TEXT:  
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does 
  not guarantee compatibility, and does not endorse this product 
   
  THE INFINITY RINGS™ 
  For the Pathfinder Roleplaying Game.  A collection of 52 mischievous magical Rings, some highly useful, some 
  annoyingly cursed, some purely of whimsical value, one a true artifact. 
   
   
  Ages ago a wizard known as Harhwehl the Bear became 
  obsessed with immortality. He studied ancient tomes 
  and consulted with every mage, sage, and holy man he 
  could find, but all told him that nothing lasts forever. 
  Should he pursue this line of study, he was warned, only 
  bad things would befall him and he would spend his life 
  as one who was cursed. He rejected their notions and 
  continued his studies, determined to become one with 
  the infinite. 
  Harhwehl focused his magical experiments on creating 
  special gold Ring. His theory was that the inner ethereal 
  essence of a being was beyond decay and would last 
  forever.  Gold being a precious metal that shows little 
  decay over time, it would be a perfect vessel. By further 
  imbuing it with the ability to regenerate and renew his 
  body, he would effectively become immortal.  
  When he was done forging his first Ring, he placed it on 
  his hand and immediately a small toy duck appeared in 
  one of his pockets. Assuming this to be an odd side 
  effect, he kept the Ring on. The next day, a fresh pastry 
  appeared in the same pocket. On the third day, a small 
  dagger appeared in the pocket. Harhwehl accidentally 
  cut himself on the dagger. When the cut failed to heal, 
  he deemed the first Ring to be a failure. 
  Many more times did Harhwehl attempted to forge 
  what he termed the Infinity Ring. Each time, he failed. 
  He became monomaniacal, an obsessive madman, 
  devoting all of his time and resources to the creation of 
  the True Ring.  He continued to grow old, as all mortals 
  do, but did not abandon his goal. Legend says that he 
  did achieve success, forging a Ring that accomplished 
  all that he had wanted to it to do. As he went to put it on 
  his finger, his aged body failed him, and he fell dead. He 
  left behind no family, no friends, no legacy other than a 
  collection of bizarre golden Rings. 
  Each Infinity Ring is made of pure gold, and carved 
  with delicate and complex patterns, with a prominent 
  infinity symbol that glows when the power of the Ring is 
  activated. All of these Rings are identical. Each Ring is 
  magically repulsive to the others, and as such a wearer 
  may only wear one at any time. In fact, wearers of an 
  Infinity Ring cannot come within 5 feet without being 
  gently pushed back from each other.   
  Infinity Rings do not use charges. 
  Table 1-1 Type of Infinity Ring Found  
     01 
   
  Ring of anarchy 
     02 
   
  Ring of animal magnetism* 
     03 
   
  Ring of awareness 
     04 
   
  Ring of awkwardness* 
     05 
   
  Ring of backfiring* 
     06 
   
  Ring of beer 
     07 
   
  Ring of brilliant energy 
     08 
   
  Ring of sidekicks* 
     09 
   
  Ring of contacts* 
     10 
   
  Ring of dancing 
     11 
   
  Ring of death* 
     12 
   
  Ring of defending 
     
     13 
   
  Ring of disruption 
     14 
   
  Ring of ducking 
     15 
   
  Ring of explosions* 
     16 
   
  Ring of faerie fire* 
     17 
   
  Ring of feeblemindedness* 
     18 
   
  Ring of flaming 
     19 
   
  Ring of flaming burst 
  20-50 
   
  Ring of forgery, magical 
  51-70 
   
  Ring of forgery, non-magical 
     71 
   
  Ring of frost 
     72 
   
  Ring of the gecko* 
    
     73      
   
  Ring of ghost touch 
     74 
   
  Ring of goat witness* 
     75 
   
  Ring of icy burst 
     76 
   
  Ring of impact* 
     77 
   
  Ring of ki focus 
     78 
   
  Ring of mercy* 
     79   
   
  Ring of meteorology 
     80 
   
  Ring of mighty cleaving 
     81 
   
  Ring of mistaken identity* 
     82 
   
  Ring of misunderstanding (-)                                      
     83 
   
  Ring of misunderstanding (+) 
     84 
   
  Ring of pancakes 
     85 
   
  Ring of partial invisibility* 
     86 
   
  Ring of pet swarming* 
     87 
   
  Ring of pockets 
     88 
   
  Ring of shock 
     89 
   
  Ring of shocking burst 
     90 
   
  Ring of smoothness 
     91 
   
  Ring of sparks 
     92 
   
  Ring of speed 
     93 
   
  Ring of stabilization 
     94 
   
  Ring of surprise* 
     95 
   
  Ring of the spectrum* 
     96 
   
  Ring of throwing 
     97 
   
  Ring of thundering 
     98 
   
  Ring of trivia* 
     99 
   
  Ring of viciousness* 
    100 
   
  Ring of wounding 
  *Cursed ring, removable only with dispel curse 
  
  2 
  All of the Infinity Rings are actually infused with some 
  small bit of Harhwehl’s personality. The failures of each 
  Ring 
  reflect 
  his 
  concerns, 
  distractions, 
  and 
  deteriorating mental state, leading to the range of 
  powers vastly unrelated to those he was seeking to place 
  into the Rings. In this way he has, ironically, achieved 
  some degree of fame and longevity, if not true 
  immortality. 
  Each Infinity Ring has its own story, and only a fraction 
  of each Ring’s tale has been told here. As with most 
  legends, the life of Harhwehl and his Rings is fraught 
  with both gaps and contradictions. It is up to the 
  gamemaster to decide how much, if any, of the 
  information is true, and how the missing pieces might 
  intersect with and be filled by the events of the 
  campaign setting.  
  Genuine Rings are seldom given up by their owners and 
  rarely placed for sale. This is often because some Rings 
  are cursed and cannot be removed. Wizards and 
  collectors value the Rings for their history, but keep 
  them safely locked away. Other Rings are valued for 
  their utility, and are cherished by their owners for their 
  beneficial abilities. A few were used a payment by 
  Harhwehl himself, in order that he might acquire more 
  materials to take another try at creating the True 
  Infinity Ring. Many were stolen, not by the spies, 
  thieves, and assassins that he came to fear in later life, 
  but by the longsuffering agents who ran his errands and 
  handled his day to day business, the few people that he 
  had actually trusted.  
   
  INFINITY RING OF ANARCHY 
  Aura moderate evocation; CL 7th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  Some say that the wizard Harhwehl was always 
  chaotically-aligned, and that this Ring represents a 
  manifestation of that principal within him. Others say 
  that he was once lawful, and over time his madness and 
  obsession led to a shift in his alignment; if so, this 
  Infinity Ring is a result of that plunge into insanity.  
  This Ring contains the power of chaos, and extends that 
  power to any weapon held in the hand the Ring is worn 
  on, and to unarmed strikes made with that hand. It 
  allows the wearer to bypass damage reduction that can 
  be overcome by chaos, and deals an additional 2d6 
  points of damage to lawfully-aligned creatures.  A non-
  magical weapon is not considered magical as a result of 
  this ability, and gains no additional bonuses to hit.  
  If the wearer is of lawful alignment, the Ring acts as if 
  cursed and cannot be removed. It bestows a negative 
  level until it can be taken off using a remove curse spell.   
   
  INFINITY RING OF ANIMAL MAGNETISM 
  Aura moderate enchantment; CL 7th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  Legends say that Harhwehl was a great lover of animals, 
  and kept a great many pets. Many of these were allowed 
  to accompany him into his laboratory while he 
  conducted his experiments. It is believed that during 
  the creation of this Infinity Ring, he was distracted by 
  one of more of his favorite pets. 
  Any non-magical animal that comes within 25 feet of 
  the wearer must make a DC 17 Will save or be 
  compelled to follow the wearer around. It will not obey 
  or otherwise aid the wearer, but will go to great lengths 
  to remain within 50 feet of the wearer at all times, 
  including scratching at doors, entering through 
  windows, tunneling through walls, and other acts of 
  destruction. The animal behaves normally, eating, 
  hunting, foraging, sleeping, and conducting other 
  activities as usual. If it must leave the wearer’s side, it 
  will do so for as brief a time as possible.  
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF AWARENESS 
  Aura strong divination CL 17th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  In his later years, Harhwehl became increasingly 
  paranoid that others were out to steal his secrets. To 
  that end he set up an elaborate array of mirrors in his 
  laboratory, so that no one could approach without his 
  knowledge. The power of this Infinity Ring stems from 
  his paranoia. 
  The wearer of this Ring is never surprised or flat-footed, 
  as per the spell foresight. They do not gain an insight 
  bonus to armor class or Reflex saves, however. See 
  foresight in the Pathfinder Roleplaying Game Core 
  Rulebook. 
   
  INFINITY RING OF AWKWARDNESS 
  Aura moderate enchantment; CL 5th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  While still a relatively young man, it is said that 
  Harhwehl attempted to court many beautiful young 
  women. His growing obsession with the Infinity Rings, 
  however, drove him to distraction and led to romantic 
  failures. This Infinity Ring reflects the failure of his 
  social graces. 
  The wear of this Ring takes a -20 circumstance penalty 
  to all Bluff and Diplomacy checks when dealing with 
  potential romantic partners.  
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF BACKFIRING 
  Aura strong conjuration; CL 17th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  There was a period where Harhwehl’s experiments 
  became increasingly sloppy, cutting corners, using 
  inferior or makeshift materials, making half-hearted 
  
  3 
   
  hand gestures, and mumbling verbal components. This 
  Infinity Ring is a manifestation of his laziness. 
  Any arcane spellcaster standing within 30 feet of the 
  wearer of this Ring has a spell failure chance as 
  described below. The gamemaster should roll, and not 
  tell the players what is actually happening.  
  01-20  
  Timing failure  Spells do not take effect 
   
  immediately, but instead go off in 1d6 
  rounds.  
  21-40  
  Aiming failure  Spell targets random  
                              target within 100 feet, including the 
                             caster.  
  41-60  
  Eldritch failure  Reality is torn asunder.  
  Roll a d10. On a result of 1-9,  a monster 
  from the appropriate summon monster 
  list appears and attacks the caster. On a 
  roll of 10, a character from another 
  genre 
  (superhero, 
  WWII 
  soldier, 
  spaceman, pulp hero, etc.) appears and 
  attacks the caster. Use statistics for an 
  appropriate monster to simulate the 
  displaced character.  
  61-80  
  Spell failure  The caster believes the  
                                spell has been successfully cast, but is   
                               dazed for 1d6 rounds.  
  81-99  
  Conjuration Failure  No matter what  
  spell was being cast,  a cute, tiny kitten 
  appears instead.  
     00  
  Total failure  The caster implodes in a  
                      flurry of sparks and brimstone, taking     
                      10d10 points of damage. All creatures  
    
  within a 30 foot radius take 6d6 points  
                               of force damage, and must also make a  
                               DC 17 Fortitude save against nausea or  
                               be dazed for 1d6 rounds. However, if  
                              the wearer of the Infinity Ring states "I  
                              wish that hadn't happened," all is  
                              restored. 
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF BEER 
  Aura moderate conjuration; CL 5th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  Working over a forge can create a mighty thirst, and 
  Harhwehl was known to maintain a deep cellar filled 
  with casks of magically chilled beer. Legend says that 
  during the forging of this Infinity Ring, he called out to 
  one of his servants to fetch him a drink.  
  Water in any canteen the wearer is carrying is 
  automatically transformed into beer. The amount of 
  beer is equal to the amount of water the canteen holds.  
   
  INFINITY RING OF BRILLIANT ENERGY 
  Aura strong transmutation; CL 16th  
  Slot ring; Weight – 
   
   
  DESCRIPTION  
   
   
   
   
  Harhwehl’s theories on the ethereal natural of the soul 
  led him to experiment with forging a Ring that was 
  immaterial as well. This Infinity Ring is the result of 
  one of those experiments.  
  When activated this Ring transforms itself into solid 
  light, and illuminates a 20 foot radius. This power 
  extends to any weapon held in the hand the Ring is 
  worn on. It passes through non-living matter, including 
  undead, without harm. It does affect living creatures, 
  however. Any weapon wielded in this hand ignores 
  armor, allowing the wearer to use the target’s touch 
  attack armor class rather than normal AC. A non-
  magical weapon is not considered magical as a result of 
  this ability, and gains no additional bonuses to hit.  
   
  INFINITY RING OF COHORTS 
  Aura strong conjuration; CL 19th  
  Slot Ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  Partly out of loneliness, partly out of the need for 
  assistance, Harhwehl at one point sought an apprentice. 
  Each of these befell some horrible fate, typically as the 
  result of an accident during some minor experiment. 
  Wracked with guilt while at the same time growing even 
  more terrified at the prospect of his own mortality, his 
  heavy emotional state resulted in the ability instilled in 
  this Ring.  
  The wearer gains a single cohort, as per the Leadership 
  feat. This cohort will always have the minimum number 
  of hit points for his class, including any Constitution 
  bonus. If a successful to-hit number rolled against the 
  wearer is an odd number, the cohort is attacked and 
  takes damage instead. This is in addition to any attacks 
  directed at the cohort. When the cohort dies, a new one 
  will present himself to the wearer at the next 
  opportunity.  
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF CONTACTS 
  Aura strong conjuration; CL 15th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  Harhwehl once had many friends, and as he slid deeper 
  into his obsession he would reminisce about them and 
  the time they had spent together. During the forging of 
  this Infinity Ring his mind wandered into such fond 
  remembrance, resulting in its unusual power.  
  The next non-player character the wearer encounters 
  will imprint upon the ring. Once per game session that 
  NPC 
  will 
  appear, 
  even 
  in 
  the 
  most 
  unlikely 
  circumstances, always with a perfectly reasonable 
  excuse for being there.  
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
   
  
  4 
  INFINITY RING OF DANCING 
  Aura strong transmutation; CL 15th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  To aid in his experiments, Harhwehl would sometimes 
  animate objects to act as extra hands. Legends make 
  vague references to an accident involving a pet mouse 
  and an animated broomstick, which resulted in this 
  Infinity Ring. 
  This Ring’s power extends to any weapon held in the 
  hand the Ring is worn on. The weapon can be loosed to 
  attack on its own for 4 rounds, using the same base 
  attack bonus as the Ring wearer, then automatically 
  returns to the hand of the wearer for 4 rounds. A non-
  magical weapon is not considered magical as a result of 
  this ability, and gains no additional bonuses to hit.  
   
  INFINITY RING OF DEATH 
  Aura strong universal; CL 19th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  Harhwehl’s 
  obsession 
  with 
  his 
  own 
  mortality 
  manifested itself in many odd ways. His journals 
  contain his speculations on many ways in which he 
  might die, and his pervasive fear of death. It is believed 
  these things were on his mind during the forging of this 
  Infinity Ring.  
  At the start of each game session, roll a d20. If that 
  number is rolled naturally in an attack against the 
  wearer, the wearer is killed. At the end of the fight, the 
  wearer gets back up again, with the number of hit 
  points she had before the fight began, as if the death 
  had never occurred. The wearer remembers being 
  killed, but no one else does, and as a result is shaken for 
  the next 24 hours. 
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF DEFENDING 
  Aura moderate abjuration; CL 8th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  As his paranoia increased, Harhwehl added more wards 
  and protections to laboratory. This Infinity Ring was 
  forged as a traveling merchant knocked upon his door, 
  setting off alarms and defensive spells. 
  This Ring’s power extends to any magical weapon held 
  in the hand the Ring is worn on. Some or all of the 
  enhancement bonus of the weapon can be allocated to 
  the wearer’s armor class.  The weapon must already be 
  magical, and gains no additional bonuses to hit.  
   
  INFINITY RING OF DISRUPTION 
  Aura strong conjuration; CL 14th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  One of Harhwehl’s concerns was accidentally ending up 
  as an undead creature such as a lich, and as such he 
  took many precautions when dealing with necromantic 
  magic. He sometimes went overboard, which resulted in 
  this Infinity Ring. 
  This Ring’s power extends to any bludgeoning weapon 
  held in the hand the Ring is worn on. An undead 
  creature struck by the weapon much make a DC 14 Will 
  save or be destroyed. The weapon itself is not 
  considered magical and gains no bonuses to hit; this 
  ability does not affect piercing or slashing weapons.  
   
  INFINITY RING OF DUCKING 
  Aura strong divination; CL 17th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  As Harhwehl slipped deeper into seclusion and 
  delusion, he came to fear assassins. Legends say that 
  this was one his mind when some concerned friends 
  arrived at his door during the forging of this Infinity 
  Ring, which he mistook for an attack on his laboratory.  
  The wearer of this Ring gains a +2 insight bonus to 
  armor class and Reflex saves, as per the spell foresight. 
  They do not gain the ability to not be surprised or flat-
  footed, however. See foresight in the Pathfinder 
  Roleplaying Game Core Rulebook. 
   
  INFINITY RING OF EXPLOSIONS 
  Aura moderate evocation; CL 7th  
  Slot Ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  At one point Harhwehl theorized that the soul and the 
  body were both wavelengths of energy, and if that 
  energy could be captured it could be concentrated and 
  transferred into this Infinity Ring. He got the 
  concentration and transfer of energy part right, but 
  failed on the soul, body, and capture parts.  
  At the start of each game session, the gamemaster 
  should roll a d20 and record the result. During the 
  game session, if the gamemaster rolls that same 
  unmodified result on a d20 for any reason, an explosion 
  occurs. This happens 30 feet away from the Ring’s 
  wearer, closer if the explosion would take place within a 
  thick wall or solid rock. Roll a d12 to determine what 
  direction, clockwise around the character, it goes off. 
  The explosion does 10d6 points of damage, half if 
  creatures in the blast range can make a DC 17 Reflex 
  save. 
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF FAERIE FIRE 
  Aura faint evocation; CL 5th  
  Slot Ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  No record exists as to what went wrong with this 
  experiment. Whenever the wearer of this Ring is awake, 
  they are covered in faerie fire as per the spell of the 
  same name, and suffer a -20 penalty to Stealth checks. 
  
  5 
   
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF FEEBLEMINDEDNESS 
  Aura moderate enchantment; CL 11th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  In the period between the forgings of the Infinity Rings 
  of Misunderstanding, Harhwehl selectively shared tiny 
  bits of his research in an attempt to gain financing. 
  Unfortunately, he shared his learning with the very 
  same sages, mages and holy men who originally urged 
  him to abandon his quest lest he be cursed and damned. 
  That they could not be swayed by huge volume of 
  research that proved them wrong weighed heavily on 
  his mind as he crafted this Infinity Ring.  
  The wearer of this Ring has their Intelligence and 
  Charisma reduced to 1 as per the feeblemind spell. They 
  cannot community effectively, are unable to cast spells, 
  and cannot use skills dependent upon those attributes.  
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF FLAMING 
  Aura moderate evocation; CL 10th  
  Slot Ring; Price 2,000 gp; Weight -- 
  DESCRIPTION  
   
   
   
   
  Following the failure that resulted in the Infinity Ring 
  of Explosions, Harhwehl continued his researches into 
  energy capture and transfer, resulting in this Infinity  
  Ring. 
  This Ring’s power extends to any weapon held in the 
  hand the Ring is worn on, or to the hand itself when 
  using an unarmed strike. Upon uttering the command 
  words (common: “please don’t explode”) the weapon or 
  hand becomes bathed in fire that does not harm the 
  Ring wearer, but deals an additional 1d6 points of fire 
  damage on a successful hit. A non-magical weapon is 
  not considered magical as a result of this ability, and 
  gains no additional bonuses to hit.  
   
  INFINITY RING OF FLAMING BURST 
  Aura strong evocation; CL 12th  
  Slot Ring; Price 8,000 gp; Weight – 
  DESCRIPTION  
   
   
   
   
  Following the failure that resulted in the Infinity Ring 
  of Explosions and the Infinity Ring of Flaming, 
  Harhwehl continued his researches into energy capture 
  and transfer, resulting in this Infinity Ring. 
  This Ring’s power extends to any weapon held in the 
  hand the Ring is worn on. After uttering the proper 
  command words (common: please don’t burn me), the 
  weapon or hand becomes bathed in fire that does not 
  harm the Ring wearer, but deals an additional 1d6 
  points of fire damage on a successful hit, and another 
  1d10 points on top of that on a confirmed critical hit. A 
  non-magical weapon is not considered magical as a 
  result of this ability, and gains no additional bonuses to 
  hit.  
    
  INFINITY RING, FORGERY (MAGICAL) 
  Aura faint illusion; CL 5th  
  Slot Ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  Because Infinity Rings are prized by collectors yet hard 
  to come by, there are a number of forgeries in 
  circulation. Because so many of the Rings are cursed, 
  few are willing to try them on.  
  These rings radiate a magical aura, but don’t do 
  anything else. 
   
  INFINITY RING, FORGERY (NON-MAGICAL) 
  Aura none (non-magical); CL --  
  Slot Ring; Price 200 gp; Weight -- 
  DESCRIPTION  
   
   
   
   
  This is a gold ring with an infinity symbol inscribed 
  upon it, of identical craftsmanship to genuine Infinity 
  Rings. It may have been magical once, but it has no 
  power now. It is of masterwork quality, however, and 
  perfectly prepared to be enchanted. 
   
  INFINITY RING OF FROST 
  Aura moderate evocation; CL 8th  
  Slot Ring; Price 2,000 gp; Weight -- 
  DESCRIPTION  
   
   
   
   
  In a reversal of his experiments that culminated in the 
  Infinity Ring of Flaming Burst, Harhwehl toyed with 
  the idea of drawing energy out of an object rather than 
  condensing it. His success seems to have been limited 
  to the removal of heat, resulting in this Infinity Ring. 
  This Ring’s power extends to any weapon held in the 
  hand the Ring is worn on, or to the hand itself when 
  using an unarmed strike. Upon uttering the command 
  words (common: “draw forth”) the weapon or hand 
  becomes sheathed in a light layer of frost that does not 
  harm the Ring wearer, but deals an additional 1d6 
  points of cold damage on a successful hit. A non-
  magical weapon is not considered magical as a result of 
  this ability, and gains no additional bonuses to hit.  
   
  INFINITY RING OF THE GECKO 
  Aura faint enchantment; CL7th  
  Slot Ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  Harhwehl’s love of pets, combined with his increasing 
  isolation 
  from 
  other humanoids 
  and 
  deepening 
  madness, affected the creation of this Infinity Ring. 
  At the start of the game session, the gamemaster should 
  secretly roll a d20 and record the result. During the 
  game, if the gamemaster rolls that natural, unmodified 
  result for any reason, the wearer sees a small, talking 
  gecko appear. No one else can see the gecko or detect it 
  in any way, but it will carry on lengthy conversations 
  with the wearer, all of which eventually come around to 
  the topic of insurance.  
  
  6 
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF GHOST TOUCH 
  Aura moderate conjuration; CL 9th  
  Slot Ring; Price 2,000 gp; Weight -- 
  DESCRIPTION  
   
   
   
   
  The product of the same line of research as Harhwehl’s 
  Infinity Ring of Brilliant Energy, he hoped that this 
  natural of this Ring would allow it to hold the essence of 
  both soul and body.  
  This Ring’s power extends to any weapon held in the 
  hand the Ring is worn on, or the hand itself while using 
  an unarmed strike. The weapon is simultaneously 
  corporeal and incorporeal. It can strike incorporeal 
  creatures, ignoring damage reduction due to their state, 
  but can also be touched those creatures. A non-magical 
  weapon is not considered magical as a result of this 
  ability, and gains no additional bonuses to hit.  
   
  INFINITY RING OF THE GOAT WITNESS 
  Aura faint enchantment; CL 11th  
  Slot Ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  Harhwehl’s love of pets, combined with his increasing 
  levels of insanity, led to many strange things. This 
  Infinity Ring is among the strangest to result from his 
  faltering mental state.  
  Whenever the wearer is called on to make a Perception 
  check, they see a goat over their left shoulder. It is an 
  ordinary, non-magical animal, and it is always the same 
  goat. No one else can see it, hear it, or otherwise detect 
  it, but the wearer will be aware that it is following them. 
  The goat remains until the wearer goes to sleep, at 
  which time it vanishes until the next Perception check. 
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF ICY BURST 
  Aura moderate evocation; CL 10th  
  Slot Ring; Price 8,000 gp; Weight – 
  DESCRIPTION  
   
   
   
   
  A continuation of the line of thinking that resulted in 
  the Infinity Ring of Frost, Harhwehl apparently 
  believed that the problem was simply one of increasing 
  the power. Rather than achieving the successful 
  extraction of life energy, he became more efficient at 
  extracting heat, resulting in this Infinity Ring. 
  This Ring’s power extends to any weapon held in the 
  hand the Ring is worn on. After uttering the proper 
  command words (common: please no frostbite), the 
  weapon or hand becomes covered with in a heavy layer 
  of frost that does not harm the Ring wearer, but deals 
  an additional 1d6 points of cold damage on a successful 
  hit, and another 1d10 points on top of that on a 
  confirmed critical hit. A non-magical weapon is not 
  considered magical as a result of this ability, and gains 
  no additional bonuses to hit.  
  INFINITY RING OF IMPACT 
  Aura strong universal; CL 17th  
  Slot Ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  Harhwehl’s laboratory frequently fell into disrepair 
  during his bouts of mania. Legend says that during the 
  same period that the Infinity Ring of Backfiring was 
  forged, a shelf collapsed resulting in the wizard being 
  bonked on the head by books, as well as a dwarven 
  throwing stone and an anvil that were inexplicably 
  stored up high. This Infinity Ring was allegedly forged 
  while he was suffering from a concussion.  
  At the start of each game session, the gamemaster 
  should make a secret d20 roll and record the result. If 
  the Ring wearer’s player makes a roll totaling the secret 
  number, something falls on the wearer’s head, doing 
  6d6 points of damage. This might be something logical 
  relative to where the wearer is standing, or a random 
  item that appears out of thin air.  
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF KI FOCUS 
  Aura moderate transmutation; CL 8th  
  Slot Ring; Price 2,000 gp; Weight -- 
  DESCRIPTION  
   
   
   
   
  No philosophy of life energy and the human spirit was 
  beyond Harhwehl’s notice. This Infinity Ring was 
  forged after extensive study of other cultures and the 
  means monks use to control their bodies. 
  This Ring’s power extends to any weapon held in the 
  hand the Ring is worn on. The wearer is able to use any 
  ki powers they possess, normally only used with an 
  unarmed strike, through the weapon. A non-magical 
  weapon is not considered magical as a result of this 
  ability, and gains no additional bonuses to hit.  
   
  INFINITY RING OF MERCY 
  Aura faint conjuration; CL 5th  
  Slot Ring; Price 2,000 gp; Weight -- 
  DESCRIPTION  
   
   
   
   
  Having sustained several injuries during his researches, 
  Harhwehl for a period became very focused on his 
  personal safety and well-being. It is believed that his 
  concentration on avoiding harm during the forging of 
  this Infinity Ring resulted in its manifested powers. 
  This Ring’s power extends to any weapon held by the 
  wearer in either hand. All damage dealt by the wearer 
  becomes non-lethal, but deals an addition 1d6 point. A 
  non-magical weapon is not considered magical as a 
  result of this ability, and gains no additional bonuses to 
  hit.  
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF METEOROLOGY 
  Aura faint divination; CL 13th  
  Slot ring; Weight -- 
  
  7 
   
  DESCRIPTION  
   
   
   
   
  Harhwehl apparently daydreamed about the weather a 
  lot; doing so while forging this Infinity Ring resulted in 
  its abilities.  
  The wearer is able to predict the weather in his 
  immediate area with complete accuracy once per day.  
   
  INFINITY RING OF MIGHTY CLEAVING 
  Aura moderate evocation; CL 8th  
  Slot Ring; Price 2,000 gp; Weight -- 
  DESCRIPTION  
   
   
   
   
  As with the Infinity Ring of Dancing, Harhwehl sought 
  ways to do more things at once in order to be more 
  productive in his experiments. That, combined with his 
  paranoia about spies, thieves, and assassins, resulted in 
  this Infinity Ring.  
  This Ring’s power extends to any weapon held in the 
  hand the Ring is worn on, or to the hand itself if making 
  an unarmed strike. On a successful roll to hit, the 
  wearer may make an additional attack against a 
  different, adjacent target. A non-magical weapon is not 
  considered magical as a result of this ability, and gains 
  no additional bonuses to hit.  
   
  INFINITY RING OF MISTAKEN IDENTITY 
  Aura faint enchantment; CL 9th  
  Slot Ring; Weight – 
  DESCRIPTION  
   
   
   
   
  In the early days Harhwehl periodically ventured away 
  from his laboratory to purchase materials for his 
  experiments. Because these supplies include a large 
  amount of gold, many believed him to be a wealthy 
  nobleman, related in some way to the lords of the land. 
  This led to peasants and other seekers of courtly favor 
  to present themselves on his doorstep, seeking his aid 
  in any number of mundane matters. This distraction 
  was continual for a while, until he was able to convince 
  people otherwise, and influenced the powers of this 
  Infinity Ring during its creation. Harhwehl later 
  became more discreet in making his purchases, and 
  used a handful of trusted agents rather than taking time 
  away from his work to handle these things personally. 
  The wearer of this Ring is continually mistaken for a 
  member of local aristocracy by non-player characters, 
  for good or ill. It makes no difference whether there is 
  any physical resemblance or not. Further, anyone 
  detecting alignment on the wearer will get a result 
  equating to that of the family. If the wearer tries to tell 
  the truth about his identity, Sense Motive checks and 
  other spells that discern the truth will show that he is 
  lying.  
   
  INFINITY RING OF MISUNDERSTANDING,  
      NEGATIVE (-) 
  Aura faint enchantment; CL 9th  
  Slot Ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  At the height of his madness, Harhwehl attempted to 
  share some of his research with other wizards, 
  convinced that they would be duly impressed with his 
  genius and aid him in financing his work. Every word 
  he shared was pure poetry to him; they found his 
  explanations to be no more than the ramblings of a 
  madman. This was the final Infinity Ring he forged 
  before withdrawing entirely from contact with other 
  humanoids.  
  The wearer suffers a -20 penalty on all Bluff and 
  Diplomacy checks to explain anything. Further, on a 
  failed Sense Motive check a non-player character will 
  take the wearer to mean the exact opposite of what he is 
  actually saying, and react unfavorably to what they 
  misheard. 
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF MISUNDERSTANDING, 
      POSITIVE (+) 
  Aura faint enchantment; CL 9th  
  Slot Ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  Prior to the events that led to the forging of the Infinity 
  Ring of Negative Misunderstanding, Harhwehl had 
  previously presented some of his research to other 
  wizards. While they did not understand the work, they 
  felt that its incomprehensibility actually reflected a 
  higher order of genius. For this reason they financed his 
  research for many years. He was riding high on this 
  good fortune during the forging of this Infinity Ring.  
  The wearer suffers a -20 penalty on all Bluff and 
  Diplomacy checks to explain anything. Further, on a 
  failed Sense Motive check a non-player character will 
  take the wearer to mean something other than what he 
  actually means, although they will react favorably to 
  what they misheard.  
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF PANCAKES 
  Aura moderate universal; CL 17th  
  Slot Ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  Forging Rings is hungry work. This Infinity Ring is 
  proof of what happens when one tampers with wishes 
  while nursing a craving for comfort food.  
  Whenever the wearer stops at an inn, tavern, 
  restaurant, or any place that serves food, that 
  establishment will be serving all-you-can-eat pancakes 
  for the price of a common meal. This includes any 
  fruits, breakfast meats, syrups, or other culinary 
  accoutrements that wearer desires. It does not matter 
  what time of day or night it is, or if pancakes are 
  appropriate for the type of establishment or the culture 
  the establishment is located in.  
   
  INFINITY RING OF PARTIAL INVISIBILITY 
  Aura faint illusion; CL 7th  
  Slot Ring; Weight -- 
  
  8 
  DESCRIPTION  
   
   
   
   
  An early attempt at the line of research that resulted in 
  the Infinity Ring of Ghost Touch, Harhwehl was focused 
  on the duality of a material body and immaterial soul 
  while crafting this Infinity Ring.  
  The wearer of this Ring can become invisible at will as 
  per the spell invisibility. However, their clothing and 
  equipment remain visible.  
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF PET SUMMONING 
  Aura faint conjuration; CL 5th  
  Slot Ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  Harhwehl kept many pets, which helped him to fight off 
  a growing loneliness as he threw himself deeper into his 
  researches and became distrustful of other humanoids. 
  His laboratory was filled with beehives, ant farms, 
  hamster cages, and other habitats. The distraction they 
  provided affected his work, as seen in this Infinity Ring.   
  The wearer can summon a small animal of 1HD or less, 
  once per day. Each animal is permanent, and does not 
  disappear after a set duration. The pet will stay with the 
  wearer as long as the wearer feeds and trains the 
  animal.  
  Roll a d20 to see the type of pet summoned: 
  01 
   
  bat 
  02 
   
  bees 
  03 
   
  cat 
  04 
   
  dog 
  05 
   
  eagle 
  06 
   
  fire beetle 
  07 
   
  frog, giant 
  08 
   
  hawk 
  09 
   
  lizard 
  10 
   
  monkey 
  11 
   
  owl 
  12 
   
  pseudodragon 
  13 
   
  rat 
  14 
   
  raven 
  15 
   
  spider, giant 
  16 
   
  toad 
  17 
   
  viper 
  18 
   
  weasel 
  19 
   
  wolf 
  20 
   
  Roll twice, but the creatures   
                                       that appear immediately   
                                       start fighting each other. 
  For statistics for the summoned pets, see the Pathfinder 
  Roleplaying Game Bestiary. 
   
  INFINITY RING OF POCKETS 
  Aura moderate conjuration; CL 9th  
  Slot Ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  The account of the first attempt at crafting an Infinity 
  Ring has been examined and analyzed by wizards and 
  historians throughout the ages. It is the most coherent 
  of Harhwehl’s journals, taking place before he began 
  down the road of obsession. Some think that this was 
  the result of youth and distraction; others think that he 
  simply had no grasp on the concept of wishes. Most 
  agree that the latter accounts for most of the Infinity 
  Rings turning out as they did. 
  Every day something random appears in one of the 
  wearer’s pockets. If the item is not removed, it vanishes 
  the next day when a new object appears. These items 
  are fragile and not particularly valuable or useful, as per 
  those created using the prestidigitation spell. 
   
  INFINITY RING OF SHOCKING 
  Aura moderate evocation; CL 8th  
  Slot Ring; Price 2,000 gp; Weight -- 
  DESCRIPTION  
   
   
   
   
  Refining his studies of energy, Harhwehl’s turned his 
  sights to the idea that the human body operated via 
  electrical impulses. If this could be harnessed and 
  transferred into a Ring, his dream of the Infinity Ring 
  could be achieved. That gold is an excellent conductor 
  of electricity only solidified his conviction that he was 
  on the right track this time. Clearly, he was not.  
  This Ring’s power extends to any weapon held in the 
  hand the Ring is worn on, or to the hand itself when 
  using an unarmed strike. Upon uttering the command 
  words (common: “neuropath”) the weapon or hand 
  becomes sheathed in faint arcs of electricity that do not 
  harm the Ring wearer, but deal an additional 1d6 points 
  of electrical damage on a successful hit. A non-magical 
  weapon is not considered magical as a result of this 
  ability, and gains no additional bonuses to hit.  
   
  INFINITY RING OF SHOCKING BURST 
  Aura moderate evocation; CL 10th  
  Slot Ring; Price 8,000 gp; Weight -- 
  DESCRIPTION  
   
   
   
   
  The failure that resulted in the creation of the Infinity 
  Ring of Shock again led Harhwehl to the conclusion 
  that the error was simply a need for more power. This 
  Infinity Ring was the result.  
  This Ring’s power extends to any weapon held in the 
  hand the Ring is worn on. After uttering the proper 
  command words (common: electrocution), the weapon 
  or hand becomes surrounded by heavy arcs of electricity 
  that do not harm the Ring wearer, but deal an 
  additional 1d6 points of electrical damage on a 
  successful hit, and another 1d10 points on top of that on 
  a confirmed critical hit. A non-magical weapon is not 
  considered magical as a result of this ability, and gains 
  no additional bonuses to hit.  
   
   INFINITY RING OF SMOOTHNESS 
  Aura moderate enchantment; CL 5th  
  Slot Ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  While the Infinity Ring of Awkwardness reflects the 
  impact of Harhwehl’s obsession on his social skills, this 
  
  9 
   
  earlier Infinity Ring shows the effect of thinking too 
  much about girls on his quest for immortality.  
  The wear of this Ring gains a +10 circumstance bonus 
  to all Bluff and Diplomacy checks when dealing with 
  potential romantic partners.  
    
  INFINITY RING OF SPARKS 
  Aura moderate evocation; CL 5th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  This is believed to be the precursor to the Infinity Ring 
  of Shock. It is not mentioned anywhere in Harhwehl’s 
  notes, so it is possible that it was the result of some 
  other line of inquiry, or simply the product of an 
  accident. 
  On a successful touch attack, the wearer can deliver 5d6 
  points of electrical damage to a single target as per the 
  spell shocking grasp. 
   
  INFINITY RING OF SPEED 
  Aura moderate transmutation; CL 7th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  Yet another result of Harhwehl’s increasing panic over 
  running out of time before finding the key to 
  immortality, the wizard was focused on efficiency and 
  getting more done in less time while crafting this 
  Infinity Ring. 
  This Ring’s power extends to any weapon held in the 
  hand the Ring is worn on, as well as unarmed attacked 
  made with the hand. The wearer may make one 
  additional attack at full based attack bonus; this does 
  not stack with similar abilities, such as the haste spell. A 
  non-magical weapon is not considered magical as a 
  result of this ability, and gains no additional bonuses to 
  hit.  
   
  INFINITY RING OF STABILIZATION 
  Aura moderate conjuration; CL 5th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  This Infinity Ring may qualify as a minor success 
  relative to Harhwehl’s other work.  
  If the wearer is reduced to -1 or fewer hit points, they 
  are automatically stabilized and stop taking additional 
  damage from bleeding.  
  See the spell stabilize in the Pathfinder Roleplaying 
  Game Core Rulebook. 
   
  INFINITY RING OF SURPRISE 
  Aura strong abjuration; CL 17th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  At the height of Harhwehl’s most chaotic behavior, and 
  after several failed attempts at crafting an Infinity Ring 
  that functioned in any way resembling his intentions, 
  he began to feel that imposing order on the functions of 
  body and soul were the wrong line of research. This was 
  during the same period as forging of the Infinity Ring 
  of Anarchy and the Infinity Ring of Impact. His 
  temporary abandonment of all order and reason 
  resulted in this Infinity Ring.  
  Every 24 hours, the abilities of this Ring change. Roll on 
  Table 1-1 to determine the type of Ring it becomes. If 
  the Ring rolled is cursed, the wearer cannot remove it 
  until 24 hours of passed and a non-cursed Ring result is 
  rolled. A remove curse spell simply causes the Ring to 
  change again. 
   
  INFINITY RING OF THE SPECTRUM 
  Aura moderate transmutation; CL 5th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  For a while Harhwehl believed that while the soul could 
  be captured and sustained within the perfection of a 
  gold Ring, the body might also be perfected through 
  magic to serve as an equally suitable vessel. Use the 
  Infinity Ring to perfect the body, and use the perfect 
  body to house the soul for eternity. Unfortunately, 
  Harhwehl did not have a clear idea as to what 
  constituted physical perfection, resulting in this Infinity 
  Ring.  
  Each day, the wearer’s race and skin color change. This 
  only alters appearance and does not change the 
  wearer’s actual racial traits. Roll below to determine the 
  race and skin color: 
  01-14 
   
  dwarf 
  15-28 
   
  elf 
  29-42 
   
  gnome 
  43-56 
   
  half-elf 
  57-70 
   
  halfling 
  71-84 
   
  half-orc 
  85-98 
   
  human 
  99-100 
   
  wearer’s actual race 
  01-11 
   
  black 
  12-22 
   
  blue 
  13-33 
   
  green 
  34-44 
   
  indigo  
  45-55 
   
  orange 
  56-66 
   
  red 
  67-77 
   
  violent 
  78-88 
   
  white 
  89-99 
   
  yellow 
    100 
   
  wearer’s normal color 
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF THROWING 
  Aura faint transmutation; CL 5th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  After a series of failures, Harhwehl took to throwing his 
  imperfect Rings across the laboratory in a fit of pique. 
  His anticipation that this Infinity Ring would likewise 
  fail and suffer the same fate led to the manifestation of 
  its powers. 
  
  10 
  This Ring’s power extends to any weapon held in the 
  hand the Ring is worn on. If it is a weapon made for 
  throwing, add 10 feet to its range; if it is not balanced 
  for throwing, treat it as if it has a range of 10 feet. A 
  non-magical weapon is not considered magical as a 
  result of this ability, and gains no additional bonuses to 
  hit.  
   
  INFINITY RING OF THUNDERING 
  Aura faint necromancy; CL 5th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  It is believed that on the day this Infinity Ring was 
  forged, Harhwehl was daydreaming about the weather 
  while contemplating extending his experiments to 
  include necromancy.  
  This Ring’s power extends to any weapon held in the 
  hand the Ring is worn on, as well as the hand itself 
  when using an unarmed strike. In a critical hit, the 
  impact creates a loud thunderclap that does an 
  additional 1d8 points of damage to the target but does 
  not affect the wearer. The target will also be struck 
  permanently deaf unless they make a successful DC 14 
  Fortitude save. A non-magical weapon is not considered 
  magical as a result of this ability, and gains no 
  additional bonuses to hit.  
   
  INFINITY RING OF TRIVIA 
  Aura faint divination; CL 5th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  It is known that Harhwehl did not craft all of the Rings 
  himself, and used a series of goldsmiths, jewelers, and 
  even blacksmiths to fashion the Rings prior to 
  enchantment.  
  The wearer of this Ring can touch any magic item and 
  know the name of the person who forged it. It conveys 
  no other information about either the item or the 
  crafter.  
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF VICIOUSNESS 
  Aura moderate necromancy; CL 9th  
  Slot ring; Weight – 
  DESCRIPTION  
   
   
   
   
  It was only a matter of time before Harhwehl turned to 
  necromancy in his efforts to preserve the body. He 
  thought that perhaps life energy could be siphoned 
  from one creature to another, thus prolonging the life of 
  one at the cost of the other. The failure of this Infinity 
  Ring led to the experiments that led to the Infinity Ring 
  of disruption.  
  This Ring’s power extends to any melee weapon held in 
  either hand of the wearer. On a successful hit, it deals 
  an additional 2d6 points of damage to the target. 
  However, it also deals an additional 1d6 points of 
  damage to the wearer. A non-magical weapon is not 
  considered magical as a result of this ability, and gains 
  no additional bonuses to hit.  
  This Ring is cursed, and can only be removed from the 
  wearer’s hand through the aid of a remove curse spell. 
   
  INFINITY RING OF WOUNDING 
  Aura moderate evocation; CL 10th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  Some believe that this was an early attempt at the 
  necromantic line of inquiry that to the creation of the 
  Infinity Ring of Wounding.  
  This Ring’s power extends to any weapon held in the 
  hand the Ring is worn on, or unarmed strikes made 
  with that hand. Each successful hit deals the target an 
  addition point of bleed damage. A non-magical weapon 
  is not considered magical as a result of this ability, and 
  gains no additional bonuses to hit.  
  See the bleed in the Pathfinder Roleplaying Game Core 
  Rulebook. 
   
   
   
  The True Infinity Ring 
  While it is not included on the table of Infinity Rings, it 
  would feel like a cheat if we didn’t include the True 
  Infinity Ring that poor crazy Harhwehl spent his life 
  trying to create. Gamemasters should treat it as the 
  artifact that it is, and be very careful about allowing it to 
  fall into the hands of a player character.  
   
  THE TRUE INFINITY RING 
  Aura conjuration; CL 20th  
  Slot ring; Weight -- 
  DESCRIPTION  
   
   
   
   
  The wearer of this Ring automatically heals 4d8 points 
  of damage per round, and regrows any severed limbs 
  within 2d10 rounds. It also renders the wearer immune 
  to the effects of exhaustion and fatigue.  
  If the wearer’s body is ever killed, his soul is 
  automatically transferred into the Ring as per the spell 
  magic jar. He can then attempt to take control of and 
  transfer his consciousness into another creature, 
  transferring its soul into the Ring. After 24 hours, the 
  new body polymorphs into a duplicate of the wearer’s 
  original body and the creature’s soul vacates the Ring, 
  leaving it open for the wearer’s soul. 
  DESTRUCTION  
   
   
   
   
  If the wearer’s new body is killed during the 24 period 
  where the possessed creature’s soul is still within the 
  Ring, the True Infinity Ring will be destroyed as well. 
  The possessed creature’s body will automatically be 
  resurrected, and its soul restored to the body.  
   
   
   
  
  11 
   
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  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the 
  Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Asparagus Jumpsuit™ 
  Asparagus Jumpsuit™ is Berin Kinsman (formerly known as UncleBear) and his wife, the artist Katie Kinsman.  Visit us at 
  asparagusjumpsuit.com.  
   
  THE INFINITY  RINGS © Copyright 2012 Steve Nibbelink & Berin Kinsman. All rights reserved. This is version 1.0 of this 
  document, released on July 31, 2012. 
   
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/pathfinderRPG/ compatibility for more information on the compatibility 
  license. 
   
   
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Asparagus Jumpsuit/The Infinity Rings.pdf