Rings
 
Ring of Range Extension Ring of Clairaudience Ring of Teleportation Ring of Command Ring of Phantom Form
Ring of Shape Changing Ring of Tongues Ring of the Drow Ring of Firestarting Ring of Quick Action
Ring of Animal Magnetism Ring of Neutralization Ring of the Bards Ring of Limited Telepathy Ring of Fashion
Ring of Annulment Ring of Distraction Ring of Vapors Ring of Lolth Ring of Languages
Ring of Crius - Ring of Magic Resistance - Ring of Health
1e AD&D Magic Items - Dragon #117 Dragon magazine
-
A selection of magical rings leads off our
new series of reader-submitted magical
items. Dungeon Masters may wish to
adjust the gold-piece and experience-point
values for these rings to better fit their
own campaigns.

Ring of Range Extension
This item allows any spellcaster (including
rangers, paladins, and the like) to
voluntarily extend the range of any spell
cast, save those spells with ranges of 0" or
touch. Each such ring contains 2-40
charges and cannot be recharged. Each
charge used increases the range of any
spell cast by the amount listed as the normal
range. Thus, if one charge is used, the
range is doubled; two charges triple the
range, three quadruple it, and so on. A
ring of range extension may be successfully
used on spells cast from scrolls or
other magical devices, but cannot be used
to cast a spell into a plane other than that
which the user currently occupies.
    XP Value: 2,000
    GP Value: 10,000
    Created by: Mark Nemeth

Ring of Clairaudience
This ring's gem is a small amethyst with
a normal value of 100 gp. The amethyst is
easily separated from the ring; it can then
be placed in a location on which the
owner wishes to eavesdrop. A pick pockets
roll allows a thief to secretly slip the
amethyst into the clothes of another character.
Any character can hide the gem in
an empty room, barring extraordinary
circumstances.

Whatever is said within 60? of the amethyst
is magically transmitted to the ring
itself, and the words are then heard by the
ring-wearer alone. The gem-ring connection
has a range of 48?, but only transmits
sounds that could be heard by a normal
human in the same location as the
amethyst.

    XP Value: 1,000
    GP Value: 7,500
    Created by: Marc Andreessen
 

Ring of Teleportation
This enchanted ring commonly has 3-30
charges when found. The ring's gem is a
deep blue spinel worth 500 gp if sold as an
ordinary gem. The gem is easily separated
from the ring and placed anywhere to
which the ring's user wishes to be transported
at a later time. By expending one
charge, the wearer of the ring is tele-
ported without error to a safe location
within 5' of the spinel. The gem can be
retrieved and reused as long as the ring
retains at least one charge. If no safe location
exists near the location of the gem
(say, if it is buried under 10' of earth or is
inside a burning building), the ring expends
four charges and nothing happens.
The gem must be obtained in order for the
ring to work again.
    XP Value: 2,000
    GP Value: 15,000
    Created by: Marc Andreessen
 

Ring of Command
A ring of command commonly has 3-30
charges when found. The ring has the
following abilities, only one of which can
be used at any one time:

1. Command: This ability duplicates the
first-level clerical spell with the same
name. Creatures with an intelligence of 13
or better (highly intelligent and above
monsters) or with more than 5 HD or
levels are entitled to a saving throw versus
spells. A command uses up one charge for
every round the command is in effect. For
instance, an orc could be told to "die!" and
would stay "dead" (unconscious) for five
rounds if five charges were spent.

2. Charm person: This power is the same
as the first-level magic-user spell. Two
charges must be spent to charm a character,
and an additional charge per day must
be expended to continue the spell each
day thereafter. The victim is allowed a
saving throw vs. spells to negate the
charm. A character using a ring of command
can expend another two charges to
try again, of course, in the event of spell
failure.

3. Suggestion: This ability is similar to,
the third-level magic-user spell. The target
of a suggestion is allowed a saving throw
vs. spells, as with charm person above. A
suggestion costs two charges and lasts for
one hour. More charges can be spent for
additional hours, at a rate of one per hour,
as desired.

All of these powers only work on the
humanoids listed in the Players Handbook
under charm person, and their counterparts
in the FIEND FOLIO® Tome and
Monster Manual II.
<persons instead of humanoids?>
    XP Value: 2,000
    GP Value: 10,000
    Created by: Marc Andreessen

Ring of Phantom Form
The user of this ring can disperse his
body's molecules at will, so as to become
totally intangible. This ring does not allow
the user to become invisible, as he will
appear to be translucent in form. (Rings of
invisibility and phantom form cannot be
used together at the same time. The spell
invisibility can be successfully cast upon
the user of a ring of phantom form,
however.)

An intangible character cannot be hit by
normal weapons, but is affected normally
by weapons with a +1 or better magical
bonus. An intangible character cannot
physically attack, but may cast spells.
Heat, cold, and electrical attacks (lightning
bolt, fireball, etc.) affect an intangible
character normally. The user of a ring of
phantom form can move through screens,
pipes, and other narrow apertures at a
12" movement rate. All items carried by a
character in phantom form are likewise
rendered intangible. If a character fails a
saving throw against any magical attack
form which can harm him, all carried
items must likewise save vs. that attack
form or else be destroyed.
    XP Value: 1,500
    GP Value: 7,500
    Created by: Marc Andreessen
 

Ring of Shape Changing
This ring commonly possesses 3-30
charges when found. Each of the charges
expended allows the wearer to shape
change as per the ninth-level magic-user
spell shape change. The wearer of this
ring may change back to his original form
at will, without expending a ring charge.
However, there is a 2% chance per shape
assumed that the wearer permanently
assumes the form of the thing into which
he changes. In this event, the character
assumes all mental and personality-related
characteristics of this new form 2-16 days
after taking the form. A character stuck in
an unfamiliar form can only regain his
former shape by having dispel magic, alter
reality, limited wish, or wish cast upon
him.
    XP Value: 2,500
    GP Value: 15,000
    Created by: Marc Andreessen
 

Ring of Tongues
The wearer of this magical ring can
understand, read, write, and speak any
language known by any creature within
30? of the ring, as long as that creature
stays within the area of effect. Two rings
of this sort within 30? of each other automatically
cancel each other out. Additionally,
it is possible for a character wearing
this ring to learn a language (where this
learning is warranted, as by an increase in
intelligence or similar circumstance) from
another character as expressed in the
rules regarding language learning; half the
normal time for this is required. (For
further information on this, see page 34 of
the Players Handbook.)
    XP Value: 1,000
    GP Value: 5,000
    Created by: Marc Andreessen
 

Ring of the Drow
This item is made of eight strands of
different unique metals entwined to form
a ring. The drow found it troublesome
when their magical items deteriorated
upon leaving their underground homeland
for long periods of time; to combat this,
they created this ring. The ring of the
drow is only made in the drow homelands
by clerics of Lolth. Its purpose is to keep
drow-made items the wearer possesses
from deteriorating. To do so, the ring
radiates an aura of magical energy that
duplicates the radiations deep in the drow
homelands. This aura only affects the
wearer and the wearer's possessions.

As a side effect of the ring's magical
aura, a detect magic spell reveals the
wearer to radiate magic strongly. In addition,
a detect evil shows the wearer of one
of these rings as evil, and a know alignment
indicates that the wearer is chaotic
evil, regardless of the wearer's true alignment.
If the wearer uses the psionic
power of aura alteration to try to change
the aura, the wearer must save vs. spells
or else change alignment to chaotic evil. If
the wearer saves, or if the wearer fails the
save but is already chaotic evil, the psionic
power functions normally, and the ring's
aura is temporarily changed.

To possess one of these rings is considered
an honor among the drow, because it
signifies that the wearer has traveled far
from the homeland, and that he or she
was aided by a cleric favored by Lolth.
Drow will kill any creature other than a
drow who possesses one of these rings.

    XP Value: 1,000 (to drow); nil to others
    GP Value: 5,000 (to drow); 1,000 to others
    Created by: Mark A. Deforest
 

Ring of Fire Starting
The beauty of this ring is obvious under
even the most casual inspection. Its band
is forged from a bright, silvery metal and
has an intricate bas-relief of an ancient
fire-tending ceremony carved into its
surface. The stone is a 5,000 gp diamond
and glows with a faint inner light. When it
is worn, a slight sensation of warmth can
be felt emanating from it.

If the wearer touches the stone to any
combustible substance and speaks a command
word, the material must save vs.
magical fire or else burst into flame. The
material need not be entirely dry or pure,
and the conditions do not have to be temperate
in order for the ring to function.

This ring has an unlimited number of
uses. It is itself immune to all fire- and
heat-based effects, magical or otherwise.

    XP Value: 1,000
    GP Value: 3,500
    Created by: George Steenrod
 

Ring of Quick Action
A ring of quick action enables a fighter,
cavalier, barbarian, ranger, or paladin to
gain the initiative at the start of melee,
regardless of any other factors, including
the condition of the opposition. The ring
can be used 2-20 times in this manner
before it runs out of charges and becomes
useless. Expending a charge is an automatic
action requiring a mental command
at the start of a melee round.

    XP Value: 1,000
    GP Value: 5,000
    Created by: C. Borland
 

Ring of Animal Magnetism
Once placed on a character's finger, this
ring allows communication with all animals
as if the wearer had an 18 charisma.
The wearer may speak with animals for as
long as the ring is worn, though the ring
does not allow the wearer to charm animals
in any manner. Only true animals
(mammals, birds, fishes, reptiles, etc.) may
be spoken to in this manner; magical
"monsters" are not affected. For the purposes
of this ring, assume that any creature
capable of using magical spells is a
"monsters" Thus, a pegasus is an animal,
but a unicorn is a monster; an owlbear or
worg is an animal, but a bugbear (since
clerical bugbears exist) or a winter wolf is
a monster. The wearer may try to convince
animals to work or fight for him,
and reaction is checked as if the animals
were randomly encountered humans.
Animals will not attack the wearer of the
ring unless attacked first, even if they are
hungry.

However, 10% of these rings are cursed
to draw any and all animals within one
mile toward the wearer. The animals then
surround the wearer and refuse to move,
blocking the wearer's path in all directions.
If the wearer or his party attacks
any animal, all the animals attack the
wearer at once. If the ring is removed
(requiring a remove curse spell), the animals
revert to normal, and either attack
(1-2 on d6) or flee (3-6 on d6).

    XP Value: 1,000 (Nil for cursed version)
    GP Value: 5,000 (1,000 for cursed version)
    Created by: Eric Bachman
 

Ring of Neutralizaton
This magical ring can be employed by
any character class. Its sole function is to
protect the wearer from the effects of a
predetermined offensive magic-user spell.
Each ring has the ability to totally negate
any damage or ill effects from a given
specific spell, as noted in an inscription on
the ring itself. A ring of fireball neutralization,
for example, allows a character to
stand in the center of a fireball blast and
be totally unharmed. A ring of neutralization
uses a charge every time a spell's
effects are nullified. A typical ring of this
sort, when found, has 4-16 charges. It can
only be recharged by a 12th-level magicuser
or higher, to a maximum of 20
charges, but this requires a prolonged and
costly ritual (1 day and 1,000 gp per
charge). A charge is lost from the ring for
each predesignated attack made on an
individual wearing it. A magic missile or
Melf's minute meteor spell forces rings
matched for those spells to use a charge
for each separate missile stopped. For
example, if four magic missiles are negated
by a ring of magic-missile negation,
then four charges are used.

A ring of neutralization only nullifies
one type of spell. For example, if a character
is wearing a ring of cone-of-cold neutralization
and is the target of an ice storm
spell, he takes normal damage from the
attack. Spells with similar effects are nonetheless
considered different for purposes
of using this spell-dedicated ring; a delayed
blast fireball does normal damage if a
character is wearing a ring of fireball
neutralization. Similarly, a character wishing
protection from both lightning bolts
and a chain lightning spell would require
two different rings.

Only the person wearing the ring of
neutralization is immune to that spell?s
effects. Anyone else caught in the area of
effect takes normal damage or suffers the
effects of that particular spell.

    XP Value: 1,500
    GP Value: 7,500
    Created by: Simon Parkinson
 

Ring of the Bards
This rare magical ring, when worn by a
character other than a bard, acts as a ring
of protection, +2. It can be recognized by
the engraved golden vines encircling the
band. When placed on the finger of a
bard, it retains its protection properties,
but with a bonus. The ring then serves as
a ring of protection +2, +4 saving
throws. It also raised the bards charm
percentage by 10%. This magic item is
usually found in a wilderness or forest
area.

    XP Value: 3,000
    GP Value: 15,000
    Created by: Simon Parkinson
 

Ring of Limited Telepathy
These rare magic rings appear only in
pairs, each ring matching the other perfectly
in appearance. This ring combination
allows the wearer to communicate
telepathically with the wearer of the other
ring only, though there are restrictions on
this. These rings have a telepathic range of
2,000 miles, but function only when both
rings and their wearers are on the same
plane of existence.

These rings are normally made and
enchanted for a specific pair of users ?
for example, for a husband and wife, a
pair of allied adventurers, or a brother
and sister. Notice that in each case, one
partner must be male and the other female.
This is a function of the enchanting,
which enhances sympathetic feelings
between such pairs, capitalizing on gender
attraction as well. Also, because the rings
are enchanted for a specific pair of wearers,
the chance that two persons randomly
finding such rings and being able to use
them is almost nil.

A remote chance exists that two persons
of the same gender who are very closely
allied or related (e.g., twins, friends or
lovers who have been together for at least
10 years, a parent and child, etc.) can
make use of these rings, but the effective
range is reduced to 500 miles, and there is
a 20% chance per day that the rings do
not function for that day.

Successful use of these rings allows each
wearer a +4 saving throw against any
sort of psionic attack, psionic discipline, or
magical effect which affects the mind and
will of the wearer. This includes all
charms, dominations, possessions, suggestions,
and holds, as well as fear, quest,
confusion, etc. The use of ESP or telepathy
by another person against the wearer of
such a ring will immediately reveal the use
of such rings to the skrying character.
However, if the saving throw against the
attacks mentioned above is failed, the ringwearer
?s partner (who might not be
present during the attack) must save vs.
spells at +2 or else suffer the same spell
or psionic effects. Thus, if a ring-wearer
was subjected to a scare spell, the other
ring-wearer must save vs. spells at +2 or
else be scared as well. Use the Wisdom
Spell Immunities table in Legends & Lore
to determine which spells are applicable in
these cases.

Successful use of these rings allows each
wearer a +4 saving throw against any
sort of psionic attack, psionic discipline, or
magical effect which affects the mind and
will of the wearer. This includes all
charms, dominations, possessions, suggestions,
and holds, as well as fear, quest,
confusion, etc. The use of ESP or telepathy
by another person against the wearer of
such a ring will immediately reveal the use
of such rings to the skrying character.
However, if the saving throw against the
attacks mentioned above is failed, the ringwearer
?s partner (who might not be
present during the attack) must save vs.
spells at +2 or else suffer the same spell
or psionic effects. Thus, if a ring-wearer
was subjected to a scare spell, the other
ring-wearer must save vs. spells at +2 or
else be scared as well. Use the Wisdom
Spell Immunities table in Legends & Lore
to determine which spells are applicable in
these cases.

In the event of dire need, such as when
one ring-wearer is unconscious, dying, or
in great pain, a strong feeling of distress is
felt by the partner. By complete concentration,
the partner can determine the distressed
ring-wearer?s location. This takes a
full turn to complete. If one ring-wearer is
slain, the partner must save vs. spells (with
will-force bonuses) or else pass into a
coma for 2-20 hours.

    XP Value: 1,000
    GP Value: 5,000
    Created by: David Newland
 

Ring of Fashion
The ring of fashion, when commanded
with the proper key word, immediately
dresses the user in any sort of clothing the
character can dream of, short of true
armor of any sort (all costumes are AC 10).
One out of 10 of all such rings allow the
wearer to create heavy clothing that can
be counted as padded armor (AC 8). Unfortunately,
there is also a 1% chance that
the ring will create a completely random
set of clothing that lasts for 1-6 turns
before fading. Such clothing appears in
place of any other sort of clothing worn
when the ring is activated. No metallic or
metal-studded armor can be worn by the
user when the ring is activated, or else the
ring will not function. Magical metallic
items of small size, such as rings, bracers,
or jewelry, do not affect the function of
this device. However, magical and normal
suits of leather or cloth armor will vanish
once this ring is activated, returning only
when the ring's effects are dispelled or
negated. All magical girdles, boots, cloaks,
and the like will likewise vanish and
return later.

    XP Value: 1,000
    GP Value: 3,000
    Created by: David Newland
 

Ring of Annulment
While this ring is worn, magic controlled
by the character has no effect. This includes
magical items, spells, and innate
magical powers. Spells cast at the character
from an outside source, however, act
as normal. Thus, heal or fireball affect the
wearer normally, but the ring-wearer
cannot cure his own wounds using magic.

A remove curse must be cast upon the
ring in order to allow the wearer to remove
it. A dispel magic spell has a 1%
chance per level of the caster of negating
the ring?s powers for one round, allowing
the wearer to remove it.

    XP Value: Nil
    GP Value: 2,000
    Created by: John Annable
 

Ring of Distraction
This ring appears to be a normal ring of
any other sort. In combat, this ring is
capable of generating a sudden burst of
light and sound that is perceived only by
one opponent in melee with the ringwearer
(including those firing or hurling
missile weapons within a 60? range). The
burst of light and sound is heard by no
one else, and the target victim is designated
by the ring-wearer?s mental commands.
This distraction causes the
attacker to gain a -4 penalty on all attacks
for the current round. If the opponent
saves vs. spells, the penalty is
reduced to a -2 ?to hit? result. This attack
is made at the start of a melee round,
regardless of all other circumstances, as it
is a mental command. The ring may be
used in this fashion up to five times per
day. Once placed on a finger, the ring
reveals its powers to its wearer.

One out of five (20%) of these rings do
not operate on a conscious mental command,
however. These rings simply generate
their flash and sound burst for the
first five melee rounds in which the
wearer is involved in combat in a day. As a
result, the wearer might not immediately
be aware that the ring is having any effect
at all, though the ring-wearer?s opponents
may appear to act strangely. Another 5%
of these rings are cursed (and cannot be
removed without a remove curse spell) to
cause the flash and noise-burst to affect
the wearer himself and no one else.

    XP Value: 1,000 (nil for cursed version)
    GP Value: 5,000 (1,000 for cursed version)
    Created by: John Annable
 

Ring of Vapors
The origin of this unique ring is greatly
disputed, but most mages agree that a
powerful figure among the air elementals
had a hand in its creation. The ring appears
as a small circlet of misty vapors
that continually shift and change; the ring,
however, is solid. Any character wearing
the ring gains the following abilities:
 
At will Fly (12?)
Once per day  Stinking cloud
Once per day  Obscurement
Thrice per week Wind walk
Thrice per week Wind wall
Twice per week Aerial servant
Once per week Cloudkill
Once per month Summon aid from Elemental
Plane of Air*

* Wearer's alignment good -- djinni: wearer's alignment neutral -- 8 HD air elemental; and wearer's alignment evil -- mihstu.

All spell effects are at the 16th level of
ability. Summoned monsters will remain
with the summoner for only 4-16 rounds,
after which they depart. Summoned monsters
will not attack the summoner unless
attacked first, and they act in a friendly
and helpful manner during the time they
are present.

The wearer also receives a penalty on
saving throws versus fire, against which
he saves at - 2 and takes +1 damage per
die. It is possible that the maker of this
ring is still hunting for it.

XP Value: 4,000
GP Value: 35,000
Created by: Harold R. Powell
 

Ring of Lolth
On an unknown layer of the Abyss,
Lolth, the Demon Queen of Spiders, fashioned
this unique ring and bestowed it
upon her most powerful priestess for the
latter?s faithful service during the Age of
Despair, when the drow were driven into
the underworld. Using the powers of the
ring, the high priestess ruled a vast underground
empire with an iron hand for
hundreds of years, sacrificing thousands
on the altar of her goddess. This reign of
terror was ended by a massive assault
against the subterranean Spider Temple by
mercenary adventurers, at which time this
ring was lost. It has reappeared from time
to time, however, in the service of evil
characters ? particularly drow, of course.

At first glance, the Ring of Lolth appears
to be a miniature figure of a black spider
with curled legs and glowing red eyes. The
legs curved down and around to form the
ring shape. Any character sliding a finger
through the legs, thus properly wearing
the ring, is pricked by a hidden needle and
must save vs. poison at -4 or die instantly.
This save is instantly made for all
pure-blooded drow. If the save is successful,
the ring gives the wearer the following
powers/abilities:

1. Immunity to all spider venoms;

2. Spider climb at will;

3. Cast a double-sized web (as per the spell) once per turn;

4. Cast stones to spiders once per day
(this spell is identical to the clerical spell
sticks to snakes in most respects, changing
six stones into large spiders, as per the
Monster Manual, for 12 rounds; all spiders
so created are venomous);

5. Ability to sense enemies as per a wand
of enemy detection;

6. Ability to charm and control all arachnids
within 120? (no saving throw allowed
if ring is worn by a drow; otherwise, a
normal save vs. spells is given to the
monsters); and,

7. Ability to shift out of phase as a phase
spider, allowing wearer to attack opponents
with a +3 to die rolls for surprise.

The drow will fight to the death to recover
this ring if it falls into the hands of
those who are not drow. In addition, there
is a 2% chance per day (noncumulative)
that Lolth?s personal attention is drawn to
any owner who is not a drow.

    XP Value: 4,000
    GP Value: 30,000
    Created by: Harold R. Powell
 

Ring of Languages
This ring is basically a limited version of
the ring of tongues (listed above). Instead
of gaining the ability to fully understand
any language known by any creature
within 30?, the wearer gains a number of
languages conferred by the ring while the
ring is worn. The wearer not only understands
these languages ? he is also able to
speak, read, and write the languages as if
they wear his native tongue. Note that
once the ring is removed from the finger,
the wearer loses the ability to understand
the languages the ring possesses.

It is possible, however, for a character
whose intelligence has increased (thereby
allowing the learning of one or more additional
languages), or for a character with
the ability to learn another language, to
learn a language possessed by the ring
merely by wearing it. This process requires
the wearer to wear the ring consecutively
for one month, after which time
(due to the magically accelerated ability to
learn) the character understands the language
entirely, without the ring?s further
assistance. Only one language may be so
learned at a time.

The number of languages possessed by a
ring is determined by rolling 2d4; the
languages are picked from the table listed
on page 102 of the Dungeon Masters
Guide or from a language table of the DM?s
own devising. A roll of 86-00 on this table
indicates either a common tongue, an
alignment language, the thieves? cant, or
the druidic tongue, as determined by the
following table. Duplications on this table
are merely rerolled.
 
d100 Language
01-60 Human (common, foreign, or other)
61-70  Lawful*
71-80  Neutral*
81-90 Chaotic*
91-95  Thieves' cant
96-00  Druidic tongue

* Roll d6: 1-2, Good; 3-4, Neutral; 5-6, Evil.

    XP Value: 1,000
    GP Value: 5,000
    Created by: Robin Jenkins
 

Ring of Crius 
    Crius is the greater titan of density and 
gravity, and was one of those thrown 
down from power by his descendants (see 
DEITIES & DEMIGODS).  Being jealous of
the new (Olympian) gods that the mortals 
worship, and having a desire to control 
the fate of those on the Prime Material 
Plane, Crius placed a portion of his powers 
in a ring and cast it into the world.  The 
ring is of plain copper with the name 
"Crius" engraved on the inside, and performs 
simply as a ring of feather falling 
until it is immersed in the blood of a cleric 
(of at least 5th level) of one of the Greek 
gods, at which time its true powers 
become known.
At will Decrease body density as 
per the psionic ability body 
equilibrium
(the wearer 
takes double damage from 
all attacks at this time.)
At will Create a gravity field 
around the wearer which 
causes all launched missiles 
(arrows, spears, etc.) to fall 
short and miss, if they fail 
to save vs. disintegration. 
Once per day Increase body density to 
act as a triple strength 
stone skin spell (3 
attacks or attack sequences 
affected; the wearer is at 
1/2 movement at this 
time). 
Once per day Reverse gravity as a 10th-level MU
Once per day Increase gravity in a 4" x 
4" area to such a degree 
that all cretures and objects 
within this area are
immobilized. If a save vs.
spells is made, creatures 
are still affected as if under 
a slow spell. 

A select group of clerics of Zeus have 
been chosen to search for and destroy the 
Ring of Crius.  This brotherhood will go to 
any length to carry out their quest, for the 
ring is thought to be linked to a possible 
rebellion of the titans against the Greek 
gods. 

    XP Value: 3,500 
    GP Value: 25,000
    Created by: Harold R. Powell
 

Ring of Magic Resistance
As their name describes, these rings 
impart magic resistance upon their wearers.  
These rings do not increase the natural 
magic resistance a wearer may have -- 
they do not provide a cumulative figure 
for magic resistance.  For example, a being 
with a natural magic resistance of 50% 
wearing a ring of magic resistance, 45% 
does not gain a magic resistance of 95%; 
rather, the wearer gains the higher magic 
resistance of the 2 (in this case, the 
innate figure of 50%).  Consequently, the 
ring is ineffective in respect to this wearer 
as a result.  The effective magic resistance 
of the ring is obtained by rolling percentile 
dice and checking the table below:
 
d100 roll Magic resistance
01-15 5%
16-30 10%
31-45 15%
46-60 20%
61-75 25%
76-85 30%
86-92 35%
93-97 40%
98-99 45%
00 50%

    XP Value: 500 per 5% of MR (1,000 
    xp for 5%, however)
    GP Value: 2,000 per 5% of MR
    Created by: Bill Birdsall
 

Ring of Health
    Wearing the ring of health brings many
benefits. The wearer is allotted the ring?s
set constitution, in as far as it pertains to
health, recovery of hit points, ability to
consume amounts of liquor, and system
shock and resurrection percentages; this
does not, however, pertain to hit points
conferred by a high constitution whenever
a new level is attained. For example, wearing
the ring of health (constitution 16)
would allot a 96% chance of successful
revival if the wearer is killed, while a ring
of health (constitution 19) would give a + 1
on saving throws versus poison, Neither
ring gives the wearer any additional hit
points. The ring must be worn for at least
a week before the wearer gains its benefits.
No benefits are realized by placing
such a ring on a dead person in an attempt
to revive him.

The type of ring is determined by rolling
percentile dice and consulting the table
below:
 
d100 roll Effective constitution XP Value GP Value
01-45 Ring of health (15) 1,000 5,000
46-90 Ring of health (16) 2,000 6,000
91-95 Ring of health (17) 3,000 7,000
96-99 Ring of health (18) 4,000 8,000
00 Ring of health (19) 5,000 9,000
Created by Bill Birdsall