Ring, rare

The Ring Of Unlimited Conjuring, once placed on the placer binds to their skin and completely removes the ability to take it off unless the user so wishes (No enemy, npc or even friend may take off the ring - only the wielder can.) but this ring's main purpose is very powerful. the ring has 3 charges (regenerate upon a short rest) each of these charges will allow the user to steal a spell or cantrip from someone else who was using it in the world (the original caster's spell will do nothing and the ring will spit out whatever effect/attack the spell would normally do) the player has no control over what spell gets chosen but here is a chart (please note that the dm can change this chart if they want) first, roll a d10:

1=Acid Splash (You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage

  2= Burning Hands (A thin sheet of flames shoots forth from the ring. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.)

3=Eldrich Blast (A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.)

4=Animal Shapes (Your magic turns others into beasts. The Closest 2 Creatures to You (including npc's and friends)  Instantly Turn Into another random Creature(roll a D6 1=a small eagle - 10 hp and flight 2=Bear - 25 hp and 2d6 attack damage 3=mouse - 5 hp +3 on intelligence and wisdom checks 4=Bat - 10 hp + dark vision + 1d4 bite damage 5=Gecko 8 hp + wall climbing 6=BlueSteel Dragon - a 4 foot tall dragon with flight and 2d6 breath damage with 1d6 bite damage. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. The transformation lasts for 1 hour for each target, or until the target drops to 0 hit points or dies.)

5=Alter Self (You assume a different form. When you use the ring you get one of these adaptations at random (roll 1d6) 1=Webbed Feet 2=Dark Vision 3=Become 3 foot tall 4=Grow Horns 5= Gain Gills (you can still breathe on land) 6= assume the look of the closest humanoid creature to you (if there are none then nothing happens)

6=Dome Of Dead Magic (you fill the space you are in ( fills an entire room if In one - if not then creature a 15 by 15 foot dome around you) in this area no magic can be cast, this lasts for 3 turns.

7= electrostatic field bolt (a bolt of lightning springs forth from the ring and encircles the user increasing their armour class by 3 and dealing 1d10 damage to any creature that fails to attack the user (lasts for 3 turns)

8=Room Of Swapped Knowledge (all creatures in a 15 by 15 foot radius can only use magic, if they don't know any magic they learn firebolt - 1d6 bolt of fire. lasts for 2 turns)

9=Magic Missile (You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.)

10=Distraction (All Hostile Creatures are drawn away from you and to a place of your choosing)

Notes: Utility, Symbiotic

Item Tags: Utility Symbiotic

LizardLite

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