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)
The
ring has SM-11, DR 4, HP 3.
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