elemental [23/5=5] + Flame
Strike 1 [25/5=5] + Flaming
Sphere 2 [11/5=3] + Language (Ignan; Spoken Native; Magical, -10%) [3] + Spirit
Empathy (Magical, -10%; Specialized, Fire Elementals, -50%) [4] + Resist Fire (Self
Only, -50%) [48] + Terror (Awe; Accessibility, Only fire elementals, -50%; Always
On, -20%; Magical, -10%; Presence, +25%) [14] + Wall
of Fire 1 [30/5=6]. Ring, Must be activated, x0.55; 51 EP.
TL3
Price: 2 x ($1,500 + 51 x $320) = $35,640.
Ring of Elemental
Command (Water)
Ring of Elemental Command (Water) – as an enchanted
item (using Sorcery)
All
four kinds of elemental command rings are very powerful. Each appears to be
nothing more than a lesser magic ring until fully activated (by meeting a
special condition, such as single-handedly slaying an elemental of the
appropriate type or exposure to a sacred material of the appropriate element),
but each has certain other powers as well as the following common properties. This ring
appears to be a ring of water walking until the established condition is met.
It must be reactivated each time a new wearer acquires it.
The
ring has the following magical properties:
-
This ring grants the wearer the Spirit Empathy
advantage (p. B88) that only works on water elementals.
-
All water elementals within 10 yards of the wearer
must make a Fright Check using the Awe variant table (GURPS Powers, p. 85). The victims get +1 per Fright Check after the first
within 24 hours. If a victim succeeds at his Fright Check, he will be
unaffected by this ability for one hour.
-
The wearer of the ring is able to speak (but not
write) Aquan at Native level.
-
The ring lets the caster cast Breathe
Water, Control
Water Elemental, Create
Water 1, Shape
Water 2, Walk
on Water, Wall
of Ice 1.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Breathe
Water [18/5=4] + Control
Water Elemental [23/5=5] + Create
Water 1 [6/5=2] + Language (Aquan; Spoken Native; Magical, -10%) [3] + Shape
Water 2 [50] + Spirit Empathy (Magical, -10%; Specialized, Water
Elementals, -50%) [4] + Terror (Awe; Accessibility, Only water elementals,
-50%; Always On, -20%; Magical, -10%; Presence, +25%) [14] + Walk
on Water [26/5=6] + Wall
of Ice 1 [29/5=6]. Ring, Must be activated, x0.55; 52 EP.
TL3
Price: 2 x ($1,500 + 52 x $320) = $36,280.
Ring of Evasion
Ring of Evasion – as an enchanted item (using Sorcery)
This
ring continually grants the wearer the ability to evade incoming blows. The
wearer gains a +2 bonus to his Dodge score.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Enhanced Dodge 2 (Magical, -10%) [27]. Ring, x0.65; 18 EP.
TL3
Price: 2 x ($100 + 18 x $320) = $11,720.
Ring of Feather
Falling
Ring of Feather Falling – as an enchanted item (using
Sorcery)
This
ring is crafted with a feather pattern all around its edge. The wearer becomes
able to glide through the air. He cannot gain altitude. With a running leap, he
can launch himself with an air Move equal to Basic Move. Each turn, he can
change velocity by up to 10 yards/second x local gravity in Gs. To accelerate,
he must descend by 1 yard for each 1 yard/second added to velocity; top speed
is Basic Move x 4 (but he can go faster if towed). To decelerate, he must fly
level. If he does not descend at least 1 yard, he automatically decelerates by
1 yard/second that turn. When working out turning radius, the wearer’s basic
air Move is 10 x local gravity in Gs.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Flight (Gliding, -50%; Magical, -10%) [16]. Ring, x0.65; 18 EP.
TL3
Price: 2 x ($70 + 18 x $320) = $7,180.
Ring of Force
Shield
Ring of Force Shield – as an enchanted item (using
Sorcery)
An
iron band, this simple ring generates a shield-sized (and shield-shaped) invisible
wall of force that stays with the ring and moves to protect the wearer from any
frontal attack. This grants a DB 1, cumulative
with that granted from an actual shield. Using the ring drains 1 FP per minute.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Defense Bonus 1 (Costs Fatigue, 1 FP, -5%; Directional, Front, -20%; Magical,
-10%) [20]. Ring, x0.65; 13 EP.
TL3
Price: 2 x ($70 + 13 x $320) = $8,460.
Ring of Freedom
of Movement
Ring of Freedom of Movement – as an enchanted item
(using Sorcery)
This
gold ring grants the wearer a +3 bonus on all rolls to maintain or regain his
freedom of movement. This includes rolls to avoid or break free of a grapple or
an entangling weapon, to evade opponents, to use a skill such as Escape or
Lockpicking to get out of a place, and to resist any ability, spell, or weapon
that restrains or paralyzes the wearer.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Higher Purpose 3 (Don’t fence me in; Cosmic, Not limited to one level, +50%;
Magical, ‑10%) [21]. Ring, x0.65; 14 EP.
TL3
Price: 2 x ($70 + 14 x $320) = $9,100.
Ring of Friend
Shield
Ring of Friend Shield – as an enchanted item (using
Sorcery)
These
curious rings always come in pairs. A friend shield ring without its mate is
useless. Either wearer of one of a pair of the rings can, at any time, will his
or her ring to cast a shielding effect with the wearer of the mated ring as the
recipient. This effect has no range limitation, but costs 1 FP per minute.
Under
this effect, the first 5 points of basic damage of any attack that strikes the
wearer of the mated ring is redirected to him, allowing no defense roll.
The
ring has SM-11, DR 4, HP 3.
Statistics:
DR 5 (Accessibility, Reflects to the wearer of the second ring, -50%; Costs
Fatigue, 1 FP, -5%; Force Field, +20%; Magical, -10%; Reflection, +100%) [39]. Ring,
x0.65; 26 EP.
TL3
Price: 2 x ($200 + 26 x $320) = $17,040.
Ring of Greater
Acid Resistance
Ring of Greater Acid Resistance – 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 20 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 20 (Force Field, +20%; Limited, Acid, -40%; Magical, -10%) [70] + Immunity
to Noxious Acidic Effects (Magical, -10%) [9] + Internal DR 20 (Limited, Acid,
-40%; Magical, -10%) [10] + Internal Sealed (Acid-Resistant Only, -60%;
Magical, -10%) [1] + Sealed (Acid-Resistant Only, -60%; Force Field, +20%;
Magical, -10%) [8]. Ring, x0.65; 64 EP.
TL3
Price: 2 x ($3,000 + 64 x $320) = $46,960.
Ring of Greater
Cold Resistance
Ring of Greater Cold Resistance – 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 20 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 20 (Force Field, +20%; Limited, Cold, -40%; Magical, -10%) [70] + Immunity
to Noxious Cold Effects (Magical, -10%) [9] + Internal DR 20 (Limited, Cold,
-40%; Magical, -10%) [10]. Ring, x0.65; 58 EP.
TL3
Price: 2 x ($2,000 + 58 x $320) = $41,120.
Ring of Greater
Electricity Resistance
Ring of Greater Electricity Resistance – 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 20 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 20 (Force Field, +20%; Limited, Electricity, -40%; Magical, -10%) [70] +
Immunity to Electrical Conduction (Force Field, +20%; Magical, -10%) [6] +
Immunity to Noxious Electrical Effects (Magical, -10%) [9] + Internal DR 20
(Limited, Electricity, -40%; Magical, -10%) [10]. Ring, x0.65; 62 EP.
TL3
Price: 2 x ($3,000 + 62 x $320) = $45,680.
Ring of Greater
Fire Resistance
Ring of Greater Fire Resistance – 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 20 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 20 (Force Field, +20%; Limited, Fire, -40%; Magical, -10%) [70] + Immunity
to Noxious Fire Effects (Magical, -10%) [9] + Internal DR 20 (Limited, Fire,
-40%; Magical, -10%) [10]. Ring, x0.65; 58 EP.
TL3
Price: 2 x ($2,000 + 58 x $320) = $41,120.
Ring of Greater
Sonic Resistance
Ring of Greater Sonic Resistance – 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 20 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 20 (Force Field, +20%; Limited, Sound, -40%; Magical, -10%) [70] + Immunity
to Noxious Sonic Effects (Magical, -10%) [9] + Internal DR 20 (Limited, Sound,
-40%; Magical, -10%) [10] + Protected Hearing (Magical, -10%) [5]. Ring, x0.65;
62 EP.
TL3
Price: 2 x ($3,000 + 62 x $320) = $45,680.
Ring of Improved
Climbing
Ring of Improved Climbing – as an enchanted item
(using Sorcery)
This
ring gives the wearer +3 Move when climbing or using the Clinging advantage (p.
B43).
The
ring has SM-11, DR 4, HP 3.
Statistics:
Super Climbing 3 (Magical, -10%) [9]. Ring, x0.65; 6 EP.
TL3
Price: 2 x ($50 + 6 x $320) = $3,940.
Ring of Improved
Jumping
Ring of Improved Jumping – as an enchanted item (using
Sorcery)
This
ring gives the wearer Super Jump 2 (p. B89).
The
ring has SM-11, DR 4, HP 3.
Statistics:
Super Jump 2 (Magical, -10%) [18]. Ring, x0.65; 12 EP.
TL3
Price: 2 x ($70 + 12 x $320) = $7,820.
Ring of Improved
Swimming
Ring of Improved Swimming – as an enchanted item
(using Sorcery)
This
ring gives the wearer the Amphibious advantage (p. B40).
The
ring has SM-11, DR 4, HP 3.
Statistics:
Amphibious (Magical, -10%) [9]. Ring, x0.65; 6 EP.
TL3
Price: 2 x ($50 + 6 x $320) = $3,940.
Ring of Invisibility
Ring of Invisibility – as an enchanted item (using
Sorcery)
This
ring lets the wearer cast Personal
Invisibility.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Personal
Invisibility [66]. Ring, x0.65; 43 EP.
TL3
Price: 2 x ($700 + 43 x $320) = $28,920.
Ring of Jumping
Ring of Jumping – as an enchanted item (using Sorcery)
This
ring gives the wearer Super Jump 1 (p. B89).
The
ring has SM-11, DR 4, HP 3.
Statistics:
Super Jump 1 (Magical, -10%) [9]. Ring, x0.65; 6 EP.
TL3
Price: 2 x ($50 + 6 x $320) = $3,940.
Ring of Major
Acid Resistance
Ring of Major Acid Resistance – 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 10 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 10 (Force Field, +20%; Limited, Acid, -40%; Magical, -10%) [35] + Immunity
to Noxious Acidic Effects (Magical, -10%) [9] + Internal DR 10 (Limited, Acid,
-40%; Magical, -10%) [5] + Internal Sealed (Acid-Resistant Only, -60%; Magical,
-10%) [1] + Sealed (Acid-Resistant Only, -60%; Force Field, +20%; Magical,
-10%) [8]. Ring, x0.65; 38 EP.
TL3
Price: 2 x ($500 + 38 x $320) = $25,320.
Ring of Major
Cold Resistance
Ring of Major Cold Resistance – 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 10 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 10 (Force Field, +20%; Limited, Cold, -40%; Magical, -10%) [35] + Immunity
to Noxious Cold Effects (Magical, -10%) [9] + Internal DR 10 (Limited, Cold,
-40%; Magical, -10%) [5]. Ring, x0.65; 32 EP.
TL3
Price: 2 x ($300 + 32 x $320) = $21,080.
Ring of Major
Electricity Resistance
Ring of Major Electricity Resistance – 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 10 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 10 (Force Field, +20%; Limited, Electricity, -40%; Magical, -10%) [35] +
Immunity to Electrical Conduction (Force Field, +20%; Magical, -10%) [6] +
Immunity to Noxious Electrical Effects (Magical, -10%) [9] + Internal DR 10
(Limited, Electricity, -40%; Magical, -10%) [5]. Ring, x0.65; 36 EP.
TL3
Price: 2 x ($500 + 36 x $320) = $24,040.
Ring of Major
Fire Resistance
Ring of Major Fire Resistance – 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 10 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 10 (Force Field, +20%; Limited, Fire, -40%; Magical, -10%) [35] + Immunity
to Noxious Fire Effects (Magical, -10%) [9] + Internal DR 10 (Limited, Fire,
-40%; Magical, -10%) [5]. Ring, x0.65; 32 EP.
TL3
Price: 2 x ($300 + 32 x $320) = $21,080.
Ring of Major
Sonic Resistance
Ring of Major Sonic Resistance – 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 10 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 10 (Force Field, +20%; Limited, Sound, -40%; Magical, -10%) [35] + Immunity
to Noxious Sonic Effects (Magical, -10%) [9] + Internal DR 10 (Limited, Sound,
-40%; Magical, -10%) [5] + Protected Hearing (Magical, -10%) [5]. Ring, x0.65;
36 EP.
TL3
Price: 2 x ($500 + 36 x $320) = $24,040.
Ring of Meld
into Stone
Ring of Meld into Stone – as an enchanted item (using
Sorcery)
This
ring lets the wearer cast Meld
into Stone.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Meld
into Stone [102]. Ring, x0.65; 67 EP.
TL3
Price: 2 x ($5,000 + 67 x $320) = $52,880.
Ring of Mind
Shielding
Ring of Mind Shielding – as an enchanted item (using
Sorcery)
This
ring makes the wearer immune to abilities that read his thoughts and emotions.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Immunity to Mind Reading (Magical, -10%) [14]. Ring, x0.65; 10 EP.
TL3
Price: 2 x ($50 + 10 x $320) = $6,500.
Ring of Minor
Acid Resistance
Ring of Minor Acid Resistance – 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 5 against acid, including ingested acid and
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, Acid, -40%; Magical, -10%) [18] + Internal DR
5 (Limited, Acid, -40%; Magical, -10%) [3]. Ring, x0.65; 14 EP.
TL3
Price: 2 x ($70 + 14 x $320) = $9,100.
Ring of Minor Cold
Resistance
Ring of Minor Cold Resistance – 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 5 against cold, including 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, Cold, -40%; Magical, -10%) [18] + Internal DR
5 (Limited, Cold, -40%; Magical, -10%) [3]. Ring, x0.65; 14 EP.
TL3
Price: 2 x ($70 + 14 x $320) = $9,100.
Ring of Minor Electricity
Resistance
Ring of Minor Electricity Resistance – 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 5 against electricity, including 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, Electricity, -40%; Magical, -10%) [18] +
Internal DR 5 (Limited, Electricity, -40%; Magical, -10%) [3]. Ring, x0.65; 14
EP.
TL3
Price: 2 x ($70 + 14 x $320) = $9,100.
Ring of Minor Fire
Resistance
Ring of Minor Fire Resistance – 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 5 against fire, including 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, Fire, -40%; Magical, -10%) [18] + Internal DR
5 (Limited, Fire, -40%; Magical, -10%) [3]. Ring, x0.65; 14 EP.
TL3
Price: 2 x ($70 + 14 x $320) = $9,100.
Ring of Minor Sonic
Resistance
Ring of Minor Sonic Resistance – 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 5 against sound, including 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, Sound, -40%; Magical, -10%) [18] + Internal
DR 5 (Limited, Sound, -40%; Magical, -10%) [3]. Ring, x0.65; 14 EP.
TL3
Price: 2 x ($70 + 14 x $320) = $9,100.
Ring of
Regeneration
Ring of Regeneration – as an enchanted item (using
Sorcery)
The
wearer of this ring recovers 1 HP per hour. 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:
Regeneration (Regular; Magical, -10%) [23]. Ring, x0.65; 15 EP.
TL3
Price: 2 x ($70 + 15 x $320) = $9,740.
Ring of Shooting
Stars
Ring of Shooting Stars – as an enchanted item (using
Sorcery)
This
ring has two modes of operation, one for being in shadowy darkness or outdoors
at night and a second one when the wearer is underground or indoors at night.
During
the night under the open sky or in areas of shadow or darkness (-4 illumination
penalty or worse), the ring of shooting stars can perform the following
functions on command.
-
Light 1 (GURPS
Thaumatology: Sorcery, p. 19).
Indoors
at night, or underground, the ring of shooting stars has the following
properties.
-
Faerie
Fire.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Ball
of Lightning 1 (Accessibility, During the night under the open sky or in
areas of shadow or darkness, -20%) [25/5=5] + Faerie
Fire (Accessibility, Indoors at night or underground, -20%) [28] + Light 1
(Accessibility, During the night under the open sky or in areas of shadow or
darkness, -20%) [9/5=2] + Spark
Cloud 2 (Accessibility, Indoors at night or underground, -20%) [8/5=2]. Ring,
x0.65; 25 EP.
TL3
Price: 2 x ($150 + 25 x $320) = $16,300.
Ring of Spell
Storing
Ring of Spell Storing – as an enchanted item (using
Sorcery)
A
ring of spell storing contains a spell with a full cost of up to 10 points.
This spell must be cast into the ring beforehand. The wearer of this ring can
cast this spell once before the ring
has to be imbued with a spell again.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Sorcerous Empowerment 10 (Accessibility, Only a spell cast into the ring
beforehand, -40%) [66]. Ring, x0.65; 43 EP.
TL3 Price: 2 x ($700 + 43 x $320) = $28,920.
Ring of Spell
Turning
Ring of Spell Turning – as an enchanted item (using
Sorcery)
Three
times per day, the wearer of this ring can will the ring to reflect a spell
that affects them or their personal equipment directly as a free action. This, this ring does not protect against
missile spells. The effects of the spell are redirected to target the attacker, who may resist normally.
When the ring is used against an Area spell, the rest of the area is affected
normally.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Static (Magic; Limited Use, 3/day, -20%; Magical, -10%; Reduced Duration,
1/180, -40%; Reflection, +100%; Reflexive, +40%; Switchable, +100%) [81] +
Rules Exemption (Magical abilities can coexist with anti-magical Static) [1]. Ring,
x0.65; 54 EP.
TL3
Price: 2 x ($1,500 + 54 x $320) = $37,560.
Ring of Swimming
Ring of Swimming – as an enchanted item (using
Sorcery)
This
ring increases the wearer’s Water Move by 2.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Water Move +2 (Magical, -10%) [9]. Ring, x0.65; 6 EP.
TL3
Price: 2 x ($50 + 6 x $320) = $3,940.
Ring of Telekinesis
Ring of Telekinesis – as an enchanted item (using
Sorcery)
This
ring lets the wearer cast Apportation 10.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Apportation 10 [11]. Ring, x0.65; 8 EP.
TL3
Price: 2 x ($70 + 8 x $320) = $5,260.
Ring of Three
Wishes
Ring of Three Wishes – as an enchanted item (using
Sorcery)
This
ring is set with three rubies. Each ruby stores a Wish
spell, activated by the ring with no casting roll. When a Wish
is used, that ruby disappears. For a randomly generated ring, roll 1d/2 to
determine the remaining number of rubies. When all the wishes are used, the
ring becomes a nonmagical item.
The
ring has SM-11, DR 4, HP 3.
Statistics:
3 x Wish
(No Requires IQ Roll, +10%; Single Use, x1/2) [48]. Ring, x0.65; 94 EP.
TL3
Price: 2 x ($30,000 + 94 x $320) = $120,160.
Ring of the Ram
Ring of the Ram – as an enchanted item (using Sorcery)
This
ring lets the wearer cast Force
Bolt 2.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Force
Bolt 2 [12]. Ring, x0.65; 8 EP.
TL3
Price: 2 x ($50 + 8 x $320) = $5,220.
Ring of Water
Walking
Ring of Water Walking – as an enchanted item (using
Sorcery)
The
wearer of this ring can walk on the surface of any liquid as if it were solid
ground. He moves at his usual ground Move. This doesn’t protect him from any
damage that he would take from coming into contact with the liquid, however. He
can’t traverse volcanic lava or boiling acid without taking damage! Using this
ring costs 1 FP per minute.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Walk on Liquid (Costs Fatigue, 1 FP, -5%; Magical, -10%) [13]. Ring, x0.65; 9
EP.
TL3 Price: 2 x ($50 + 9 x $320) = $5,860.
Ring of Wizardry
I
Ring of Wizardry I – as an enchanted item (using
Sorcery)
This
ring grants the wearer Wizardry
Talent 1. It is useless to non-casters.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Wizardry
Talent 1 (Magical, -10%) [9]. Ring, Requires Sorcery, x0.6; 6 EP.
TL3 Price: 2 x ($50 + 6 x $320) = $3,940.
Ring of Wizardry
II
Ring of Wizardry II – as an enchanted item (using
Sorcery)
This
ring grants the wearer Wizardry
Talent 2. It is useless to non-casters.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Wizardry
Talent 2 (Magical, -10%) [18]. Ring, Requires Sorcery, x0.6; 11 EP.
TL3 Price: 2 x ($70 + 11 x $320) = $7,180.
Ring of Wizardry
III
Ring of Wizardry III – as an enchanted item (using
Sorcery)
This
ring grants the wearer Wizardry
Talent 3. It is useless to non-casters.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Wizardry
Talent 3 (Magical, -10%) [27]. Ring, Requires Sorcery, x0.6; 17 EP.
TL3 Price: 2 x ($100 + 17 x $320) = $11,080.
Ring of Wizardry
IV
Ring of Wizardry IV – as an enchanted item (using
Sorcery)
This
ring grants the wearer Wizardry
Talent 4. It is useless to non-casters.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Wizardry
Talent 4 (Magical, -10%) [36]. Ring, Requires Sorcery, x0.6; 22 EP.
TL3 Price: 2 x ($150 + 22 x $320) = $14,380.
Ring of X-Ray
Vision
Ring of X-Ray Vision – as an enchanted item (using
Sorcery)
You
can see through solid objects made of organic matter or silica up to 1’ thick.
Dense metals such as gold and lead block your vision. Light metals and many
minerals appear as shadowy shapes – you can see a human skeleton, for example.
If you see through an object, things on its other side appear in full color, as
if under visible light. Using this ring costs 1 FP per minute.
The
ring has SM-11, DR 4, HP 3.
Statistics:
Penetrating Vision 2 (Blockable by dense metals, -20%; Costs Fatigue, 1 FP,
-5%; Magical, -10%) [13]. Ring, x0.65; 9 EP.
TL3 Price: 2 x ($50 + 9 x $320) = $5,860.
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