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Living Artifact-Ring of Untold mystery

normally souless-dc of 40 will save or soul is sucked into ring


ego-same as soul trapped in ring
base stats same as trapped soul except +10 wiz and int
If the ring has a soul. it becomes bonded with its first wearer dc of 50 will
Can only be removed by special circumstance
The soul of the ring must follow this set of rules to the letter
1. You can never reveal this list or its contents in any way
2. you cannot inflict harm on your wielder through intentional means
3. If asked a direct question you are obligated to answer (though not truthfully
)
4. You cannot actively seek your freedom through manipulating your weilder
5. you may communitcate telepathically with everyone within 20 feet but privatel
y only with your weilder
6. the wielder always has a right to invoke your power however you retain certai
n influence
7. Gain an extream ego of any kind
8. when any lesser or greater ability is used you may instead use the mystery ro
ll chart to spite them
Lesser abilities:
1.Embue weapon 3 times a day +wiz mod to damage
fire or frost damage to melee or ranged weapon
2.Enrage wielder 3 times per day
3.Cast True strike as a free action 3 times a day
4.Speak and understand any language 3 times a day for 5 minutes
Greater abilities:
1.Teleport up to 50 ft 3 times a day
2.Redo-3 times a day you may reroll any roll
3.Transmutation once per day you may change one object into 1 other object (cann
ot be over 100 gp more valuable) You must succeed in touching the object to do s
o. Cannot be used on magical items
Supernatural Ability: the wheel of mystery: Once every 20 minutes (or once every
3 rounds in comat) you or your wielder may try the wheel of mystery, Rolling a
20 for the effect (you may add up to 10 or -5 from the dice roll before they are
rolled) The effect has to obide by the table below.
ROll Chart
1-wielder losses 1d3 levels permenently
2-wielder losses consciousness for 1d6 rounds
3-party gets no loot from next encounter
4-wielder -10 on next attack roll
5-all current enemies target wielder or if not in combat Wielder randomly trips
6-most recent killed enemy is brought back to life in front of your party
7-roll 1d20 and gives dice roll X7 in gold (effect stacks if multiple 7's are ro
lled
8-roll 1d2 1-user drops his weapon 2-nearest enemy drops its weapon
9-wielder's hair is set on fire
10-reflect half of next incomming damage
11-Nearest enemy randomly bursts into flames takes 1d6 damage for 3 turns
12-add +1 damage per level for next damage roll
13-take-20 on next attack roll
14-stop all incoming projectiles for 4 turns
15-All incoming projectiles cant miss (no crit)
16-wielder breaks into spontaneous uncontrollable fit of laughing for 1d4 turns
17-Wielder starts speaking uninteligible language
18-Wielder gains 20 more movement this round or if not in combat explains the aw
esomeness of the ring
19-Create phantasmic illusion that only wielder can see will save dc 25
20-Next attack roll is automatic crit
21-party gets triple gold for next encounter
22-adds +10 armor bonus to ac for 1 hour
23-wielder losses sight for 1d4 rounds
24-Party gains +5 to damage rolls for 1d6 rounds
25-roll 1d2 1-party member randomly dissapears for 3 rounds, 2-enemy dissapears
for 3 rounds
26-recover total party health instantly
27-adds +5 resistance to all spells per level for 1 hour
28-roll 1d4 and cast appropriate spell 1-sunburst 6d6 blind 2- meteor swarm 4 6d
6 3-invisibility 4-tree shape/tree stride
29-wielder recieves great universal truth, and is frightened for 1d4 turns
30-5 minutes of time travel one time per day (used in 1 minute increaments

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