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Magical Rings
Cure-All Ring
These rings (generally found in threes) come in a small container marked
'Cure-All'. Anyone putting a ring on will collapse and no signs of
life will be found on them except the skin stays at a normal temperature.
During this period the number 240 appears on the ring and decreases by one
every round. At the end of four hours the ring disappears and the person
wakes up healed. The ring, of course, cannot be removed during the four
hours. Those who are feeling less beneficial towards the party can
neglect to include the label on the container and the countdown... Source:
Scott D. Law.
Cursed Ring of Terror
This ring looks like a common golden ring with a shield depicted on it,
but it is cursed and it feeds on the fears of those who wear it. It'll
result, if magically checked, as a ring of protection, but it will feed
on the fears of the wearer, weakening in the moments of dire danger, to
improve the terror feeling. It will give a malus at ST versus fear or
against illusions, equal to the protection value it gives (i works as
a ring of protection of random power). When there are no dangers there
is a 10% cumulative chance per day (that restarts from 10% the day after
the failure) that it creates on purpose, if a character fails a ST versus
spells with the malus, illusions of undead, ghosts, etc attacking or following
him. The wounds he'll suffer are fake, but it is possible that he sees
comrades or strangers as enemies trying to attack him with the relative
consequences. During a common fight, the possibility that the illusions
hit the character wearing the +3 ring become double compared to the resting
moments. A character that is wearing the since 2 days would have in common
conditions a 20% chance of being fooled by the illusion of the ring, if
he fails the ST with -3, which makes him believe that the baker is a vampire
who isn't giving him the change, but is trying to attack him, or the guard
at the village's doors is a mummy trying to take him (he will react as
if he was truly before a mummy and will have to save versus fear with
-3 or suffer the mummy's fear effects). In the example, in case of fight,
the possibility that the illusions manifest become 40%. Source: Alessandro
Chiera.
Fish Ring
A ring shaped like a fish which is eating its tail.
It allow the wearer to turn into a common fish, like those on Monstrous
Manual, not longer than 30 cm., without special abilities, once a day,
and to return to the former shape. No system shock roll is required. Source:
Zappo
Ring of Animal Form
Upon donning this ring, the wielder is polymorphed into the animal who's
image is graven on the ring. The ring will still be visible on the polymorphed
form, although perhaps altered in size, and the wielder must contrive
some way of removing the ring to be able to return to his normal form.
While in animal form, the wearer retains his hit points and AC, but gains
the movement, breathing, esc. abilities of the form which he assumes.
All of the wielders carried items are polymorphed with him. Listed below
are some examples of rings, and abilities bestowed by the ring on the
wearer while in animal form.
Bat: flight (18"), echolocation
Fish: Water breathing, Swim (12")
Monkey: Brachiation, color vision, 9" move
Raven: Flight (27"), wide angle color vision
Rat: 15" move, wide angle night vision
Dog: 15" move, good hearing, scent
Toad: 3" move, good wide angle night vision
and so on and so forth.
Source: Tim Perstero
Ring of Animal Shape
A ring which allows the user to assume the shape of a given animal. To
activate the ring the wearer needs to mumble a command word (usually it
deals with some aspect of the animal or saying that animal's name). Upon
activation, the wearer becomes that animal in shape and skills/AC, etc.
until he/she wills him/herself back to his/her original form. Sounds like
a ring of temporary polymorph right? Well, here is where it gets
interesting.... Each ring only works for one animal type. While the ring
is worn, no matter the user's present form, they will get some of the
attributes of the animal - type of the ring... For example: Squirrel--the
ability to climb trees quickly. After each use there is a 1% cummulative
chance that the user will not want to or be able to change back from the
animal form (DM should roll this secretly ahead of time), however if this
finally comes to pass, the user can save vs polymorph in order to forcefully
change him/herself back (don't forget the system shock roll). After the
5th use, the user startes to retain some of the features of the specific
animal type... wiskers, feathers, etc. The closer the user gets to the
percentage rolled above, the more features he/she should retain. Afterall,
I am not completely coldhearted and try to give my players a hint when
something is being overabused. That is the reason behind these last two
"side affects" of this item.
Source: the Tome of Vast Knowledge
Ring of Demonic Scream
This ring causes, when activated with the magical word "Scream",
a terrifying bellow. This scream is heard at a distance of kilometers
and creates a shockwave around the ring's wearer able to move weights
up to 150 kg. Anyone within 6 meters from the ring must save versus spells
with -4. If he passes it, he is simply moved by the scream's shockwave
and is sent 1d10 meters away from the ring suffering 1 hp per meter of
flight, falling down. Losing 1 round to stand up and the action he eventually
still had to take. If one has Tumbling/Acrobatics skill and passes the
check with -2 he suffers the wounds but falls on his feet and doesn't
lose the round. If he doesn't pass the saving throw he becomes deaf for
1d6 turns, suffering 5d4 additional damage. A failure with a natural 20
causes permanent deafness and the subject must make a system shock test
or die immediately due to the explosion if the chranium by the vibrations.
The ring hits creature within 50 meters from the ring, but the ST penaltiy
falls by one point every 10 meters, while duration and damage fall by
one die every 10 meters. So a creature at 18 meters will have a ST at
-3 and if he failes he will be deaf for 1d5 turns and will suffer 4d4
hp. Failure with natural 20 beyond 10 meters doesn't require another ST,
but permanent deafness remains. The scream can wake people under sleep
or similar spells and breaks the charme, due to acustical shock. Of course,
the people will suffer the ill effects. It must be taken into account
that the sound propagates as a wave and as such a thick solid cover (stone
for example) or with sound absorption properties can reduce the ST malus
(the master decides) though the materials must make the ST too. Glass
is particularly sensitive to the scream, suffering a double penalty. If
the foes have wax corks or similar system for reducing noise they have
no malus and another +2 bonus. The shape and material of the ring can
vary, but it always has the face of a demon with its mouth wide open.
The owner of the ring (and he alone) is immune to the effect. Source:
Alessandro Chiera.
Ring of Earth Walking
A nondescript ring which allows the user to walk on any earthen surface.
Not as useless as it first sounds. Allows the user to walk on earth -
including stone walls or ceilings, scree slopes, cliffs, etc.
Source: alanb@sdl.mdcbbs.com.
Ring of
Ethereity (demonic item)
A Succubus is bound in this item. It permits anybody
wearing it to become ethereal and back, once a day- The ring is of an
azure shiny material, very resistant. It can't be used on the Astral plane
or on any Outer plane. Source: Zappo.
Ring of Fighting
Appearance: The Ring of fighting appears as a plain (albeit slightly wide)
silver ring. On the ring may be etched the likeness of up to six weapons,
suits of armor, and/or other items.
History: The Ring of Fighting was made by the Elven mage Frenerick of
the Seven Forests on the commission of a human assassin (who's exact identity
is unclear).
Powers: When the ring is worn, and the effect concentrated upon, the wearer
can have any or all of the items pictured on the ring teleport from within
the ring and appear in his hand or on his body (as appropriate for each
particular item). The wearer can also have the objects return to the ring,
from any distance, through simple concentration. The objects do not have
to be in sight, or even their location known for this to function. Whenever
one or more items are out, the ring itself is invisible.
Notes: While the ring is invisible no other item(s) may be removed. If
the ring is removed while invisible any items not in the ring are stripped
of their magic and their pictures are removed from the ring. Any object
with a +3 (or better) enchantment may be teleported into the ring (to
a maximum of six), it's picture then appears on the ring. When magically
probed, the ring will appear to have all the powers of all the items contained
within as well as it's own. Intelligent swords or other weapons may not
like existing within the ring, they will have no sensory input, but will
remain conscience. The item can be teleported into or out of the ring
in the time it takes to draw a sword.
Source: Gordon Malcaster
Ring of Flying
These rings grant the wielder the power of flight. Rings of flying derive
much of their energy from the wielder. The wielder can remain aloft for
as many hours as 1/2 his CON. A full eight hours rest restores the fliers
stamina. Diving move for rings is doubled. There are five types of rings:
| roll d100 |
Maneuverability Class |
Flying Speed |
| 01-15 |
C |
12 |
| 16-35 |
C |
15 |
| 36-80 |
B |
21 |
| 81-95 |
B |
33 |
| 96-00 |
A |
57 |
Source: Tim Prestero
Ring of Froglike Movement
This ring causes the wearer to move in a froglike manner when in a swampy
environment. While within the swampy area, the ring will not come
off of its user. When active, the user can : Hop a distance of up to 30
feet long and 20 feet high. Gives a 40% bonus on climbing trees efforts.
A rare number of these rings are exceptional (5%). An exceptional
ring also bestows the powers of : Water Breathing, Polymorph Self into
a Giant Frog, Speak with Giant Frogs. An exceptional ring is worth twice
its value in gold and 10% more in EXPV.
Source: Russell Dickerson
Ring of Gaseous Form
This neato cursed item turns the wielder gaseous, but since he is unable
to remove the ring in that form, the poor sap tends to stay gaseous.
Source: Tim Prestero
Ring of Giant Spider Control
This black ring has a large silver spider set upon it. The ring will show
a faint dweomer and has two major functions:
1) Allows the wearer to control 1 giant spider. (No saving
throw)
2) When the command word 'scurry' is said the spider will detach itself
from the ring and can scout an area ahead. The ring wearer will see through
the spiders eyes and can direct the spider through mental communication.
While this is going on no other actions may take place. The command word
is engraved on the inside of the ring.
Source: Andy Richards
Ring
of Invisibility (demonic item)
This ring contains an Erinyes and lets the owner
to become invisible at will, once per turn. It also enables see invisible
permanently. The ring is made of silver, finely worked. Source:
Zappo
Ring of Magical Regeneration
These rings are quite rare, for they are believed to have been invented
by the Archmage Dheryth, famous for his scholarly inquiries into the positive
material plane. Perhaps a few of his talented students also learned the
technique, but since there are so few of these rings, that seems unlikely.
Each ring is composed solely of a loop of nearly unbeakable crystal, called
Laen by scholars. When worn, the ring slowly siphons energy from
the positive material plane and diffuses it into the body of the wearer.
This has no effect if the wearer is a priest, fighter, or thief; but if
a wizard (mage or specialist) wears the ring, the spellcaster "regenerates"
up to one spell level per 15 minutes. The spellcaster must still
refer to his spellbooks in order to rememorize spells, but need not sleep
or otherwise rest. If the spellcaster wants to regenerate a spent 1st
level spell, then, s/he
must wait 15 minutes and afterwards spend the normal amount of time studying
a spellbook. To regenerate a 2nd level spell, the wizard has to
wait 30 minutes and then study. Note that the spellcaster cannot
study effectively until after the period of regeneration has elapsed.
Rangers, bards, and any other "home grown" classes that combine
a partial ability to cast wizard spells with other abilities can also
take advantage of these rings, but to a lesser extent. They are
not as attuned to the magical energies that emanate from the ring, so
they must wait 30 minutes per spell level. Optional: If the DM uses
a spellpoint system, this ring operates simply by returning n spellpoints
per 15 minutes, where n = the amount of spellpoints needed to cast
a 1st level spell. Also, the DM may rule that this ring will cause
physical problems (e.g. headaches, fatigue) if worn by a Dwarf, Halfling,
or other basically nonmagical creature.
Danger: Not all of these rings were created successfully, and there
is at least one "failed" ring of magical regeneration in circulation.
Dheryth was said to have made this ring intentionally -- an experiment
to increase the potency of the normal ring of magical regeneration.
This very dangerous item looks identical to its cousins, but permits the
wearer to regenerate one spell level per 5 minutes. This is too
fast for a humanoid body to safely absorb the energies. Every time
this ring is used to recover a whole spell (not just a spell level), the
consequences of use get progressively worse on the wearer's body and mind.
The table below lists the effects of the ring as it is used:
1st time: A rush of power. No ill effects.
2nd time: Lightheadedness, dizziness. No major effect.
3rd time: Roll on the surge table for wild mages when any spell
is cast. (If the DM does not have the wild mage surge table, substitute
a roll on the wand of wonder table.)
4th time: All spells surge, as above. At this time the wearer
also starts to glow with a flickering aura that looks rather like a faerie
fire spell.
5th time: As above, plus the wearer takes 3-18 pts damage from unchannelled
magical energies in his body. The aura glows more malevolently.
6th time: As above, but the wearer must save vs. spell or die from
the explosive release of energies in his body. If he succeeds, he
takes only 3-18 pts damage.
7th + times: As above, but each time after 6 adds a cumulative
penalty of -1 to the save and +1 to the damage if the save is successful.
For every day that the ring is removed, the effects on the wearer decrease
by one use. For example, if the wearer uses the ring five times
and then removes it, he will glow and surge for three days, then be dizzy
and lightheaded for one more. Therefore the ring can only be "reset"
by allowing the wearer's body to recover for a number of days equal to
the total number of uses.
Source: Jim Gitzlaff
Ring of Molach
This magical item gives its wearer great mental power. It shields the
mind of the user against any intrusions (ESP and all that), as per a mindbar.
On the other hand, it allows the wearer to use each of the following up
to four times a day each: ESP, Clairaudiance, Clairvoyance.
Source: Robert Johan Enters
Ring of Power
These rings are sought after by mages of all kinds. The wearer of such
a device, can call upon its power up to three time a day. When this power
is called upon, the wearer will be able to cast a spell as though s/he
were of a higher level. The ring works for the next spell cast after being
activated, but this power will not be used up on a disrupted spell. Thus
if the mage activates it before entering combat, and his/her first attempt
to cast a spell is disrupted, the ring will still be activated for a new
attempt. How many levels the ring will increase the power of the mage
differs per ring. Roll d20 and check table.
| d20 |
Level Increase |
| 1-8 |
+1
|
| 9-14 |
+2
|
| 15-18 |
+3
|
| 19-20 |
+4
|
Source: Robert Johan Enters
Ring of Rotten Teeth
If it is detected for, this ring will radiate a faint protection magic.
The ring will function in all ways as a Ring of protection, +1. Unfortunately,
1d4 days after the wearer dons the ring, it will start to rot one of the
wearers teeth. The first day it will be uncomfortably painful, the next
annoying. Upon the third day the PC will be at -1 on dexterity due to
the pain, the day after at -2, finally on the 5th day -3. At the end of
the 5th day the tooth will fall out, and the DM should check to see if
the character has developed some type of mouth infection. Of course, again
roll of 1d4 to see when the next tooth will start hurting. This ring can
easily be remove, even after the adverse effects begin. A healing spell
like Cure light wounds, will remove one day's worth of tooth decay. Cure
serious wounds will negate 2 days worth of tooth decay. Cure Critical
wounds will negate 3 days worth of tooth decay, and a Heal will repair
all existing tooth decay. None of these spells will replace lost teeth
however.
Lost teeth will affect the character's Charisma. Subtract one point of
charisma for every 1 teeth lost, up to a maximum of -3, then -1 for every
3 teeth thereafter.
Source: Per Ivar Roervik
Ring of Shielding
This ring protects the wearer from most missile attacks. It gives the
wearer the benefit of a continuous Shield spell, and a continuous Protection
from Normal Missiles.
Source: Robert Johan Enters
Ring of Souls
Appearance: This ring appears normal, it looks like a circle of silver
rope. If studied closely it appears to be semitransparent at times.
History: The creation of the Ring of Souls is unknown (some believe it
was created by a God). It is highly prized by demons.
Powers: While this ring is worn the wearer can see a glow around all creatures
with a soul (this appears similar to faerie fire however it can be seen
in any light condition). The wearer also gains a phantom hand that is
an extension of his primary hand, it is under mental control and can be
extend up to thirty feet. Others will become extremely uneasy at the touch
of the phantom hand, they will feel "icy hands on their spines",
this will be enough to wake anyone who isn't drugged. The phantom hand
can grab another's soul, that person then gets a saving throw vs. Death
Magic, if he misses he is effectively paralyzed. Once grabbed the soul
can be ripped from the body, the target gets a saving throw vs. Death
Magic with +1 for every point his Constitution is greater than the ring
wearer's (there is no deduction if it is lower). If the soul is
ripped from it's body, the phantom hand will draw it into the ring and
hold it there--the phantom hand cannot be reused without releasing the
soul. The body bereft of it's soul will collapse and only it's autonomic
nervous system* will continue to function. The soul can be released at
anytime, it will then return to the body. A System Shock Survival roll
is then rolled, and if it fails the shock kills the person. There is a
small chance, one percent per day of captivity, that the soul will not
return to it's body. If the soul doesn't return to it's body, or the body
has died, it will become a ghost or other spirit.
Notes: The phantom hand cannot be seen by normal means, however anyone
capable of seeing souls can see it. Grabbing a soul takes one round, ripping
it out another. If either attempt fails it can be retried. If the ring
is removed while it holds a soul, the soul will be released. Left on it's
own a soulless body will die of dehydration in 72 hours, 24 hours in a
hot climate and longer in a cold one (though frostbite and hypothermia
may kill it earlier). The body will not eat or drink, if liquid or food
is forced down it's throat it will be digested.
* autonomic nervous system: the system of nerves that innervates the
heart, viscera, and glands and controls their involuntary functions. Source:
Gordon Malcaster
Ring of Stamina
These rings are activated by a command word, with the command taking effect
the round after it is uttered. These rings have 20-50 charges (d4+1),
with charges acting as a hit point reserve for the wielder. When the ring
is "on", it absorbs damage up to its maximum capacity. Upon
reaching zero charges, the ring crumbles into dust. When "off",
the ring regenerates one charge every eight hours. Source: Tim Prestero
Ring of Statues
Upon mental command, the wielder turns into a greyish stone statue, indistinguishable
from ordinary stone, except through the use of ESP. Location spells will
not work on the character in stone form, and the statue only radiates
faint alteration magic. If ESP or psionic discipline of some sort is used,
the statue will radiate faint emotions. While stoned, the wearer requires
no food, air, or water, and can remain in this form interminably. While
in stone form, the wearer "sees" and "hears" through
the equivalents of Clairaudience and Clairvoyance spells, centered on
the statue. To become flesh again, the wearer merely wills it. (10% of
rings are cursed, and do not allow the wearer to change back). The transformation
to stone takes four segments, while the transformation back to flesh takes
a round. While in statue form, the wearers features are blurred and distorted,
only recognisable on a successful INT check (at - 4). Source: Tim Perstero.
Ring of Sunburn Protection
This item appears to be nothing more than a plain golden ring with a sunburst
pattern on it and an umbrella under it. When worn however this ring give
total protection from even the hottest sun. The wearer will not get sunburn,
nor will they dehydrate at an accelerated rate due to the sun's heat.
The ring confers no resistance to fire either magical or mundane. Source:
Robert F. Roche.
Ring of the Flying Fish
This ring has it's ups and it's downs. It may even seem like a useless
ring on the first attempt to discover what it does. It is fairly low powered,
and can fairly safely be given out at fairly low level campaigns. The
ring was created by a mage of some appropriate aquatic humanoid race that
wanted to be able to enter the 'world above the oceans', but be able to
survive and travel in the way he was accustomed to. The ring is made of
bone, and has a pearl set in it. The ring gives the surronding air the
consistency of water, for the wearer only. Thus, when walking, it will
feel as if one was walking in the bottom of a swimming-pool or lake. Movement
will be down to 25% of normal, with a maximum movement of 3". Also,
when wearing the ring, attacks will be made as if under the effects of
a slow spell: the wearer will attack at half the normal rate, except with
piercing weapons which will attack at the normal rate. Also, all weapons
except piercing weapons will be at -1 to hit and -1 to damage.
Spells that need somatic components will fail when wearing the ring, although
purely verbal ones will work as normal, as speech and normal (air) breathing
are not affected by this ring. Now for some good points: when the wearer
is only lightly encumbered, he or she will start floating upwards when
taking a deep breath (similar to a levitation spell in effects). When
lightly or moderately encumbered, the wearer can 'swim' in the air. Long,
but slow jumps can be made with a strong push off the ground. With the
flapping of arms, or any other swimming stroke that would work well under
water, the wearer can propel him or herself through the air. This can
look extremely graceful, or just plain silly. If the wearer has the swimming
profiency, then double their normal movement rate for their 'swimming'
rate, otherwise keep the same movement rate. The wearer can do little
tricks like floating in the air upside down, as long as some downward
thrust is given, even little movements of the hands and feet. The ring
also acts as a ring of feather fall, no matter what the encumberance of
the wearer.
Note that this ring doesn't allow the user to breathe under water, but
will allow water breathing creatures to breath air. Source: Robert
Winkel.
Ring of the Necromancer
This ring, bestows upon any evil creature, the ability to control undead
as an evil cleric. If the ring is worn by a neutral creature, the ring
will simply be inert, if worn by a good creature, that creature will be
drained of 1 hp per round that the ring is worn. (Note to DM, the wearer
will not necesarily notice that hit points are being drained, if someone
having 60 hps loses one of them, it will for example not be noticed. Someone
who only has 4 hps however, would notice immediately.) The level at which
the ring operates is determined as follows.
|
d100
|
Level of Clerical control
|
|
01-35
|
lev 8
|
|
36-65
|
lev 9
|
|
66-85
|
lev 10
|
|
86-95
|
lev 11
|
|
96-00
|
lev 12
|
Source: Robert Johan Enters.
Ring of Weaponry
This is a nice looking ring that radiates magic under a detect magic spell.
It is usable by all classes. It stores weapons in an etheral pocket until
they are summoned. It can store 1-4 weapons, each with its own command
word to restore/retrieve. (usually inscribed on the ring) For example,
Joe Hero has a bastard sword and a long bow when he discovers this ring.
Brainius Wizardus then casts identify on the ring, and it turns out Joe
can store two weapons. He then holds the bow and mutters command one.
The bow vanishes from sight. He does the same for the sword. Therefore,
he can now, for example, sneak his weapons past the town guard. Later
in the forest, he is attacked by a gaggle of kobolds. He grunts the command
for the bow, and the bow pops out, and Joe picks off one of them. In the
next melee round, the kobold is too close to stike with the bow,
therefore, Joe mutters the first command again, then the second. And voila!
He automatically has his sword ready. Let the cleaving begin! Each command
word take a full segment to activate. The DM may want to optionally give
this powerful ring a limited number of charges. Source: Christian
Schlosser.
Ring of Winter
This small crystal-looking ring is cold to the touch. It is made out of
magical ice. The ring protects the wearer from cold the same as a ring
of fire resistance does to heat. It also gives the possessor the ability
to cast a cone of cold or an ice storm once a day (at 12th level). Furthermore,
it gives the wearer the power to summon and control an ice-elemental once
per week. Source: Robert
J. Enters.
Rings of Teleportation
Appearance: The Rings of Teleportation appear as a matched set of gold
rings. Both rings have a circle of arrow-head shaped diamonds on their
face. On one ring they face in, and on the other they face out.
History: The Rings of Teleportation were commissioned by the Paladin Sir
Willford Bernhath. Sir Bernhath used the ring to escape a demon (having
left the second ring in his home town's temple). The demon searched out
his means of escape and vented his wrath on the temple, the town, and
their inhabitants. After witnessing the destruction, Sir Bernhath was
so racked with guilt that he committed suicide shortly thereafter.
Powers: By inserting two fingertips into the center of the "in"
ring, it can be expanded to a four foot diameter, it can be shrunk to
ring size again by putting pressure on opposite sides. If the two rings
are separated by more than 1000 feet, anything weighing over half an ounce
that is passed through the expanded ring will teleport to within ten feet
of the second ring. If the expanded ring is twisted inside itself (so
that the outside passes through the hole (temporarily becoming the inside)
it will teleport itself. It is thus possible for a person to teleport
himself and the ring. Flowing water will not be teleported until the ring
is removed from the flow, and only then if all the water that passed through
the ring can appear within the ten foot sphere.
Notes: The ring has only two sizes, finger size and four feet. If the
expansion or contraction cannot be accomplished (due to something blocking
it) it simple won't change size. If there exists no free space large enough
for the object/creature to appear in, within the 10' sphere surrounding
the second ring, it will not teleported. Source: Gordon Malcaster.
Serpent Ring
The owner of this ring is granted complete immunity to all forms of poison.
The owner doesn't have to wear the ring or even have it on his person
to benefit from this protection. The ring does have a downside though,
each and every time the owner is exposed to any type of poison he begins
to undergo changes into a reptile of some sort. At first the changes are
mostly superficial (Slitted eyes, forked tongue, clawed fingers 1-2 pts
damage) but after that it get's nasty. Intelligence drops, color vision
vanishes, etc. By the time the owner has been exposed 10 or so times
he is virtually indistinguishable from a Yuan-Ti halfbreed. Though the
owner normally get's none of the powers of a Yuan-Ti there are rings that
grant these powers temporarily. The most subtle effect of this ring is
that each time a wielder is exposed to a type of poison it stay's active
in his blood and any time any creature is exposed to this blood (whether
through biting, or stabbed with a weapon smeared with it) most save vs.
poison for each type of poison in the blood. By the time he's been exposed
to all 20 of the basic types of poison he is literally a large snake of
slightly above standard intelligence. Normally. A Neutralize Poison spell
cast within 3 rounds of a change can prevent the next transformation but
cannot undo any past changes.
The only way to be free of the ring is for a character to have Remove
Curse cast upon him by a priest of at least 12th level and a Neutralize
Poison cast. Then he must save vs. Poison for each type of poison in his
blood. He still takes damage from the effects of the poison and this could
kill him. Source: Charles
Daniels.
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