Ring of Spell Turning
|
|
|
|
|
|
|
|
|
|
This ring distorts the three normal dimensions with respect to magic spells directed at its wearer.
Any spell CAST at an individual will usually rebound, in part or perhaps in whole, upon the spell caster.
The distance between, and AREA occupied by, the victim <the TARGET>
and && the spell caster are not as they seem when the magic
activates the spell turning ring.
Three important exceptions must be noted:
1. Spells which affect an AREA, and which are not
CAST directly at the ring wearer, are not turned by the ring.
2. Spells which are delivered by touch are not turned.
3. Magic contained in devices (rods, staves, wands,
rings,
and other items) which are triggered without spell casting are not turned.
Note: a scroll spell is
not considered a device.
When a spell is cast at an individual wearing a ring of spell turning
percentile dice are rolled
and rounded to the nearest decimal,
i.e. 1-5 is
dropped, 6-9 adds 10, so 05 equals 0%, but 96 equals 100%.
The score of the percentile dice indicates what portion of the spell
has been turned back upon its caster.
Damage is determined and awarded proportionately.
Saving throws (for both opponents) are adjusted upwards by + l for
each 10% below 100%,
i.e. 80% = +2, 70% = +3, . . . 10% = +9.
Even with such adjustments in saving throw it is possible that both
target individual and spell caster will end up polymorphed into bullfrogs!
Note Regarding Ring of Spell Turning: Unless the percentile dice
score for the turning effect is 09 or less or 91 or more,
this ring will allow a saving throw against spells
which normally have none.
The effect of the save will be to negate or inflict half normal damage
as appropriate to the spell in question.
For each 10% of the spell turned, allow a 5% chance (1 in 20) to save.
Thus, if 11-19 is rolled, a roll of 20 saves, 20-29 allowsa
19-20 to save,
30-39 allows 18-20, and so on.
Example: An illusionist casts a maze spell upon a fighter
wearing a ring of spell turning.
The maze spell normally
allows no saving throw, but the ring turns 34% of the
spell effect. The
fighter has a 15% chance to save against the spell (34%
on the turning);
otherwise it will take full normal effect. The illusionist
must also save
(100% - 34% = 66%, or 6 10% increments, which converts
to
a 30% chance
to save) by rolling a 15-20 or be mazed also. Saving
in this case will negate spell effect.
This special saving throw is NOT modified by race, magic items, or
any other condition, including existing spells.
Spells which affect a certain number of levels which are aimed at the
ring
wearer must be able to affect as many levels as the wearer and the
spell
caster combined. If this condition is fulfilled, then the procedure
above
applies to ultimate effect determination.
In the case of the ring wearer desiring to receive a spell, he or she
must
remove the spell turning ring to be able to do so.
Psionic attacks are not considered as spell casting.
If the spell caster and spell recipient both wear spell turning rings
a
resonating field is set up, and one of the following results will take
place:
01-70 | spell drains away without effect |
71-80 | spell affects both equally at full effect |
81-97 | both rings are drained permanently |
98-00 | both individuals go through a rift into the Positive Material Plane |
Made by Jay Ayess.