Rings of Power
The creation of a ring of power is a 3rd level spell very much like sword magic and utilizes the same general process and the same charts as noted below. In general the following (it's the same as the one used for sword magic) is used for the spell check:
1: Lost and corruption.
2-15: Lost. Failure.
16-17: Per below and table 8-4.
18-21: Per below and table 8-4.
22-23: Per below and table 8-4.
24-26: Per below and table 8-4.
27-31: Per below and table 8-4.
32-33: Per below and table 8-4.
34-35: Per below and table 8-4.
36+: Per below and table 8-4.
Forging the Ring
At the very least the forging of a ring of power requires a working forge and
involves one day of intense ritualized work and 100 gp multipled by the spell check
rolled. Thus if a 24 is rolled it's going to take 24 days and cost 2400 gold. The Judge is free to determine that more powerful rings of power
require the use of specialized forges or strange and exotic materials that the
cleric has to quest for.
The Basic Enhancement
Just like in sword magic, the clerics level determines the
maximum possible effectiveness of the ring: CL5 = +1, CL6 = +2, CL7 = +3, CL8 =
+4, CL10 = +5. The cleric has to make a spell check and compare the result to
the sword magic related table in the core book, Table 8-4, to determine the “plus” of the ring,
it's intelligence, and how it communicates (ignore all other fields in that
chart). Rings of power forged by a cleric of Daenthar are always lawful or
neutral, never chaotic.
The Ability
Unlike swords the 'plus' the ring grants is granted to a
single ability score and boosts that ability score while the ring is worn. Use
the following chart to determine which ability score the ring is tied to:
'plus'
|
Ability Score
|
1
|
Roll randomly: 1d5 (1) strength (2) agility (3) stamina (4)
personality (5) intelligence
|
2
|
Roll randomly: 1d6 (1) strength (2) agility (3) stamina (4)
personality (5) intelligence (6) luck
|
3
|
Cleric chooses.
|
4
|
Cleric chooses.
|
5
|
Cleric chooses.
|
Flaw
Unlike sword magic where the created magic weapon contains a special purpose which it communicates to it's user through urges which may require the PC to make apposed intelligence checks to ignore, rings of power amplify flaws apparent in the PC. The PC or Judge must select one flaw or personal weakness such as greed, pride, anger, paranoia, etc. The PC must make an apposed intelligence check to resist the flaw when an opportunity presents itself or is a likely response.
Special Power
In addition to its ability bonus, the ring grants the wearer
one special power usable a number of times per day equal to its 'plus'. If the
ring grants a spell like power that allows the caster to target someone the
target is automatically whomever is wearing the ring.
Roll
|
Power
|
1-6
|
Read Magic at spell check
of 1d10+11.
|
7-12
|
Magic Shield at spell check
of 1d10+11.
|
13-18
|
Feather Fall at spell check
of 1d10+11.
|
19-24
|
Comprehend Languages at
spell check of 1d10+11.
|
25-29
|
Ekim's Mysical Mask at
spell check of 1d10+11.
|
30-34
|
Detect Evil at spell check
of 1d10+11.
|
35-39
|
Detect magic at spell check
of 1d10+11.
|
40-44
|
Enlarge at spell check of
1d10+11.
|
45-49
|
Darkness at spell check of
1d10+11.
|
50-54
|
Protection from Evil at
spell check of 1d10+11.
|
55-58
|
Locate object at spell
check of 1d10+13.
|
59-62
|
Levitate at spell check of
1d10+13.
|
63-66
|
Fire Resistance at spell
check of 1d10+13.
|
67-70
|
Detect Invisible at spell
check of 1d10+13.
|
71-74
|
ESP at spell check of
1d10+13.
|
75-78
|
Strength at spell check of
1d10+13.
|
79-82
|
Invisibility at spell check
of 1d10+13.
|
83-85
|
Planar Step at spell check
of 1d10+15.
|
86-88
|
Fly at spell check of
1d10+15.
|
89-91
|
Water Breathing at spell
check of 1d10+15.
|
92-93
|
Transmute Earth at spell
check of 1d10+17.
|
94-95
|
Wizard Sense at spell check
of 1d10+17.
|
96-97
|
Control Ice at spell check
of 1d10+17.
|
98-99
|
Control Fire at spell check
of 1d10+17.
|
00
|
Magic Bulwark at spell
check of 1d10+17.
|
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