Friday, May 30, 2025

New Magic Items: Rings I

Earthwhisperer


Description

This heavy, rough-hewn ring is carved from a single chunk of dark deep-earth schist, with veins of lighter quartz running through a mass of grave iron basalt. When held to the ear, a very faint, almost rhythmic thrumming can be heard from within.

Pedigree

Forged by the reclusive geomancers of Stonerise, this ring was intended to give voice to the earth itself. It was said to have been lost when the mountain heart of their stronghold finally collapsed, burying their secrets. Legends whisper it now rests within the deepest, most stable bedrock of Deepstone, speaking only to those who can truly listen. Its last supposed owner was a dwarven delver named Borin Stonehand, who vanished from historical records centuries ago.

Abilities

Stone's Echo (Constant): Wearer is able to detect the source of even the slightest vibrations, tremors, or sounds originating from within solid earth or stone within 360'.

Earthtongue (Constant): Wearer is able to speak Terran and Primordial.

Speak with Earth (1×/day): Allows the wearer to ask one yes/no question of the immediate surrounding earth (within 30'). The answer manifests as a subtle, guttural rumble felt through the ring, indicating "yes" or "no." This ability cannot be used in areas where the earth is disturbed by active magic or recent, violent geological events.

Meld into Stone (1×/week): As a spell action, the wearer can meld into a solid stone surface large enough to contain their body, as per the spell meld into stone.


Shadoweaver

Description

This ring appears to be woven from strands of pure shadow, forming a delicate yet unnerving band that seems to absorb light. When worn, it occasionally seems to flicker and subtly distort the air around it, making the wearer's hand appear slightly out of focus.

Pedigree

Woven from the shadow of a forgotten god by a reclusive coven of shadow fey, this ring was designed to grant ultimate stealth and disguise. It is whispered that the coven used it to infiltrate and manipulate mortal kingdoms, their presence never detected. It is now thought to be hidden within the deepest, most lightless part of the Gloomwood, guarded by illusions and misdirection.

Abilities

Shadow Veil (Constant): Wearer is able to Hide in Shadows as a 14th level thief. 

Shadowspeak (Constant): Wearer is able to speak Umbral (the language of Shadow).

Whisper of Deception (1×/day): Allows the wearer to magically influence a creature they can see within range that can hear and understand them, as the spell suggestion. The victim is permitted a save vs. spells to avoid the suggestion.

Flicker (1×/day): As a bonus action, the wearer can teleport into any unoccupied space they can see within 15', provided that both the starting and ending locations are in dim light or darkness. If attempting to teleport into occupied darkness, the attempt fails, but the use for the day remains. The wearer can only make one such attempt in any single round.


Ironheart


Description

This ring is a thick, seamless band of dark, pitted iron, unadorned by any gemstones or filagree. It is unnaturally heavy, feels cold to the touch, and subtle, rhythmic clicks can sometimes be heard emanating from it, like distant gears turning.

Pedigree

Forged in the Titan's Breath Foundry by the enigmatic Golem Lord Xy'lar, this ring (1 of 10 similar rings infused with raw elemental earth and arcane binding magic) was a key component in animating his most powerful constructs. Though Xy'lar's was defeated during the legendary siege of "Sentinel's Fall," and reportedly dozens of attempts have been made to destroy the ring, it is alleged that the ring has reformed over and over again. 

Abilities

Iron Skin (Constant): The wearer's Armor Class improves by –3, but only if they are not wearing any item that improves AC (i.e., they may not be wearing armor, using a shield, or wearing any other magical items that improve Armor Class). They may, however, benefit from additional spell-based protections.

Repair Minor Constructs (3×/day): As a melee action, the wearer can touch any damaged golem with 10 or fewer Hit Dice and restore 1d6 hit points to it.

Will of Iron (1×/day): As a spell action, the wearer can attempt to exert control over golem with 10 or fewer Hit Dice within 30'. The golem must make a successful save vs. spells or be charmed by the wearer for 1 minute. Control will be lost if the golem moves beyond the 30' range of the ability.

Side Effects

Prolonged wearing of this ring causes the wearer's flesh to undergo ferrous induration. Over time, their skin hardens and stiffens into iron, making movement difficult, eventually risking total siderification (an iron-based type of petrification). For each month of considerable wear (average of 8 hours a day or more), the wearer must make a save vs. paralysis. On each failed save, the wearer's Dexterity will decrease by 1 point, their Armor Class will improve by –1 point (this bonus is in addition to any adjustments to AC from a change in Dexterity), their their speed will decrease by 15'(5') to a minimum of 15'(5'), andd their initiative adjustment will decrease by –1 (if using individual initiative). After even a single failed save, they will be forced to always strike last during the combat round. Furthermore, if their Dexterity is reduced to 0 or less, they will become permanent siderified. This condition may be reversed by the 7th level MU spell iron to flesh. This spell will not negate the curse of the ring itself, nor will it negate any side effects the wearer might incur by continuing to wear the ring. 

2 comments:

  1. Welcome back! Great ideas and write-ups on the rings, accompanied by some killer art... coming back in style!

    ReplyDelete

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