Wednesday, 4 March 2020

Treasure: Rings

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).
-          Ball of Lightning 1.
Indoors at night, or underground, the ring of shooting stars has the following properties.
-          Faerie Fire.
-          Spark Cloud 2.
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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