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Magical Rings and Their Powers

The document describes various magical rings, each with unique abilities that require the wearer to have them on for a specified duration before activation. Rings include powers such as immunity to poisons, enhanced magical abilities, and attribute increases, among others. Each ring has specific requirements and effects that enhance the user's capabilities in different ways, often related to combat or spellcasting.

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0% found this document useful (0 votes)
39 views16 pages

Magical Rings and Their Powers

The document describes various magical rings, each with unique abilities that require the wearer to have them on for a specified duration before activation. Rings include powers such as immunity to poisons, enhanced magical abilities, and attribute increases, among others. Each ring has specific requirements and effects that enhance the user's capabilities in different ways, often related to combat or spellcasting.

Translated by

ScribdTranslations
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Magic rings

Snake Ring Ring of Demon Force

Mystical connection: The ring only creates the mystical connection.


It is necessary to have been wearing the ring for at least 24.
with wizards of great magical power. Without the connection
the ring's abilities do not activate and it becomes hours for the skills to activate.
a useless piece. Arkana Precision: The critical hit rate of
Immunity to poisons: The user of this ring becomes magical attacks receive a bonus of +5%.
immune to natural or magical poisons. Maximize magic: The weapon user can once
Serpent of Set: By invoking this ability the ring of the on the day to cast a maximized spell, all the effects
of magic will be maximums. It does not incur additional costs.
snake transforms into a venomous viper of 3
metros. The creature can be ordered to guard a of magic points.
place, to spy on or attack a person. The viper is Magna cast: The constitution test of the victims for
sly serpent and its poison is terribly reducing magical damage by half is penalized by 20%.
powerful.
FR 12, CON 15, DEX 5, AGI 20 Luck Ring
PER 18, INT 12, WILL 18, CAR 5
Pvs 35.
Bite 1D6 + 4 + poison.
Furtividade 120%, camuflagem 120%, observar 118%.
This magical creature can communicate mentally It is necessary to be wearing the rings for at least 72.
at long distances with the wizard with whom you have hours for the skills to activate.
mystical connection. Luck: during a game session, the character can
Poison: The victim of this snake's poison will feel ignore a failure or critical failure in any test and
weakness and a stabbing pain. The victim had suffered 1D3 do it again. This ring's ability can be
damage points for the next 3D10 DAYS (CON used 1D3 times in each section of the game.
(reduces to half). This damage cannot be restored.
through natural regeneration of health points or by
healing magic, unless the effect of the poison is
canceled. About the effect of the poison on FR, CON, DEX, AGI Necromancer Ring
the victim's PER is reduced by 1D10 points and their
skill tests and attributes penalized by -30%.

Life Ring It is necessary to have been using the rings for at least 24.
hours for the skills to activate.
Mystical Battery: The Ring has a mana reserve.
own, 20 magic points can only be used
for the summoning of the spell "Skeleton Knight".
It is necessary to be wearing the rings for at least 12. magic points of the ring are renewed at midnight
hours for the skills to activate. every day.
Mystical battery: The ring has a reserve of mana Skeleton Knight: The ring user can cast the
own 20 magic points that can only be magic "Skeleton Knight", this version of the magic
used to activate their abilities. 5 points of summon a knight to the battlefield
the magic of the ring is renewed at midnight every day.
skeleton for given wizard comparison data
Enhancing healing: The healing spells cast by WILL, the creatures will faithfully follow the given orders.
the character using the magic ring has their power of by the bearer of the ring, the skeletons remain in
expanded care in 3 Data. physical plan for up to 1D6 hours. Use this ability.
Revitalize: Using this ring, the character can consumes 6 action points of the wizard and 5 points of
cast the spell "Vitalize". This version of the healing spell
ring magic.
6D6 points of damage from a target that is up to 50 CON:15FR:20DEX:15AGI:16
meters away from the character. Consumes 5 INT:6WILL:0PER:16CAR:3
pontos de ação do personagem e 5 pontos de magia Weapon 80/60, damage 2d6, IP: 3, HP: 35,
of the ring
Receives half damage from piercing.
Resurrection: Using the ring, the character can
2D magic resistance.
use the magic 'Resurrection', this version of the magic
In the round when the skeletons are conjured
bring back to life a being that has died of cause we only carry out actions of movement and defense.
not natural for a maximum of 30 days. The body or remains
mortals are necessary. The ring loses its powers and
it breaks after casting this spell.
Magic rings

Ring of tree Skull physical, spiritual, or magical damage from any attack
received by the character.

Spirit Ring
It is necessary to be wearing the ring for at least 24
hours for the skills to activate.
Only necromancers or demonologists with focus 6
Only those in Arkanun can utilize the power of this ring. It is necessary to have been using the rings for at least 24.
This powerful magical artifact has three different hours until the abilities activate.
skills each referring to one of your skulls. Mystical Battery: The ring has a reserve of mana
Mystical battery: The ring has a mana reserve own, 5, 10, 15, or 20 magic points that can
own 20 points of magic that can only be to be used by the user for conjuration
used to activate your abilities. 5 points of of magic or rituals, but they cannot be
the magic of the ring resets at midnight every day. stored or used for activating powers
Dance of the dead: The ring user can conjure or skills, 5 points of magic from the ring are renewed
the magic 'dance of the dead' this version allows at midnight every day.
revive and control a corpse that is in the field Store magic: The ring is capable of storing a
visual of the wizard at a maximum distance of 500 meters. or two focus spells from 1 to 6. The spell should not
the target of the magic must have died no more than 48 to possess a material fetish the points of magic
hours he will maintain all his abilities and necessary for its realization remain
attributes that I had when alive, losing only stored in the weapon. The magic can be cast at
your willpower and intelligence becoming a any moment by the weapon user being
puppet in the hands of the wizard. The effect of the magic on only the expenditure of 2 action points is necessary
the corpse lasts about 2D10 hours. The zombie has
zero point of life and is only destroyed when it reaches a-
Arcane Ring
100 hit points or if beheaded. This
(arcane ring)
habilidade consome 5 pontos de ação do mago e 5
magic points of the ring.
Putrefying Ray: The ring user can conjure a
magic "Putrefying Ray" this version shoots from the
central skull of the ring a ray of green light, this ray
when hitting a living being it causes 2D6 points of damage
by magic (decomposition) for 3D6 rounds. The skill There are eight types of arcane rings, each referring to
the accuracy of the shot is 100% and the range reaches a target to a magical element. Fire, water, earth, air, light,
up to 200 meters away. (the magic is of the type shadows, lightning, and ice.
"projectile, ray"). This skill consumes 5 points of It is necessary to be wearing the rings for at least 24 hours.
action and 3 points of magic from the ring. hours for the abilities to activate.
Toxic fog: When this ability is activated, the ring The magic ring increases the focus by 2 points.
continually expels a toxic mist that covers wizard on a certain path of magic
within a radius of 5 meters around the wizard, the cloud Elemental.
follows the movement of the wizard and disappears 3D6 Elemental Acuity: The spells of a certain
rounds or a scene after being conjured. Any elements, cast by the wizard have their costs of
Living creature touched by the mist suffers 3D6 points of damage action and magic points reduced by -1 point. This
magic (poison/corrosive) per contact round, to reduction of action points does not benefit the attack in
At the end of each round, each victim who had contact with the However, the reduction of magic points spending.
nevoa should succeed in a difficult CON test or yes.
will suffer a reduction of -5% in all its tests Elemental Affinity: The ring amplifies the power of 'damage'
expertise and attributes. This penalty caused by the the magic of a certain element in 2 Dice.
toxin disappears after 2D10 hours. The ring user If the damage caused by the magic is physical, it
is immune to the effects of the fog. increase by +6.
Ativar esta habilidade consome 3 pontos de ação e 5
magic points of the ring. Ring of Mystic Force
(ring of mystical force)
Project Ring

It is necessary to have the ring on for at least 24 hours.


hours for the skills to activate. It is necessary to be wearing the rings for at least 1
Protective aura: The ring surrounds its user with a time for the skills to activate.
aura capable of absorbing 1D6, 2D6, or 3D6 points of
Magic rings

Store magic: The weapon is capable of storing Ring of Bahamut


one, two or three focus spells from 1 to 10. The spell
It should not possess material fetish the magic points.
necessary for its realization remain
stored in the weapon. The magic can be cast at
at any moment by the weapon user being
only the expenditure of 2 action points is necessary. It is necessary to be wearing the rings for at least 24
hours for the skills to activate.
Ring of Mystic Force Dragon scale: The character's skin becomes
(ring of the mystical force) as resistant to damage as the scales of a
dragon, IP 30 against physical damage. This bonus replaces
any type of unnatural physical IP of the character.
This magical ability deactivates if the
the character uses any clothing or armor
that has an IP.
It is necessary to be using the rings for at least
24 hours for the skills to activate. Efreet Ring
Enhanced conjuration: Increases by 1, 2, or 3
points to the character's casting speed that
use the weapon or magical artifact.
Memorizing magic: This ability allows the It is necessary to be using the rings for at least 24
character memorize 1, 2 or 3 additional spells, hours for the skills to activate.
if the character loses the ring he will forget The cost of action points and magic of spells of
randomly one of your spells. fire element, launched by the ring bearer has its
cost of action and magic points reduced by 2
Arcane Link points. This skill does not benefit attacks in
(arcane connection) the sting and the costs of magic cannot be reduced
a zero.
Control Elemental. The ring allows its user
control an Elemental of 'fire' summoned by him
own without incurring penalties on its points of
These special rings connect two or more action.
characters through a sealed mystical bond
with blood. The characters involved in the connection
they will not be able to remove the rings, if the ring is
Astral Ring
removed it breaks immediately.
The characters bearing the rings can
communicate telepathically as long as they are in the
same plan, consumes one magic point per
It is necessary to have been using the rings for at least 24.
message sent.
If a bearer of one of these rings dies, all the hours for the skills to activate.
other bearers with the same mystical connection There is an astral ring relating to each natural path.
they will feel their death. of magic, Humans, Spirit, Arkanun, Metamagic,
Animals and Plants.
The magic ring expands the focus by 2 points.
Mytrium Ring wizard on a certain path of natural magic.
Natural Acuity: The spells of a certain
natural paths cast by the wizard have their costs
of action and magic points reduced by -1 point.
This reduction of action points does not benefit the attack.
It is necessary to have been using the rings for at least 24.
in a burst but the reduction in points spending of
magic yes.
hours for the skills to activate.
Iron skin: gives the ring user a bonus of This skill cannot reduce the costs of a
magic at zero.
+ 2, + 4, +6, +8 or +10 IP points against physical damage.
Mystical Battery: The ring has a reserve of mana
own, 10 magic points that can be used
by the user your user for spell casting or
rituals, however, cannot be stored or
used for activation of powers or abilities, 5
the magic points of the ring renew at midnight
every day.
Magic rings

Ring of Faith Ring of Ability

It is necessary to have been using the rings for at least 24. You need to be wearing the rings for at least 24.
hours for the skills to activate. hours for the skills to activate.
Divine Aura: The ring bearer receives +10 points of Attribute increase: The bearer of the ring receives
Faith, any sacred magic cast by him has its +2, +4, +6, +8 or +10 bonus to your dexterity.
cost of action and magic points reduced by 1 Critic: The attacks carried out by the character
point. This reduction in action points does not benefit they receive a bonus of 5% on their critical hits. This
burst attack but the reduction in point expenditure skill does not benefit spells.
of magic yes.
This skill cannot reduce the costs of a Ring of Power
magic at zero.
Dissipate the evil: The bearer of the ring receives a bonus of
1D6 in your WILL tests to resist, dissipate or
to annul curses.

Ring of Mana It is necessary to be using the rings for at least 24.


hours for the abilities to activate.
Attribute increase: The bearer of the ring receives
bonus of +2, +4, +6, +8 or +10 to your strength.

It is necessary to have been using the rings for at least 24. Ring of Vigour
hours for the skills to activate.
Mystical Battery: The ring has a mana reserve.
own, 20 points of magic that can be used
by the user your user for spell conjuration or
rituals, but they cannot be stored or It is necessary to have been using the rings for at least 24
used for activating powers or abilities, 5 hours for the abilities to activate.
the ring's magic points are renewed at midnight of Attribute Increase: The bearer of the ring receives
every day. bonus of +2, +4, +6, +8 or +10 to your constitution.
Accelerated mana recovery: The bearer of the ring
recovers 1 magic point every 15 minutes.
Ring of Destroyer
Ring of Celerity

It is necessary to be wearing the rings for at least 24.


It is necessary to be wearing the rings for at least 24. hours for the skills to activate.
hours for the skills to activate. Powerful: The weapon hit causes 2 X the bonus damage
Amplify action: The ring bearer receives 1D3, 1D6 of user strength.
you gain 1D10 additional to your action points.
Corpus Ring
Ring of Speed

It is necessary to be wearing the rings for at least 24


It is necessary to be using the rings for at least 24 hours for the skills to activate.
hours for the skills to activate. Load: The ring bearer can ignore 1, 2, 3, 4, or 5
Attribute increase: The bearer of the ring receives penalty points caused by equipment or
bonus of +2, +4, +6, +8 or +10 to your agility. loads.
Magic rings

Ring of Intellect Resistance: Grants the user +2, +4, or +6


IP points against physical damage.
Precision: Adds 5% to the critical index of attacks
of the character, benefits short and long attacks
distance. Does not benefit magical attacks.
Evasion. Adds 5%, 10%, 15%, 20%, 25, or 30% to the
It is necessary to be wearing the rings for at least 24 character dodges.
hours for the skills to activate. Enhance attack: Adds +10%, 20% or 30% of
Attribute increase: The bearer of the ring receives accuracy to the character's attacks, benefits
bonus of +2, +4, +6, +8 or +10 to your intelligence. short and long distance attacks. Does not benefit
magical attacks.
Enhance defense: Adds +10%, 20% or 30%
Ring of Perception precision of the character's defenses

Shell Ring

It is necessary to have been using the rings for at least 24.


hours for the skills to activate.
Attribute increase: The bearer of the ring receives It is necessary to be wearing the rings for at least 24
bonus of +2, +4, +6, +8 or +10 to your perception. hours for the skills to activate.
Multi-elemental resistance: Grants its bearer
1D, 2D, 3D, 4D, 5D or 6D damage resistance
Ring of Mind elemental magic.

It is necessary to have been using the rings for at least 24.


hours for the skills to activate.
Attribute increase: The bearer of the ring receives
bonus of +2, +4, +6, +8 or +10 to your WILL.

Ring of Empathy

It is necessary to be wearing the rings for at least 24 hours.


hours for the skills to activate.
The bearer of the ring receives +20% on all their tests.
of empathy and in all the subgroups of expertise
manipulation.
Attribute increase: The bearer of the ring receives
+2, +4, +6, +8, or +10 bonus to your charisma.

Ring of Battle

The battle rings have different types of


skills, the most common ones are listed below and
each artifact will have only one ability.
It is necessary to have been wearing the rings for at least 24.
hours for the skills to activate.
Increase in physical damage: +2, +4, +6, +8 or +10
benefits any short or long-range attack,
even spells that cause physical damage.
Magic rings

Cyclops Ring half. About the effect of the curse all tests of
expertise and attributes of the victim are penalized by 30%.
Activating this skill consumes 5 action points and 3
character's magic points, she can only affect
one target at a time.
Reverse effect: If the curse is broken after having
successfully completed the bearer of the ring receives
all at once the damage that would still be caused to
It is necessary to have been using the rings for at least 24. victim of the curse.
hours for the abilities to activate.
Empowerment of power: The user of the ring will have strength Ring of Dead
the constitution 42, equivalent to that of a Cyclops.
On the other hand, the character's intelligence will be
reduced to half and he will not be able to use it
magic.

Spectral Ring Only characters with focus 3 or more on the path


natural 'Arkanun' can control the power of this ring.
Control the undead: The ring user can
control the undead zombies and skeletons. The dead
they listen and faithfully follow the orders given by the
It is necessary to be using the rings for at least 12 bearer of the ring. If there is another force controlling the
hours until the abilities activate.
living dead a WILL dispute is necessary
Spectral hands: The user can summon 4 arms
the ring bearer receives a +1D6 bonus in their
spirituals that attack a target up to 100 meters away WILL. Vampires and Liches are not affected by the power of
distance in your visual field with 100% accuracy, the panel, but they will suffer a penalty of -30% in
arms can only be seen by a character with vision
any attack test against the bearer of the ring.
spiritual or with a higher focus of 4 in spiritum. These
arms grasp the soul of the victim and contain its
movements, the victim has the right to a WILL test Fairy Ring
VS WILL to resist this ability, if any
success will be immune to it for 1D6 hours if it fails
your action points will be reduced by 4D6
while being close to the ring bearer. The effect
the victim is no longer close if they move more than 500 meters away from
panel. It is necessary to be using the rings for at least 24.
Activating this skill consumes 3 action points and 3 hours for the skills to activate.
character's magic points, she can only affect Communication: The bearer of the ring can communicate
one target at a time. with any type of fairy, he understands and is
understood as if speaking in the language
Ring of Atavuz the fadas.
The bearer of the ring will always be
accompanied by a "Pixie" a small fairy that
may provide some services to the character, such as
to convey messages, to observe or spy on something.
Pixie.
FR 3 CON 5 DEX 6 AGI 30
INT 12 PER 25 WILL 15 CAR 15
It is necessary to be using the rings for at least 12 Pvs 15
hours for the abilities to activate. The knowledge of the family members must be decided.
Suffocation: The ring user can summon the by the master. The fairy can possess its own magic of the
curse magic "Suffocation" on a target that fairies, but by nature they only use them for defense
be up to 200 meters in your field of vision. own.
the moment the curse is cast the victim has
right to a resisted test of WILL not to be
affected by the curse, if successful will become immune
for 1D6 days. If it fails, an invisible spectral hand
will start to strangle her causing physical harm
continuing from 2D6 for 3D6 rounds, the victim can make
a difficult constitutional test to reduce harm to
Magic rings

Ring of Beast(anél das Bestas) Aludra

It is necessary to have been using the rings for at least 72.


It is necessary to wear the rings for at least 24 hours for the skills to activate. Just
hours for the skills to activate. characters with a WILL higher than 18 are capable of
Only characters with focus 3 or more on the path use the skills of this ring.
Natural 'Animals' can control the power of this ring. Aludra is an extremely powerful magical ring and
almost priceless value, it possesses the power of the three
Control animals: The ring bearer can control
a non-magical animal. The animal will understand the greatest illusion spells known in Outland.
Ilusão real:Esta habilidade do anel pode criar ilusões
orders of the ring bearer and the following even though
attack your nature or put it at risk realms of inanimate objects. One can create anything
life. The target of this skill should be in the fieldthing from a simple stone to a mansion.
visual of the character no more than 50 meters from the amount of magical power used depends on the area
distance, the ability is activated by verbal commands that illusion affects. 1 point of magic allows for the creation
of the character and there is no need for testing. of an illusion that affects up to 1 meter in radius, each
The ring can control only one animal at a time. additional magic point spent doubles the area of effect
Beast form: This enchantment can be cast. from illusion. Thus spending 7 magic points the

just about an animal controlled by the ring. About the character can create a real illusion that affects a
efeito do encanto, o animal ser tornara uma besta area of 64 meters in radius, which can create, for example,
ferocious, its size will increase by 50%, its attributes a house with everything you can imagine inside.
physicists receive a bonus of +2D6 to their attacks objects created by illusion can even have high density
they cause + 1D6 points of damage. able to reach up to 10D6 points density
Activating this ability consumes 5 points of acai and 3. overcoming steel. It is more than enough for a
character's magic points, the enchantment lasts about Illusory knife, kill a person.
of 10 minutes and can be canceled at any time An illusory object disappears immediately if
moment by the bearer of the ring. leave the area of effect of the illusion.
The real illusion created by Aludra lasts about 1D6.
hours for each comparison data of the character
Ring of Strength the illusion can be canceled by the user of
At any moment, the character can
store the magic points to sustain
permanently the illusion, however it will never become
permanent part of reality.
Creating the real illusion consumes 3 action points.
character for each magic point spent.
It is necessary to have been wearing the ring for at least 24 Note: Used in modern campaigns the illusion
hours for your ability to activate. real can even create complex mechanisms or
Attribute increase: The strength and constitution of electronics but they will not be functional.
ring users increase by +6 points. Living illusion: This ring ability allows you to
carrier to create living illusions (or real illusions of beings)
Underwater Ring living) monsters people or anything else.
The intelligence of illusion cannot be greater than that of
ring controller. The living illusion does not evolve and never
becomes a permanent part of reality, any
emotion or feeling or intellect demonstrated by
illusion is a simulation based on knowledge of
ring bearer.
Underwater breathing: The ring user can The illusion, once created, faithfully serves the
breathe underwater like a fish, the appearance commands of its creator and remains in the physical plane
the character does not change and he for about 1D6 hours disappearing after this
does not develop gills. time. The character can store points of
While using the ring, the displacement of magic in the living illusion to make it permanent.
the character in the water is doubled. Small beings: fairies to gnomes or demons
small like Sernzs. They will have physical attributes and
maximum mental 3D, the illusion has 200 points of
expertise divided in the way its creator wishes. The
life points are equal to the sum of strength +
constitution + 5.
Magic rings

Creating this illusion consumes 10 action points and 3 with 120% accuracy causing magical damage (not
character's magic points. Elemental) of 18D10. Consumes 5 action points.
Medium beings: Humans, elves, etc. Will have attributes Regeneration: At the end of each round, the guardian
maximum physical and mental 4D+3, the illusion has 350 regenerates 3D10 hit points.
points of expertise divided in the way their creator If the guardian is defeated, the door opens and everyone
wish. The life points are equal to the sum of strength who are trapped in the illusory world return to
+ constituição + 10. reality.
Creating this illusion consumes 20 action points and 5 About the illusory world; whenever the bearer of
character's magic points. the panel enters or exits the illusory world, it can activate or
Enormous beings: Large giants, demons, or beasts cancel the 3 laws of Aludra. If you choose to keep one
etc. They will have maximum physical and mental attributes of 6D+6, the active law will affect him even if he is outside
illusion has 450 skill points divided as follows of the illusory world. Inside the illusory world the
what its creator wishes. The life points are equal mana recovery is extremely slow, 1 point
the sum of strength + constitution + 30. of magic every 24 hours.
Creating this illusion consumes 30 action points and 10 After the destruction of the guardian, the abilities of the ring
character's magic points. they remain inert for 3D10 days.
Colossal beings: Dragons or colossal beasts. They will have Activation: The activation of the ability 'illusory world'
maximum physical and mental attributes 9D+6, the illusion consumes 10 action points and 10 magic points from
has 650 skill points divided as follows character. Returning to the physical plane consumes 5
your creator wishes. The hit points are equal to action points and 5 magic points of the character.
sum of strength + constitution + 50.
Creating this illusion consumes 50 action points and 20 Ravenous Ring (soul devouring ring)
character's magic points.
Illusory world: When this ability is activated, the
panel releases a burst of light in a radius of 50
metros. All who are hit by the light must have
success in a WILL VS WILL test of the holder of
panel or will be dragged into the illusory world of
Aludra. The illusory world has no physical logic and its It is necessary to be using the rings for at least 24.
landscape changes constantly. In the illusory world hours for the skills to activate.
there are 3 laws that are controlled by the holder of the Capture the soul: This ability affects a target in
visual field of the bearer of the ring at a maximum of 50
panel.
1–Balance: the action points of the other present ones meters away. The character points the ring at
the target. The ring will attempt to capture the soul of the victim who
In the illusory world, they cannot be superior to those of
holder of the ring You can resist by testing WILL VS 8D6, it is necessary.
2–Damage reflection: if someone causes damage within the accumulate 3 successes to escape the effect, if
illusory world everyone suffers the same amount of becoming immune to it for 24 hours, if the victim
damage. first accumulate 3 failures in the WILL tests your soul
3- Chaotic magic. Each round a path of magic will be torn away and trapped in the ring. A character
whoever has their soul ripped out will fall into a coma, it is only anger if
is sealed randomly and cannot be used by
1D6 rolls. recover if your soul is returned to the body.
The bearer of the ring decides which laws will be active in The ways to break this magic are, the user of
moment when the illusory world opens. panel being killed or he himself freeing the soul that was
Once inside the illusionary world, the bearer of the ring imprisoned, or the ring being destroyed.
you can open the passage back returning to the plane Ravenous can hold up to 20 souls captive.
physically leaving the victims of the power of the ring Activating this ability consumes 3 action points and 1
trapped in the illusory world. character's magic point, each resisted test
The guardian of the illusory world: if the bearer of the ring the WILL counts as a turn for both characters,
remove from the illusionary world, a huge door appears during this time both characters are
at its center, the door is the exit of the illusory world, it unable to act.
is protected by a 5-meter guardian demon Reversal effect: If the soul absorption fails, the
height. The shape of the guardian is idealized by the bearer the ring bearer must succeed in a test of
of the ring. WILL VS 8D6 or you will have your soul ripped out by the ring.
FR 45 CON 40 DEX30 AGI 45 Mystical battery: The ring has a reserve of mana.
PER 36 INT 20 WILL 45 CAR 10 own, 1 point of magic for each trapped soul
PV 500 IP 30 there. These magic points can be used to
Magical damage reduction: 6D conjuring spells or rituals, but they cannot be
Weapon: 3D10+FR 120% / 120% stored or used for the activation of powers
Escudo:130% or supernatural abilities. 5 points of magic from
Esquiva:145% They recover at midnight every day.
Ray of light: The creature can shoot a ray of light
capable of hitting a target up to 200 meters away
Magic rings

Cursed Ring of Zemus of the wizard. The bearer of the ring can cancel the connection
(cursed ring of Zemus) of blood at the moment you wish.

Dimension Ring of Andarta


(dimensional Andarta ring)

It is necessary to have been wearing the rings for at least 24.


hours for the skills to activate.
The ring user can cast one of their curses.
about an individual, this must be in their field It is necessary to be wearing the rings for at least 24.
visual at a distance of no more than 50 meters. hours for the abilities to activate.
Casting one of the curses consumes 5 points of Only characters with WILL 18 or more can
action and 5 points of magic of the character. It is not use this ring.
possible to cast two curses on the same Teleportation: O user do panel can
person. teleport anywhere you have been
A black star-shaped tattoo is marked visited. The teleportation carried out by the ring is safe
on the forehead of the cursed person and only disappears. It is relatively accurate. At the moment it activates the
when the effect of the curse ceases the character must visualize the final destination
Curse of bad luck: The victim can resist a of teleportation and choose who besides him will be
curse with a WILL VS WILL test if there is one higher, the more specific the destination, the harder it is
success will remain immune to the curses of Zemus for up to skill control. The targets of the skill of
In 10 days, if you fail, you will have your critical failure rate. Andarta are teleported immediately after the
increased for any result between 80 and 100 in power of the ring to be activated. It is possible to reject the
your tests, during 3D10 days. Teleportation requires only to succeed.
Curse of ineptitude: The victim can resist the curse. in a WILL test.
with a WILL VS WILL test, if successful it will stay -1. Um local não muito específico com um grande
immune to the curses of Zemus for up to 1D10 days, if reference point, such as the vicinity of a
fail your hit or critical success index in a city, forest, mountain, lake, etc. test of
any test will be only 1%. WILL normal.
-2.A more specific location, but not inside of
buildings or closed locations test of WILL difficult.
Cursed Ring of Skelos -3. A very specific or exact location, within
(cursed ring of Skelos) buildings or enclosed places. WILL base test.
Activate the Teleportation skill of Andarta
consumes 15 action points and 5 magic points from
each additional person consumes + 5
magic points. The magic points spent in
Teletransportation is recovered at the rate of one point.
every 12 hours.
It is necessary to be wearing the rings for at least 24. Failures in Teleportation.
hours for the skills to activate. Failure in the WILL test does not endanger the lives of those who are.
A tattoo in the shape of a black star is marked. teleported at risk, however the more
on the forehead of the cursed person and just disappears the more specific the destination, the worse the result of the failure.
when the effect of the curse ceases Teleportation will happen even if
Curse of the bloodline: The bearer of the ring character fails their WILL test, the master
can only cast this curse on someone who you you can take on one of the situations in case of failure.
has caused recent damage (less than 12 hours ago). The Every failure in the use of Andarta causes to its
the target of the curse must be in the visual field of carrying a penalty of -1D10 to your WILL, this
character at most 50 meters away. A penalty is recovered at the rate of one point per
the victim may resist testing WILL VS WILL of attribute every 24 hours.
bearer of the ring, if successful you will be immune to this Teleportation occurs to the indicated region.
skill for 1D10 days, if you fail your life will be linked to but a few dozen kilometers from the point
of the ring bearer through an ethereal cord, the desired.
cursed person will suffer all harm that the bearer -2. Teleportation happens, but it leaves the
he will receive the ring and will die if he dies. This curse. characters hundreds of kilometers from the region
it is permanent and can only be broken by magic desired.
sacred or divine, even destroying the ring to Teleportation happens, but it sends the
the curse is not broken. characters for a random point on the globe.
Casting this curse consumes 5 action points and 5 -4. Each character is teleporting to a
character's magic points. This curse can different place.
affect one individual simultaneously for every 10 levels
Magic Rings

The master may consider the worst-case scenario in case of of the character at most 50 meters away. A
critical failure. the victim has the right to a resilience test WILL VS
If 8D6 fails, it will remain under the total control of the bearer.
panel. The victim of mind control will do everything that the
Ring of Prana
ring user order, whenever an order
to act against your nature, your code of honor
conduct or against their life, the victim will have the right to a
new test of WILL VS 8D to resist control
mental. If successful, the mind control will be
broken and the victim will remain immune to this ability for
1 year.
It is necessary to be using the rings for at least 24 The ring can only maintain control over one target. Activate
hours for the skills to activate. this skill consumes 5 action points and 3 points
Protection against curses: The wearer of the ring receives of the character's magic. The ring user can
30% bonus on any test to resist to You will cancel domination whenever you want.
curses. If even so the ring user is
cursed the ring breaks.
Holly Bless: The ring user can cast the spell Ring of Prunion
"Holy Bless", touching the victim of a curse.
the character can invoke divine powers to
remove it. A WILL dispute is fought between the
the curse conjurer and the conjurer of Holly Bless
the side that accumulates 3 successes first wins. If the
if the curse is not broken, it becomes stronger
resistant, in terms of game to the WILL of the summoner of the
Master artisan: All the tests of the skills,
craft, forging, and alchemy receive a 20% bonus.
curse receives a +1D6 bonus against tests for
Once a day, the ring user can redo a
resist the magic Holly Bless for 3D10 days.
craft rolling, forging or alchemy that has
Using this ability requires spending 1 faith point.
and each test of the dispute of WILL corresponds to a
result in failure or critical failure.
round.
Ring of Fauna
(Fauna's ring)
Ring of Falcon

It is necessary to be wearing the rings for at least 24.


It is necessary to have been using the rings for at least 24.
hours for the skills to activate.
Hawk Eyes: The ring user receives + 10% of hours for the skills to activate.
The magical ring increases the focus by 2 points.
critical index in all its throwing attacks and
Wizard on the path plants. This ability is effective.
shot. This magical ability does not benefit spells.
only in wizards who already have at least 1 point
focus on the path plants.
Ring of Domination Daos Natural Acuity (plants): The magic of one
(ring of domination Daos) certain natural path "plants" launched by the
Mages have their costs of action points and magic.
reduced by -1 point. This reduction of points of
the action does not benefit burst attack but the reduction
of magic points expenditure yes.
This skill cannot reduce the costs of a
magic to zero.
It is necessary to be wearing the rings for at least 24.
hours for the skills to activate.
The power of this ring can only be used by
character with WILL greater than 18.
Mind control: The ring user can control the
mind of any being with up to 3 points of
comparison in WILL. At the moment when the
skill is used the target of sees to be in the visual field
Magic Rings

Nosferatu's Ring Skull Ring

This evil ring feeds on the user's blood.


in exchange for the grant of Vampiric powers to It is necessary to have been using the rings for at least 24
just. Once the ring is placed it sticks to the finger hours for the skills to activate.
of the user and cannot be removed. At midnight of They are rings of magical power created by the wizards of
Every day the ring absorbs blood from its user. Black Order of Tenaroth using as source of
causing him 1D6 points of damage, this damage does not power of souls of sacrificed people during creation
recovers by normal means, powers or magic, the of the artifact.
the only way to recover it is through vampirism. Mystical battery: The magic ring has a reserve of
Speed: Before an initiative roll the own mana. 10 or 20 magic points that can
the character can activate this ability to receive to be used by its bearer in the conjuration of
1D10 additional to your initiative and action points. spells and rituals, but they cannot be stored
the ring swap causes you 1D10 points of damage. This or used to activate powers or abilities
skill can be accumulated up to 2 times before the supernatural, except for one's own abilities
initiative roll. weapon or artifact. 5 points of magic from the weapon if
Strength: The strength of the ring user increases they renew at midnight every day.
permanently at +10 points. Store magic: The weapon is capable of storing a
Vigor: The constitution of the ring user increases or two focus spells from 1 to 8. The spell should not
permanently at +10 points. to have a material fetish for magic points
Resistance: this is a permanently active skill. necessary for its execution remain
active, the ring user receives 8 IP points and if stored in the ring. The magic can be cast to
becomes immune to penalties arising from pain. any moment by the weapon user being
Vampirism: The user of the ring becomes a pseudo only requires the expenditure of 2 action points.
vampire, he will feed on human blood to
restore the damage caused by the ring, will develop Demon Ring of Runathot
it will have an aversion to sunlight. The light will not cause (demonic ring of Runathot)
real damage to the character but during the day everyone
your skill and attribute tests will be penalized
down -30%.

Curse ring of Set It is necessary to be wearing the rings for at least 24 hours.
(Cursed Ring of Set)
hours for the skills to activate.
The magic ring increases the focus by 3 points.
wizard in the paths Arkanun and Spiritum. This
the ability is effective only for wizards who already possess
at least 1 focus point on the Arkanun paths
Spirit
Mystical battery: The magic ring has a reserve of
own mana. 30 magic points that can be
used by its bearer in the casting of spells and
The serpent carved on the ring bites the finger of
rituals, however, cannot be stored or
used for activating powers or abilities
anyone who places it, the poison of the serpent
supernatural, except for one's own abilities
it slowly spread through the character's body
weapon or artifact. 5 magic points of the weapon if
turning him into stone. Every day the character
they renew at zero hour of each day.
will lose 1 point in your agility and will suffer a reduction
Quick conjuration: The weapon user can 3 times a
from -1 in your action points until it transforms
to cast a spell of focus 1 to 9 spending only
completely set in stone. For each penalty point
half of the action points do not incur additional costs
caused by the petrifying poison the character
of magic points. Only for arcane weapon
receives 3 IP points against all types of damage.
perfect.
The transformation into stone becomes irreversible if not
nullified within 1 year and 1 day.
Magic rings

Ring of Baloth panel. If the order puts the victim's life at risk the
WILL test becomes easy. It is impossible for the victim.
to use this ability to threaten the life of the bearer
of the ring.
This ability affects a target for 1D3 days, at the end
during this time the victim can take a new test to
It is necessary to have been using the rings for at least 24 liberate from the effect, if successful you will become immune to it.
hours for the skills to activate. skill for 1 per 1 day, if it fails the effect will last
The Baloth is an opulent beast that inhabits the regions for more 1D3 days.
swamps of Outland, known for having a The ring can maintain this ability only over one.
very tough shell and great vitality. target at a time.
Adult baloths constantly attack villages and
small towns near your habitat in search of Chaos Ring
food. (ring of chaos)
Iron skin: The ring user receives a bonus of
+6 to your IP.
Vitality: The character receives 20 life points.
extra while using the ring. These points are the
first withdrawn in case of damage. 5 points from this.
Pvs extras are recovered at midnight every day.

It is necessary to be using the rings for at least 24.


Ring of Nebula hours for the skills to activate.
Enhance: This skill allows the user to
panel spend additional PMs to expand power
your magic. Each magic point spent adds 1
given all the effects of magic. The amount of
Additional PMS expenses are limited to 1 PM for every 5.
levels of the wizard. This ability cannot be used
It is necessary to have been wearing the rings for at least 24. in maximized or accelerated spells.
hours for the skills to activate. Quick conjuration: The weapon user can once
This ring conceals the aura, presence or intentions of its on the day to cast a spell from focus 1 to 8 spending
user preventing them from being read or detected only half of the action points, does not generate cost
by any magical or supernatural means. additional magic points. Only for weapon
The common means are not affected by the skill of perfect arcana.
panel. Memorizing magic: (only for rings, earrings or
magic bracelets) This ability allows the
character memorizes 1 additional spell, if the
Succubus Ring the character loses the artifact he will forget
randomly one of his spells.

Ring of Fury
(ring of fury)

It is necessary to be using the rings for at least 72.


hours for the skills to activate.
These rings created by the Succubus can be
used only by women. The ring has the power Metamorphosis. This ability allows the user of
to enchant men and awaken desire in them ring to transform into a "werewolf", activating the
sexual by the bearer of the ring. power of the ring the character will go through a
The ring bearer must choose a target for this. metamorphosis becoming a beast half man half
skill, this must be in your field of vision not wolf about 2.5 meters tall, after the
more than 50 meters away. The victim of this transformation the character becomes mentally unstable
Ability can resist testing WILL VS CAR of and may not differentiate between allies and enemies being
ring user, if it fails you will feel an uncontrollable necessary success in a difficult WILL test to
sexual desire for the ring bearer, will not be able to distinguish them.
to resist carnal desires and will be subject to Activating the ring's ability requires the expenditure of 10 points.
any sexual perversion proposed by the user of of action and 5 points of magic. The transformation lasts
ring. While it is under the effect of the power of the ring the up to one hour for each character level, for
the victim must succeed in a WILL VS test cancel it there before time the character must have
CAR to refuse to comply with the user's orders
Magic rings

critical success in a WILL test, which can be done a radius of 10 meters. Using this ability consumes
just a test every hour. 5 pontos de ação e 3 pontos de magia do Molok.
Modifiers. The summoning of Molok requires the expenditure of 10 points of
FR+10 CON+10 DEX+5 AGI+5 action and 10 points of magic of the character, the creature
Claws: 120% / 120% damage 3D6 + FR remains conjured for 1 minute for each level of the
Bite: 100% 4D6 plus conjurer returning to his plane after this time.
PV+30 IP+6 Resistance to elemental magic damage 5D. If the wizard tries to use this ability again
Action points +1D6. em um mesmo dia o custo de mana dobra caso tente
Regeneration 1PV per round. using three times the cost triples and so on.
Displacement +1. Characters with a WILL of 20 or lower are not
is not able to conjure spells capable of keeping control over the monster even
the creature receives 50% additional damage from silver, using the ring and in this case the summoner also does
this damage ignores your IP and supernatural ability of will become a victim of the beast's fury.
regeneration, even after undoing the transformation
not even a supernatural means will be able to accelerate the
recovery of damage caused by silver. 1 point of Ring of Silence
damage will be recovered every 24 hours (ring of silence)
Curse: once the ring is placed, any
person attempting to remove it should succeed in a
WILL VS 12D6 test. During full moon nights
the character must succeed in a WILL test
difficult not to transform against your will, the
involuntary transformation makes the more powerful the It is necessary to have been using the rings for at least 24
the instincts of the beast and the character's personality is hours for the skills to activate.
suppressed, leaving only the terrible voracity of When the ability of this ring is activated, its bearer
werewolves. is surrounded by an aura of absolute silence, the
the character will not be able to speak and its
Ring of Molok movements will not make a sound.
(ring of Molok) All tests of stealth, subterfuge and
the character's camouflage receives a bonus of +20%

Ring of Beholder
(observer's ring)

It is necessary to be wearing the rings for at least 24


hours for the skills to activate.
This ring allows its wearer to summon the terrible
Swamp demon of the Fallestians, Molok. The
Moloks are demons about 4 meters tall created to It is necessary to have been using the rings for at least 24.
to come from the decaying plant matter of the swamps ofhours for the skills to activate.
Fallestia, these demons are chaotic and voracious. Mystical blockade: The ring user must choose
man-eaters some have a a target in your visual field to be affected by this
considerable intelligence, but by nature do not do ring skill. The victim of this skill always
the slightest issue of using it. The conjured Molok To use your magic points, you must succeed.
will obey the orders of the ring bearer in what it says in a test of WILL VS 8D6 or it will not be able to
As for attacking and destroying, he will not attack your use them. This ring's ability is canceled after
conjurer, but would attack anything else in his 3D6 rounds if the victim moves more than 500
path. ring metros.
FR 50 CON 40 DEX 35 AGI 40 Apenas um alvo por vez pode ser afetado por esta
INT 10-20 PER 36 WILL 36 CAR 5 skill.
PVs: 200IP: 5PMs: 25 Using this skill consumes 3 action points and 2
Regeneration: 5 HP per round. character's magic points.
Claws: 4D6 + FR + 4D6 acid. Mystical Devourer: Once every 1D3 rounds the
Displacement x 2 a ring can reduce the data of a spell to zero
Action points +1D10. focus 1 to 8 caused to its bearer.
Acid saliva: The Molok can spit acid bubbles, The ring bearer must point with their finger at the
a distance of up to 50 meters with 100% of what is the ring, a target for this skill this
precision, when hitting a solid object these bubbles must be within your field of vision no more than 50
explode causing magical damage (acid) of 10D10 to meters away. The victim must succeed in a
test of WILL VS WILL of the bearer of the ring, if it fails
Magic Rings

will fall into a deep sleep that will last about 3D10 Ring of Wina
minutes, if successful you will receive +1D6 in your
tests to resist this ability for 1D6 days.
The victim of this skill wakes up immediately after
receber dano. Uma vez afetada por esta habilidade a
the victim becomes immune to it for 3D10 days.
Activating this skill consumes 5 action points and 3 It is necessary to have been using the rings for at least 24
character's magic points.
hours for the skills to activate.
Communication: The bearer of the ring can communicate.
Ring of Gordona with any bird or winged creature. Everything that
the character speaks and is understood by the creature and vice versa
(ring of the gordona)
versa.
Magic shield: all damage caused by spells of
the element Ar to the bearer of the ring is reduced by half.
Elemental Acuity: The spells of the element Air,
cast by the wizard have their point costs
It is necessary to have been using the rings for at least 24 action and magic reduced by -1 point. This reduction of
hours for the skills to activate. action points do not benefit burst attack however
Mystical Battery: The magic ring has a reserve of the reduction of magic points expenditure yes.
own mana. 20 magic points that can be
used by its bearer only to activate its Ring of dragon
ability to petrify.
Petrify: When this ability is activated, the ring
shoots a beam of light capable of petrifying
instantly any living being with up to 6 dice
of comparison in constitution.
The beam of light is the thickness of a finger, it is
shot with 120% accuracy and hits a target up to
200 meters away. The radius crosses any
thing in your trajectory except mirrors, any being It is necessary to be using the rings for at least 24
a living being struck by lightning immediately transforms into hours for the skills to activate.
stone. The statues created by the gordona's ring are Elemental Absorption: All magical or natural damage from
virtually indestructible, only magic or powers fire element caused to the ring bearer is
divines can reverse the transformation into stone. absorbed reduced to zero.
Activating this skill consumes 5 action points. Elemental Acuity: The fire element spells,
personagem e 3 pontos de magia do anel. launched by the wizard has its point costs of
action and magic reduced by -1 point. This reduction of
action points do not benefit burst attack however
Ring of lizard the reduction of magic points spending yes.

Ring of Thunder

It is necessary to have been wearing the rings for at least 24.


hours for the skills to activate. It is necessary to have been wearing the rings for at least 24.
Communication: The bearer of the ring can communicate hours for the skills to activate.
with any amphibious creature aquatic. Everything that the Elemental Absorption: All magical or natural damage of
the character's speech is understood by the creature and vice versa lightning element caused to the ring bearer is
versatile. absorbed reduced to zero.
Magic shield: all damage caused by magic of Elemental Acuity: The magic of the fire element,
ice or water to the bearer of the ring is reduced by half. launched by the wizard have their point cost of
Elemental Acuity: The magic of the water element, action and magic reduced by -1 point. This reduction of
cast by the wizard have their point costs action points do not benefit burst attack however
action and magic reduced by -1 point. This reduction of the reduction in magic point spending yes.
action points do not benefit burst attack however
the reduction of magic point spending yes.
Magic rings

Curse Skull Ring Ring of Sirem


(cursed skull ring) (mermaid's ring)

There are five different types of cursed rings It is necessary to be wearing the rings for at least 24.
from the skull each with a different curse, the hours for the skills to activate.
the curse only activates if the ring is put on by The skill of this ring can influence feelings.
will of its own. All rings create a mystical connection from a person of the opposite sex making this
with your user when placed and their curses fall in love with the ring bearer. The character
can only be removed by some rare magics must set a target for this skill is
sacred or sources of divine power. direct eye contact (eye to eye) is necessary
Curse of death: The bearer of the ring receives maximum distance of 5 meters. Then a is made a
half of all damage he causes to anyone else sequence of charisma resistance tests of the bearer
living being. to the ring against the will of the victim overcoming the
Curse of blindness: Whenever the character side that accumulates 3 successes first. If the holder
in the end, the victim of the magic will fall in love
entra em combate sua visão fica obscurecida, o que
hopelessly for him, if the victim wins they will become immune to
it causes a penalty of -30% on any test
of attack, defense, dodge, any test of this skill for a year and a day.
perception (sight) becomes difficult This ring ability can affect only one target
Curse of the plague: A wound opens on the chest of the Sometimes, the effect can be canceled at any time.
character, causing him an intense and agonizing moment by the ring bearer, in this case will take
pain, every test carried out by the character has 25% of 10 days for the victim to recover their condition.
penalty due to pain. Every week the wound mental original.
causes 1 point of damage to the character, this damage does not This ability cannot be used in situations
it can be cured in no way as for very tense or during combats, the skill does not
the curse has not been removed. affects people with WILL greater than 20 or people who
I feel real hatred from the bearer of the ring.
Curse of the stigma: The character is marked by the
stigma of bad luck, any test done by him Activating this skill consumes 10 action points and 5
it has a critical failure rate of 70% to 100%. character's magic points, these points will remain
Curse of the chaste: Makes the character impotent. stored in the victim if the ability works.
Attribute increase: The bearer of the ring receives a
bonus of +6 to your charisma.
Ring of Eternal Night
(ring of the eternal night)
Ring of Frog

The user of this ring does not need to sleep, ever.


the character does not feel sleepy nor suffer any
It is necessary to have been using the rings for at least 12.
penalty for not sleeping, he will still feel tired
caused by effort or stress and will have to rest hours for the skills to activate.
to recover, however will do this awake. Even The ring user can perform spectacular jumps, 3
the character who wants to sleep will not be able to. x your agility bonus upwards and 5 x forward.
The bearer of the ring is immune to magic, powers, or When jumping, the character spends only 1 point of
skills that try to make you sleep. ação para cada 10 metros de deslocamento.
Curse of the eternal night: After the ring was placed Attribute increase: The ring user receives a
creates a mystical connection with the character and becomes bonus of +5 to your agility.
impossible to remove it from the finger. If the character
remove your finger the ring breaks and the curse does not
but it can be removed by sacred magic. Without the
without the character will not be able to sleep and will begin to
suffer the penalties of lack of sleep, languishing
until death. After the sixth sleepless night the
the character will start to suffer 1D6 points of damage and
lose 1D3 in your WILL until your death.

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