Magical rings are very common magical items used by many creatures with fingers or similar extremes. No more than one ring can be on each hand; multiple rings will cause unexpected results (probably both will stop to work).
|Ring of X Resistance
||Wearer gains resistance against the element. Usually
against fire, cold, poison or lightning.
||Ring of X Immunity*
||As resistance, but grants immunity.
||Ring of X Vulnerability
||As resistance, but vulnerability. Reveal use detects as
resistance ring, however!
||Ring of Free Action
||The wearer is immune to paralyzation.
||Ring of Invisiblity
||The wearer is invisible as long as the ring is worn.
||Ring of Levitation
||The wearer levitates as long as the ring is worn.
||Ring of Polymorph Control
||If the wearer is concentrating on a certain creature at the
time of polymorph, he is primarily transformed into that form.
||Ring of Protection
||The wearer gains +1 save. This is not
cumulative with any other protection device!
||Ring of Regeneration
||The wearer regenerates at the rate of one health
restoration each hour.
||Ring of Teleport Control
||When teleported by an outer force the wearer teleports to
location he is currently thinking og, if within range.
||Ring of True Seeing
||The wearer can see the invisible and has night vision.
||Ring of Wishing**
||The wearer may wish once, and then the ring becomes
non-magical. See GM section for details.
Magical amulets are worn in the neck. Only one amulet can be worn at the time, multiple amulets will all cease to work or have other effects. In addition to their magical value, they are usually precious jewelry.
|Amulet of Curse Protection
||The wearer has a save 4+ to dispel any curse cast on him
or his items.
||Amulet of ESP
||The wearer gains power to use ESP as with level 2 spell.
||Amulet of Grounding
||This amulet grounds all lightning attacks cast on wearer,
granting him immunity to lightning and stopping bolts at him, if they
||Amulet of Intact Form
||The wearer is resistant to polymorph, including disintegration
||Amulet of Life Protection
||The wearer gains resistance to death.
||Amulet of Life Saving**
||Protects the wearer from one death, was that from some
effect or single hit. The effect is negated and the amulet crumbles to
dust. Cannot help against multiple hits.
||Amulet of Magical Breathing
||The wearer does not need to breathe and cannot suffocate.
||Amulet of Mind Protection
||The wearer is immune to mind and cannot be detected with
||Amulet Versus Poison
||The wearer is immune to poison.
All magic weapons are normal melee or thrown weapons unless noted otherwise. Big weapon variants are very rare! Most are named after standard type of weapon, but there appear also axes, maces, warhammers etc.
Named weapons are unique artifacts with multiple powers. These weapons can also be intelligent and conversate either telepathically or verbally, and can have preferences for wielder.
||Deals 2 damage
||Deals 1 + 2 fire damage
||Deals 1 + 2 cold damage
||Deals 2 damage and negates resistant to physical. Even
deals 1 damage to creature immune to physical!
||Deals 2 damage, except 3 against unholy creatures
||Deals 1 + 2 poison damage
||This big weapon deals 3 damage
||Deals 1 + 2 lightning damage
||Scimitar of Speed*
||Deals 2 damage, and wielder has +1 attack.
||Deals 2 damage, and wielder is resistant to magic. In
addition, any spellcasting within 5 meters of the sword is
automatically hard as the sword tries to eat the spell.
||Axe of Hurling
||Deals 2 damage when thrown, and always returns to thrower
||Longbow of Piercing
||This magical longbow deals 2 damage with all normal arrows.
||This magical heavy crossbow can be fired 5 times before
it needs to be loaded, with one loading action for all 5 quarrels.
||This magical javelin will, when thrown, turn into a
20 meter lightning bolt, causing 6 damage to any creature hit. One use
||This magical arrow deals 2 damage upon hit.
||This magical arrow transforms into acid during flight and
deals 6 points of acid damage upon intact.
||Arrow of Demon Slaying*
||This magical arrow deals 2 damage against any target, but
if the target is a demon, it deals an additional 6 points of magical
damage and the demon must save vs. death magic at -2 or be slain
immediately. There exist also devil, giant and goblinoid slaying
||Arrow of Fire*
||This magical arrow transforms into a fireball upon intact,
attacking with 8 dice (see spell Fireball, level 4)
||This magical arrow deals 2 damage and an additional 4
poitns of poison damage and forces target to save vs. magical poison
at -1 or die instantly.
||MAGICAL ARMOR, BODY||Mithril armor
||Light armor, but +2 armor.
||Magical Heavy Armor
||Heavy armor, but +3 armor.
||Light armor, but +2 armor. Grants resistance against
the type of which the scale is made from.
||Light armor. The wielder gains resistance to cold and
poison and one strong-attribute to escape grabs.
||Heavy armor, but +3 armor. The wielder regenerates at
the rate of one health restoration each hour.
||Armor of the Deep*
||Light armor, but +2 armor. The wielder can swim as a fish
in the water and may breathe underwater.
||MAGICAL ARMOR, MISCELLANEOUS||Spelleater Shield
||Grants the user immunity to magic. In addition, all casting
within 5 meters of the shield is automatically hard, as the
shield tries to eat the spell.
cast within 5 meters of the shield is dispelled on a d6 roll 4+ before
it has any effect.