Magical Items
Rings, Rods and Staves

Item name and abilities

Ring of Affliction

  • Material Strength:  UN

  • Invulnerability to all forms of damage except Magic (EX)
  • Resist Magical Effects at a -2CS (Min Sh0)
  • Resist all other negative effects at +1CS (Max ShX)
  • Cannot be removed normally

Ring of Animal Friendship

  • Material Strength:  EX

  • All animal in area are friendly to the wearer (UN)

Ring of Armoring

  • Material Strength:  AM

  • +1CS to any protective spell cast on the wearer (Max ShZ)

Ring of Blinking

  • Material Strength:  GD

  • If the wearer (or the ring) is hit for damage, the ring will teleport the wearer and itself away from the damage.  No damage is taken, but the affects look to have been taken. (UN)

Ring of Chameleon Power

  • Material Strength:  AM

  • Blending:  ShX

Ring of Delusion

  • Material Strength:  IN

  • Convinces the wearer that the ring is actually the magical ring he most desires (UN).  The wearer is so convinced, he will use his normal powers or other objects to produce the desired affect (in his mind)

Ring of Djinni Summoning

  • Material Strength:  Shift-Z

  • Summons a Genie to do your bidding (ShZ) * no stinkin' three wish limit either!  He's yours until he dies *

Ring of Elemental Command (Air)

  • Material Strength:  UN

  • Air Elementals can't attack or come within 5' of Wearer (UN)
  • Air Beings suffer -1CS to attack Wearer (UN), Damage is reduced -1CS
  • Wearer can attack Air Beings or Elementals, these attacks do normal damage, negating armor granted just for its form.  HTH or Melee weapons do +1CS damage (Up to ShX).
  • Communicate with the element of air (UN)
  • Fire attacks are at +1CS effect
  • Wind Gusts (UN)
  • Flight (UN)
  • Wall of Force (UN)
  • Control Winds (UN)
  • Invisibility (UN)

Ring of Elemental Command (Earth)

  • Material Strength:  UN

  • Earth Elementals can't attack or come within 5' of Wearer (UN)
  • Earthen Beings suffer -1CS to attack Wearer (UN), Damage is reduced -1CS
  • Wearer can attack Earthen Beings or Elementals, these attacks do normal damage, negating armor granted just for its form.  HTH or Melee weapons do +1CS damage (Up to ShX).
  • Communicate with the element of earth (UN)
  • Petrifying (turn to stone, etc.) attacks are at +1CS effect
  • Walk thru walls (UN)
  • Wall of Stone (UN)
  • Stone to Flesh (UN)
  • Hyper Digging (UN)
  • No damage from falling, max 3 areas per turn falling speed (UN)

Ring of Elemental Command (Fire)

  • Material Strength:  UN

  • Fire Elementals can't attack or come within 5' of Wearer (UN)
  • Fire Beings suffer -1CS to attack Wearer (UN), Damage is reduced -1CS
  • Wearer can attack Fire Beings or Elementals, these attacks do normal damage, negating armor granted just for its form.  HTH or Melee weapons do +1CS damage (Up to ShX).
  • Communicate with the element of fire (UN)
  • Water and Cold attacks are at +1CS effect
  • Burning Touch (UN)
  • Fireworks (UN)
  • Wall of Fire (UN)
  • Fire Generation (UN)
  • Fire/Heat Resistance (UN)

Ring of Elemental Command (Water)

  • Material Strength:  UN

  • Water Elementals can't attack or come within 5' of Wearer (UN)
  • Water Beings suffer -1CS to attack Wearer (UN), Damage is reduced -1CS
  • Wearer can attack Water Beings or Elementals, these attacks do normal damage, negating armor granted just for its form.  HTH or Melee weapons do +1CS damage (Up to ShX).
  • Communicate with the element of water (UN)
  • Lightning and Electricity attacks are at +1CS effect
  • Purify Water (UN)
  • Create Water (UN)
  • Water breathing for all in area (UN)
  • Wall of Ice (UN)
  • Water Breathing, area affect (AM)
  • Lower Water, 1 per day (UN)
  • Part Water (IN)
  • Water Walking (UN)

Ring of Elemental Metamorphosis

  • Material Strength:  UN

  • Turns the Wearer into an Elemental, with all of thier abilities (ShZ)

Ring of Feather Falling

  • Material Strength:  AM

  • The wearer falls at 3 areas per round and lands without damage, no matter how much stuff (equipment, people, etc.) is carried.

Ring of Fire Resistance

  • Material Strength:  UN

  • True Invulnerability to Heat/Fire (AM)

Ring of Fortitude

  • Material Strength:  AM

  • +4CS resistance to all negative Magical effects (Max ShZ)

Ring of Free Action

  • Material Strength:  AM

  • Wearer cannot be slowed down thru the use of powers or abilities other than holding or binding him physically (UN)
  • Water Freedom (UN)

Ring of Invisibility

  • Material Strength:  AM

  • Invisibility at will (UN)
  • Inaudability (UN)

Ring of Jumping

  • Material Strength:  AM

  • Hyper Leaping (UN)

Ring of Mammal Control

  • Material Strength:  AM

  • Control of non humanoid mammals (ShZ), can be commanded to commit suicide.

Ring of Mind Shielding

  • Material Strength:  AM

  • True invulnerability to mental attacks (UN)

Ring of Multiple Wishes

  • Material Strength:  AM

  • 10 Wishes per day (Omni-Power) (UN)
  • If the ring is destroyed it will reform on the finger of a randomly selected person IN THE COSMOS (CL1000)

Ring of Protection

  • Material Strength:  UN

  • Invulnerability to all forms of damage (EX)
  • Resist all negative effects at +1CS (Max Shift-X)

Ring of Regeneration

  • Material Strength:  AM

  • Regeneration (UN)

Ring of Resistance

  • Material Strength:  UN

  • All magical effects against the wearer are -1CS and +1CS to resist

Ring of Shocking Grasp

  • Material Strength:  UN

  • Electric Touch (UN)

Ring of Spell Storing

  • Material Streength:  Shift-Z

  • Can hold up to 10 spells of any sort except entity spells.  Entity boosted spells are OK. (UN)
  • The wearer is granted knowledge of these spells.

Ring of Spell Turning

  • Material Strength:  AM

  • Reflects all or part of a targetted spell at the caster (UN)

Ring of Sustenance

  • Material Strength:  AM

  • Wearer doesn't need to eat/sleep/breathe (AM)

Ring of Swimming

  • Material Strength:  AM

  • Water Freedom (AM)
  • Hyper Swimming (AM)
  • Underwater swimming as if Endurance were doubled (Max ShZ)

Ring of Telekinesis

  • Material Strength:  UN

  • Telekinesis (UN)

Ring of the Ram

  • Material Strength:  Shift-Z

  • If strength is equal or less than AM then punching damage is UN
  • If strength is above AM then punching damage is Str +2CS (ShZ Max)

Ring of Three Wishes

  • Material Strength:  AM

  • 3 Wishes (Omni Power) per day (ShY)
  • If destroyed, reforms around the finger of a randomly selected person IN THE MULTIVERSE (CL1000)

Ring of Truth

  • Material Strength:  AM

  • Detect Lie (UN)
  • Wearer cannot lie (ShZ)

Ring of Warmth

  • Material Strength:  UN

  • Invulnerability to cold (AM)
  • Regenerate damage from cold (AM)

Ring of Water Walking

  • Material Strength:  AM

  • Water Walking (UN)

Ring of Weakness

  • Material Strength:  UN

  • Wearer loses 2 points of Strength and Endurance every turn (Min 2)
  • Wearer can become invisible, but while invisible, strength and endurance are dropped 5 ponts per turn
  • Strength and Endurance are regained 1 point (in each) per hour after the ring is removed
  • Loss is not visibly noticeable or feelable
  • Cannot be removed normally

Ring of X-Ray Vision

  • Material Strength:  AM

  • X-Ray Vision (UN)

Rod of Absorption

  • Material Strength:  UN

  • Absorbs spells and stores the spell's power (UN)
  • Spellcaster can use the power stored to boost his spells
  • User can 'ground out' the rod, reducing the stored power to 0

Rod of Alertness

  • Material Strength:  UN

  • Intuition +1
  • Detect Illusions (UN)
  • Detect Alignment (UN)
  • Detect Lie (UN)
  • Detect Magic (UN)

Rod of Beguiling

  • Material Strength:  AM

  • Emotion Control within 2 areas (ShX)

Rod of Cancellation

  • Material Strength:  AM

  • Magic based attacks can be resisted with a +1CS.
  • The weakest magical item in contact with someone being hit with this rod must roll for a 'KILL' result.  'Losing Endurance' or worse results in that power being nullified.  Yellow results mean loss for 1-10 rounds.  Green results mean 1-10 days.  White results mean permanence!

Rod of Flailing

  • Material Strength:  AM

  • Fighting +2CS (Maximum ShZ)
  • Invulnerability +40 (points)

Rod of Lordly Might

  • Material Strength:  UN

  • Causes FEAR in all enemies who view the Rod (as per the spell) at UN
  • Paralyze or Vampirism on any target touched (or hit) at UN
  • Weapon changes form at users will.
    • Mace
      • Fighting +1 CS
    • Sword of Flame
      • Flame damage
    • Battle Axe
      • Fighting & Strength +2 CS
    • Spear
      • Agility & Strength +2 CS, returns next round
    • Pole
      • 5' to 50' in length, At users will

Rod of Passage

  • Material Strength:  AM

  • Dimensional Gateway (AM)
  • Phasing (AM)
  • Phase door (AM)
  • Teleport (AM)
  • Astral Travel (UN) can send self and up to four others into and out of the Astral plane, this includes their bodies.

Rod of Ressurection

  • Material Strength:  GD

  • Returns a dead item into a living item if done within the week of its death. (1 per day)  Brings a character back to life. (UN)

Rod of Rulership

  • Material Strength:  AM

  • Mind Control of any creature or creatures within four areas.  This lasts for as long as the weilder wishes, even if the affected creatures leave the 4 area radius. (ShX)

Rod of Security

  • Material Strength:  UN

  • Spirit Storage (UN) ala Adam Stranges Soul World, without the mental effects.

Rod of Smiting

  • Material Strength:  Shift-Y

  • Fighting +2 CS
  • Strength +1 CS
  • Hiting an animated construct of any kind, Strength +2 CS

Rod of Splendor

  • Material Strength:  AM

  • Popularity +4 CS (Maximum ShZ)
  • Garbs the user in clothing and jewelry, befitting the gender and prefferance, that would have cost from $7000-$10,000.  These item will disappear if stolen or sold, they will remain if given away. (AM)

Rod of Terror

  • Material Strength:  UN

  • Anyone within 3 areas looking at user is affected by fear (as the spell) (UN)

Staff of Curing

  • Material Strength:  AM

  • Cure Disease (UN)
  • Cure Blindness (UN)
  • Heal (AM)
  • Cure Insanity (UN)

Staff of Power

  • Material Strength:  AM

  • If in the hands of a Spellcaster:
    • User can break staff, regardless of strength
    • Light 3 areas (GD - UN)
    • Lightning Bolt (UN)
    • Sound (Thunder) Generation (UN)
    • Darkness, users area (GD - UN)
    • Reduce tergets RIP stats -2 CS each (10 areas, UN)
    • Levitation self/others (UN)
    • Cold Generation (UN)
    • Fire Generation (UN)
    • Shield (as spell) (UN)
    • Paralyzation Ray (UN)
  • If the item is broken:
    • All creatures in the area (except user) are hit for 1000 Pts.
    • Every area away from the broken staff reduces the damage by 1 CS.
    • All damage done is magical in nature.

Staff of Striking

  • Material Strength:  Shift-Z

  • Fighting +2cs

Staff of Thunder and Lightning

  • Material Strength:  AM

  • On a hit in melee combat, can cause additional damage:
    • Thunder: Fighting +2CS, Damage = Normal damage +20 (Stun?)
    • Lightning: Damage = Normal damage +50
  • Lightning Bolt (UN)
  • Sonic Beam (Thunder) (UN)

Staff of Withering

  • Material Strength:  AM

  • Each hit also ages the target 1-10 years