TEXT:  
  R     J 
  ings    ewels 
   Bits of Magicka: 
   Bits of Magicka: 
  ings    ewels 
  R     J 
  & 
  
     
  TM 
   
   
   
   
   
   
   
   
  Credits 
  Author:  
  Greg Ragland 
  Editor:   
  Vicki Potter 
  Proofreading: 
  John Stam 
  Layout: 
  Marcella Ganow 
   
  Cover Art: 
  UKG Publishing 
  Cover Layout: 
  Marcella Ganow 
  Border Art: 
   Jesus & Javier Carmona 
  Other Art: 
   Brenna Alyn Walters 
   Marina Badani 
   
  Some clipart by:  
  ©2007 Jupiterimages Corporation 
  OtherWorld Creations 
  Arcane Publishers Edition Vol. 6 
   
   
   
  Product Update Password for Bits of Magicka: Rings & Jewels: Bling 
   
  Copyright ©2007 Tabletop Adventures, LLC.  All Rights 
  Reserved.  Tabletop Adventures, the Tabletop Adventures logo, “Bits of 
  Magicka™”, and “Rings & Jewels” are trademarks of Tabletop Adventures. 
  Reference to other copyrighted material in no way constitutes a challenge to 
  the respective copyright holders of that material.  The Mother of All Treasure 
  Tables™, The Mother of All Encounter Tables™,  and Necromancer Games™ 
  are all copyrights of Necromancer Games and are used with permission. This 
  material is protected under international treaties and the copyright laws of the United States of America. Any reproduction or unauthorized use of the 
  material is prohibited without the express written permission of Tabletop Adventures. This product is a work of fiction. Any similarity to actual people, 
  organizations, places or events is purely coincidental. 
   
  Designation of Open Game Content: All text contained in the Properties section of each entry is Open Game Content. In addition, the Random 
  Item Chart in Appendix One and the Indexes are Open Game Content. All designations are subject to the Product Identity designation below. 
   
  Product Identity: “Tabletop Adventures,” the Tabletop Adventures logo, “Bits of Magicka™”, “Rings & Jewels,” all proper names (including proper 
  names of magic items), Shards, Bits, “Buy it Today, Play it Tonight”,  and “Augment your imagination” are all Product Identity. Any other content 
  previously designated as Product Identity is hereby designated as Product Identity and is used with permission and/or pursuant to license. 
  http://www.tabletopadventures.com 
  
   
   
  2 
   
   
  
   
   
  3 
  Table of Contents 
   
   
  Credits .......................................................................................................................1 
  Table of Contents ......................................................................................................3 
  Introduction..............................................................................................................4 
  Rings & Jewels .........................................................................................................7 
  Encounter Level One.................................................................................................................................. 7 
  Encounter Level Two ................................................................................................................................. 9 
  Encounter Level Three ............................................................................................................................. 10 
  Encounter Level Four............................................................................................................................... 12 
  Encounter Level Five ............................................................................................................................... 14 
  Encounter Level Six ................................................................................................................................. 15 
  Encounter Level Seven............................................................................................................................. 17 
  Encounter Level Eight.............................................................................................................................. 18 
  Encounter Level Nine............................................................................................................................... 20 
  Encounter Level Ten ................................................................................................................................ 21 
  Encounter Level Eleven ........................................................................................................................... 23 
  Encounter Level Twelve .......................................................................................................................... 24 
  Encounter Level Thirteen......................................................................................................................... 27 
  Encounter Level Fourteen ........................................................................................................................ 28 
  Encounter Level Fifteen ........................................................................................................................... 29 
  Encounter Level Sixteen .......................................................................................................................... 31 
  Encounter Level Seventeen...................................................................................................................... 33 
  Encounter Level Eighteen ........................................................................................................................ 36 
  Encounter Level Nineteen........................................................................................................................ 38 
  Encounter Level Twenty .......................................................................................................................... 40 
  Index .......................................................................................................................43 
  Appendix One: Random Item Chart........................................................................44 
  Open Game License .................................................................................................47 
  Item Cards...............................................................................................................48 
   
   
  
   
   
  4 
  Introduction 
  Welcome to Bits of Magicka™: Rings and 
  Jewels, the second in a series dedicated to 
  enhancing magical treasures in your game!  
  Do you ever feel as if the treasure your characters 
  come across has become bland or stale? Has 
  looting an enemy become nothing more than a 
  tally of gold piece value earned, and magical 
  powers accrued? 
  No more! Take back your game, and put mystery 
  and excitement back into the treasures you award. 
  The Mother of All Treasure Tables™ provided 
  you with hundreds of interesting and rare 
  nonmagical treasures to spice up your hoard. Now 
  the Bits of Magicka series takes up where that 
  book left off, presenting a hundred interesting and 
  evocative takes on magical treasures for your 
  game. These are not bare-bones compilations of 
  stats, but living, breathing treasures complete with 
  unique descriptions and brief notes on their 
  histories. However, while other products in the 
  past have gone into exhaustive detail on each item, 
  Bits of Magicka focuses on adaptability and ease 
  of use. A full page of historical detail for one ring 
  might provide interesting reading, but it is not 
  conducive to a random treasure placement! 
  Where the first installment focused on scrolls and 
  scroll variants, spellbooks, and other magical texts, 
  Bits of Magicka™: Rings and Jewels turns its 
  attention to gems and jewelry, from the most 
  common of enchanted rings to earrings, necklaces, 
  medallions, jewels, even crowns and masks. 
  So sit back and enjoy! A world of exotic treasures 
  is only a die roll away! 
  Using Bits of Magicka™ 
  Whether you are a game master who loves to 
  create adventure on the fly, a meticulous GM who 
  crafts adventures well in advance to exacting 
  specifications, or a beleaguered GM who barely 
  has time to run published modules “out of the 
  box,” Bits of Magicka can work for you. Here are 
  some of the ways: 
  1. Seed into existing adventures: Whether you 
  are 
  running 
  a 
  pre-published 
  adventure 
  or 
  something you created yourself, you can spice 
  things up by replacing or supplementing existing 
  written treasures with items from Rings and 
  Jewels. Just go through the list, pick something 
  that fits the power level and style of your 
  encounter, and put it in!  
  2. Shooting from the hip: When building random 
  encounters on the fly (such as with the Mother of 
  All 
  Encounter 
  Tables™ 
  by 
  Necromancer 
  Games™), you can use these charts to quickly 
  assign treasure to the creatures encountered. I 
  recommend building such encounters a little in 
  advance for maximum benefit, so your adversaries 
  are paired with treasures that work in harmony 
  with their abilities, or so you at least know how 
  and why they are carrying what treasures they 
  have.  
  3. Ideas for quests: The treasures in this product 
  also make great seeds for side quests or even 
  centerpieces to major expeditions. A comely 
  woman could hire the characters to recover her 
  stolen jewel, not revealing until it is recovered that 
  she is the hag Viruja, and the jewel is her 
  heartstone (item #23). A PC could find the 
  strangler’s ring (item #19), then find himself at 
  the center of a murder investigation as the true 
  killer, wearing its mate, seeks to frame the 
  character and claim the ring once the character has 
  been imprisoned or executed. Adventurers might 
  have to deal with an angry sorcerer commanding 
  the ring of Firth Anaar (item #99), perhaps 
  befriending the bitter djinni as a means of tracking 
  down her master and defeating him. The 
  possibilities are endless!  
  When using this product, we suggest you include 
  unusual treasures such as these sparingly—maybe 
  only once every two or three encounters at the 
  most. That way you make the rewards you give 
  out more interesting, without bogging down the 
  action too much in investigation of unusual 
  treasures.  
  We made this list of treasures as accessible and 
  flexible as possible, for you to use. If you plan to 
  roll a random treasure using the usual tables, you 
  can instead roll on the table in Appendix One, 
  substituting it for the normal tables for rings or 
  wondrous items. Alternately, you could simply 
  pick a treasure with a value appropriate to the 
  difficulty of its associated encounter; each treasure 
  has an ‘EL’ listing, which gives the encounter 
  level for which the treasure might be appropriate. 
  
   
   
  5 
  You need not stick religiously to these values; you 
  can build more valuable treasures from several 
  items of lesser value, or break up some of the most 
  valuable treasures into smaller parts. This latter 
  option could also serve to drive your campaign, for 
  it gives the characters an incentive to seek out the 
  remainder of the missing treasure. For example, 
  consider the four rings that comprise the Rings of 
  Air (item #100): only when all four have been 
  found does the item become functional, and 
  considering the value of the item, seeking each 
  ring could become the foundation of a major quest.  
  Reading the Entries 
  The entries in Bits of Magicka are arranged as 
  follows:  
  TITLE: Gives a brief title describing the work. 
  APPEARANCE: A description of a work, which 
  you can read directly to the players. [Notes in 
  brackets are for your eyes only.]  
  HISTORY: A few brief historical notes on who 
  created the item and why, and some idea of what 
  has happened to it. This section focuses more on 
  notable people and events surrounding the item 
  rather than being an exhaustive description of each 
  item’s creation and history, and the ultimate fate of 
  each entry is left for you to determine, as it 
  depends entirely on where you place the treasure 
  in your game. Names of NPCs, places, and 
  organizations involved with the item are often 
  given, but feel free to replace these with 
  appropriate names from your own campaign. This 
  section could be helpful in particular if a party has 
  access to the services of a bard or historian, or 
  spells such as legend lore. The exact difficulty of 
  skill and ability checks to determine the 
  information is also left to you, since you decide 
  how significant a role an item has had in the 
  history of your campaign.  
  PROPERTIES: Lists the actual contents and 
  statistics of each entry, whether it is essentially the 
  same as an existing magic item, a variant of it, or 
  something entirely new. For collections of several 
  smaller items, individual values may be listed 
  parenthetically. This section also lists the strength 
  and type of magical and alignment-based auras, if 
  any, for each item, and the total value of an entry.  
  EL: The Encounter Level indicates the level at 
  which this entry would be an appropriately valued 
  treasure on its own. Use this as a quick guide to 
  determine the relative power of an entry in relation 
  to the encounter to which you have assigned it.  
  Remember: Bits of Magicka™: Rings and Jewels 
  is designed to augment your imagination and make 
  it easier to add flavor to your game. Never feel 
  constrained by the exact description, properties, or 
  history of any entry—feel free to adjust them to 
  suit your particular needs, and above all, have fun! 
  Damien, 
  Peon of Deviltry 
  and the good people at Tabletop Adventures 
   
   
  
   
   
  6 
  “This [is an] extremely useful resource and I think 
  it’s one of the few books that brags that it might be, 
  uh, the most useful thing you buy this year… and it 
  might be right.”   
  The Mother of All Treasure Tables™ 
  puts the "ah!" (or awe) back into your treasures! 
  written by Tabletop Adventures, 
  published by Necromancer Games. 
   
   
   
   
  Allan Sugarbaker   
  as podcast on 
  OgreCave.com 
  From the farthest corners of the earth, a vast array of 
  mundane treasure has been gathered. Never before has 
  such a book been available, to provide with a simple roll of 
  the dice a random selection of detailed descriptions - 
  treasures that include weapons and walking sticks, 
  elaborate jewelry and wooden buttons, carved boxes with 
  secret compartments, rare ivory and iron pots. There are 
  statuettes, royal robes, belts, antique coins, and armor suitable for the greatest adventurers of legend. Each 
  treasure has been carefully calculated based on standard values but there is nothing standard about these 
  treasures! 
  Here in a single volume are nearly 700 treasures to use individually or mix into an astronomical number of 
  combinations, more carefully thought out and detailed than any before. Containing treasures suitable for the 
  lowliest of pickpockets and brawlers or the most splendid of kings and queens, this book will augment your 
  imagination and encourage your heroes to ever strive for more opportunities to obtain treasure. Creative flair and 
  painstaking research together provide you with treasure that is as "real" as you can get in a world with dragons 
  and wizards. This is The Mother of All Treasure Tables™! 
  Published by Necromancer Games, and written by the good people at Tabletop Adventures. Distributed through 
  Kenzer and Company.  Available in a game store near you. 
  ISBN: 1-59459-065-6 
  K&C 8008      $27.99 
   
  http://www.tabletopadventures.com 
   
  Look for other great resources 
  written by Greg Ragland and 
  published by Tabletop Adventures. 
  Bits of Magicka: Mystic Writings 
   
   
   
   
  Available Now 
  Time for a little magic - 100 detailed magical writings, which are not just your everyday scrolls! Author Greg Ragland has turned what might 
  seem to be fairly predictable items into unexpected pieces of adventure. From a scroll that can be read only in a dream to a huge sheet of 
  brass fastened to a castle wall to a spell in the heart of a jewel, there are 'scrolls' here as you've never seen them before. Each item has a 
  physical description (written for a GM to read aloud if desired), a brief history, and complete 3.5 Edition stats. In addition to the familiar scrolls 
  and books of spells, you will find mystic writings in all shapes and sizes, some hidden or protected in a variety of ways, whose histories 
  provide possible plot hooks or story ideas. The pieces run the gamut from 50 to over 100,000 gold pieces, and include Encounter Levels 
  (ranging from 1 to 20) to make them easy to fit into any treasure hoard.  Buy it Today and Play it Tonight! 
  Bits of Magicka: Pocket Items  
   
   
   
   
  Available Now 
  Does one of your party scoundrels consistently eye passersby for a little pickpocketing? No more fleecing commoners for a 
  handful of copper and silver! Bits of Magicka: Pocket Items presents you with a score of juicy targets carrying items of 
  potential interest, including in each case a magical item of some kind. Not only do you have a wealth of interesting, but not 
  overbalanced, loot for the enterprising cutpurses in your group to steal, but also some idea of who would be carrying it, 
  why, and what the potential consequences might be once the victim discovers the theft. 
  Bits of Magicka: Weapons of Mayhem 
   
   
   
  Coming in 2008 
  Look for this grand resource for magical violence in 2008. 
   
  
   
   
  7 
  Rings & Jewels 
  1. Cursed Ring of Invisibility 
  APPEARANCE 
  Hundreds of tiny parallel ridges have been 
  stamped into this otherwise featureless brass 
  ring. 
  HISTORY 
  An unknown wizard crafted this ring; the original 
  intent was evidently a ring that would grant 
  invisibility, but the wizard made an error in the 
  enchantment process and reversed the effect, so 
  that the wearer would only become invisible to 
  himself but not to others. 
  The ring was sold as a curiosity to Zedoryn, 
  Warlock of Shadow’s Grotto, who placed the ring 
  in his lair as punishment for would-be thieves.  
  PROPERTIES 
  If divination spells are used to discern the 
  functions of this item, it appears to be a ring of 
  invisibility that activates by twisting the band on 
  one’s finger.  
  The ring’s functions are reversed; instead of 
  turning invisible to others, the wearer becomes 
  invisible only to his own view. However, the ring 
  is also cursed, so that the wearer thinks others 
  cannot see him, no matter what they say or do to 
  convince him otherwise. The wearer will not 
  willingly part with it until a remove curse has been 
  cast on the ring.  
  Faint illusion; CL 3rd; Forge Ring, invisibility; 
  Price n/a. EL 1. Total Value: 0 gp. 
  2. Ring of the Sequestered Digit 
  APPEARANCE 
  Fine runes have been etched into this frosted 
  blue glass or crystal ring.  
  HISTORY 
  The woman who crafted this ring had intended to 
  make a device that would transfer her entire body 
  into an extradimensional space, enabling her to 
  hide from possible enemies. The process was not 
  successful, however, and resulted in a much less 
  useful item. Making the most of her meager result, 
  she added a minor illusory effect and sold the ring 
  at a low price to a local thieves’ guild, where it 
  was used to aid in disguises. 
  PROPERTIES 
  This ring “stores” the finger upon which it is worn 
  in a small extradimensional space, and conceals 
  itself and the stump with a minor illusion to make 
  it look as if the finger was severed long ago. 
  The ring can only be used to sequester a finger or 
  similar digit in this manner; it cannot otherwise be 
  used as an extradimensional storage space.  
  Faint conjuration and illusion; CL 9th; Forge Ring, 
  Leomand’s secret chest, minor image; Price 100 
  gp. EL 1. Total Value: 100 gp. 
  3. Ring of Guidance 
  APPEARANCE 
  Forged from a steel alloy, this ring bears a 
  polished oval stone with a rippled reddish-
  white translucent luster, into which has been 
  incised the symbol of the god of travel. 
  HISTORY 
  Rings such as this have been made in significant 
  numbers by the Church of the Wandering Saint, an 
  order dedicated to the god of travel.  
  PROPERTIES 
  The wearer of this ring can call upon it once per 
  day as an immediate action to gain a +1 
  competence bonus on a single attack roll, saving 
  throw, or skill check. The ring must be worn for 
  24 hours before it will function. 
  Faint divination; CL 1st; Forge Ring, guidance; 
  Price 200 gp. EL 1. Total Value: 200 gp. 
  
   
   
  8 
  4. Ring of Clever Magic 
  APPEARANCE 
  Although the exterior of this silver ring is 
  smooth and featureless, the inside of the 
  band 
  bears 
  two 
  marks: one a bold, 
  twisted rune, the other 
  the symbol of the god 
  of thieves. 
  HISTORY 
  Commissioned by the rogue Sampierre, this ring 
  was intended to assist him in his burglaries. He 
  was captured by the law and executed before he 
  could take delivery of the ring, so it was sold to a 
  wandering adventurer instead. 
  PROPERTIES 
  This ring grants its wearer a +2 competence bonus 
  to Use Magic Device skill checks. 
  The second symbol on the inside of the ring is the 
  Draconic symbol for magic.  
  Faint transmutation; CL 3rd; Forge Ring, creator 
  must have 2 ranks in Use Magic Device; Price 400 
  gp. EL 1. Total Value: 400 gp. 
  5. Earrings of Acute Hearing 
  APPEARANCE 
  This is a pair of silver earrings, pendant 
  style, set with a series of tiny teardrop-shaped 
  emeralds in a leaflike pattern. The silver is a 
  bit tarnished, but the earrings are otherwise 
  in excellent condition. 
  HISTORY 
  The bard Asunat ab Ilaayi was given these earrings 
  as a gift by a caliph she had impressed with her 
  ballads before Asunat set out on a journey to 
  distant lands to learn new songs to add to her 
  repertoire.  
  PROPERTIES 
  These earrings grant the wearer a +2 competence 
  bonus on Listen checks. They occupy the 
  headband slot for the purposes of magic items 
  worn on the body. 
  Faint transmutation; CL 1st; Forge Ring, caster 
  must have at least 2 ranks in Listen; Price 400 gp.  
  EL 1. Total Value: 400 gp. 
  6. Ring of Filching 
  APPEARANCE 
  A bright red gemstone cut in the shape of a 
  heart has been set into a fine gold band 
  polished to a satin finish. The bezel into 
  which the stone has been set is scored by 
  nearly invisible striations. The center of the 
  red stone has been engraved and filled with 
  gold leaf, depicting the image of a hand in a 
  warding or welcoming gesture, palm forward 
  and fingers together. 
  HISTORY 
  “Miser” Mathis, a notorious skinflint, spent an 
  inordinate amount of time and effort to have this 
  ring forged as a means of surreptitiously swiping 
  small coins. When his filching was discovered he 
  was arrested, and became the laughingstock of his 
  community. The ring was stolen from the 
  constabulary’s safe soon after.  
  PROPERTIES 
  At will, the wearer of this ring can attract small, 
  unsecured objects to the hand wearing the ring. 
  These objects must be within 10 feet, and can 
  weigh no more than 1/10 of a pound. If the object 
  is in the possession of another creature, that 
  creature is entitled to a DC 10 Reflex save to avoid 
  the theft, if unaware; for an object that is tightly 
  gripped, roll an opposed Strength check against 
  the ring’s effective Strength score of 1. An 
  attracted object flies to the hand of the wielder, so 
  a successful Sleight of Hand check may be 
  required to avoid notice of this action, when 
  applicable. 
  The heart-shaped stone is fashioned of polished 
  red coral. 
  Faint transmutation; CL 1st; Forge Ring, mage 
  hand; Price 450 gp. EL 1. Total Value: 450 gp. 
   
   
  
   
   
  9 
  7. Ring of Elemental Endurance 
  APPEARANCE 
  A trio of three tiny black diamonds has been 
  set in a line along the top of this silver ring. 
  The ring has a dull, matte finish save for a 
  polished band running along each rim 
  around the circumference of the ring. 
  HISTORY 
  Rangers of the Deeping Vale League craft rings 
  such as this to protect their members from harsh 
  winter nights, particularly when they must travel 
  into high mountains in pursuit of dangerous 
  predators. 
  PROPERTIES 
  This ring protects the wearer from extremes of 
  natural temperature as per the spell endure 
  elements. However, it only functions at night. 
  Faint abjuration; CL 5th; Forge Ring, endure 
  elements; Price 500 gp. EL 2. Total Value: 500 gp. 
  8. Ring of the Artful Dodger 
  APPEARANCE 
  Strung on a three-foot diameter leather 
  thong, this white gold ring has been 
  fashioned to resemble a tightly coiled rope.  
  HISTORY 
  A wealthy patron of the acrobat Daniel Songsworn 
  gifted him this ring as a token of her affections. 
  Daniel wore it for several years before he was 
  slain by the ogre Morgrath, who claimed it as a 
  prize. 
  PROPERTIES 
  This ring grants its wearer a +1 
  competence bonus to Balance, Climb, 
  Jump, Swim, and Tumble checks.  
  Faint transmutation; CL 3rd; Forge Ring, 
  creator must have 1 rank each in Balance, 
  Climb, Jump, Swim, and Tumble; Price 
  600 gp. EL 2. Total Value: 600 gp. 
  9. Apprentice’s Ring 
  APPEARANCE 
  This simple band of tin is engraved 
  with mystic runes; it looks scuffed 
  and dented, as if it has seen much abuse on 
  the hands of prior wearers. 
  HISTORY 
  The master wizard Lohmann the Wise created this 
  ring as a test for his apprentices. Those who 
  carried about their tasks without resorting to its 
  powers proved themselves honest, while the side 
  effect of the ring made the lazier students more 
  tractable to his demands. 
  PROPERTIES 
  This ring grants its wearer the ability to use 
  prestidigitation at will. The ring has a drawback: 
  once it has been used, the wearer becomes more 
  credulous, receiving a -4 penalty on opposed 
  checks 
  against 
  the 
  Bluff, 
  Intimidate, 
  and 
  Diplomacy skills. Once this drawback has been 
  activated, the ring cannot be removed without a 
  casting of remove curse upon it. 
  Faint 
  (no 
  school); 
  CL 
  3rd; 
  Forge 
  Ring, 
  prestidigitation; Price 600 gp. EL 2. Total Value: 
  600 gp. 
  10. Ring of Mice 
  APPEARANCE 
  Four tiny mice have been set into the face of 
  this copper ring in opalescent stone, facing 
  outward from a small faceted amethyst at the 
  center. Each of the mice has been cunningly 
  fashioned from different colors of material to 
  give each a unique appearance.  
  HISTORY 
  Forged over eight hundred years ago, the sorcerer 
  Galth Immur created this device as a source of 
  
   
   
  10 
  entertainment for his children. The ring was 
  passed on through his family, and later found its 
  way into other households, where it would become 
  the treasured possession of a lonely child for a 
  time before being set aside or lost.  
  PROPERTIES 
  The wearer of this ring can conjure forth up to four 
  mice, one at a time or all together, once a day for 
  up to one hour at a time. They are named Chester, 
  Patch, Longtail and Whisker. Though the mice 
  cannot speak, they understand Common to a 
  limited degree and seem to have an empathic 
  connection to the wearer. Each of the mice is 
  unique, as follows: 
  Chester is the boldest of the mice, the first to 
  perform daring deeds; he also appears to be the 
  leader of the mice. He is a rich reddish chestnut 
  color with fine black whiskers. 
  Patch is a white mouse with a large tan patch of 
  fur on his snout. He is the laziest and most cuddly 
  of the four, preferring naps in the sun or in the lap 
  of his owner to frolicking or engaging in 
  escapades.  
  Longtail is a deep brown, almost black, with 
  longer fur than the others. He is the most cunning 
  and mischievous, often filching small shiny 
  objects or morsels of bread from under the 
  watchful eyes of the big folk.  
  Whisker, a white mouse with long ivory whiskers, 
  is the friskiest of the four, dancing, leaping and 
  performing similar antics out of sheer mousy joy. 
  He is also the most skittish, and the first to run and 
  hide if a dangerous predator approaches. 
  If a mouse is killed, it takes one week before it can 
  be conjured forth from the ring again. 
  Ring-Mouse: CR —; SZ Fine Magical Beast; HD 
  1/10 d10+3; hp 4; Init +7; Speed 20 feet, climb 10 
  feet, swim 10 feet; AC 21 (+8 size, +3 Dex), touch 
  21, FF 18; BAB/Grap +1/-20; Atk —; S/R 1/2 
  feet/0 feet; SQ darkvision 60 ft., low-light vision, 
  scent; AL NG; SV Fort +2, Ref +5, Will +3; Str 1, 
  Dex 16, Con 10, Int 6, Wis 15, Cha 16. 
  Skills: Balance +8, Climb +12, Hide +23, Listen 
  +4, Move Silently +7, Spot +4, Survival +4 (+8 
  tracking), Swim +12. Feats: Alertness (b), 
  Toughness, Track (b). 
  Note: The mice receive a +4 racial bonus on Hide 
  and Move Silently checks, on Survival when 
  tracking, and a +8 bonus on Balance, Climb, and 
  Swim checks. They use their Dexterity modifier 
  instead of Strength for Climb and Swim checks, 
  and can take 10 on Climb and Swim checks even 
  when rushed or threatened. 
  Faint conjuration; CL 3rd; Forge Ring, summon 
  nature’s ally I; Price 720 gp. EL 2. Total Value: 
  720 gp. 
  11. Luminos – the Ring of Light 
  APPEARANCE 
  A ring of white gold lies nestled in white silk 
  within a small padded white velvet box. The 
  ring, evidently designed for the hand of an 
  elegant lady, bears a large oval moonstone 
  that seems to catch the ambient light and 
  refract it in a faint, luminescent halo. 
  HISTORY 
  The high priestess of a moon goddess crafted this 
  ring for use in ceremonial rites. The ring was lost 
  when her church was plundered by followers of a 
  sun god.  
  PROPERTIES 
  When the word “Luminos” is spoken, this ring 
  sheds silver-white light as bright as a torch. If the 
  wearer then commands, “Parthan Mathis,” the 
  wearer of the ring can command the light to leave 
  the ring and move as directed to a distance of up to 
  100 feet. The light may be directed to follow the 
  wearer at a set distance, or otherwise moved 
  according to mental instruction. No concentration 
  is required to move the light. If the wearer utters 
  “Dei Nocto,” the light winks out until it is again 
  needed.  
  Faint evocation;  
  CL 1st;  
  Forge Ring, 
  dancing lights;  
  Price  
  1,000 gp.  
  EL 3.  
   
  Total Value: 
  1,000 gp. 
  
   
   
  11 
  12. Bracelets of Armoring 
  APPEARANCE 
  Each of these bracelets is formed of eight 
  bone plaques, trimmed with silver and 
  scrimshawed in elaborate whorls across their 
  surface. A strange sigil has been boldly 
  incised into the center of each plaque. 
  HISTORY 
  The master potter Garman Wyth purchased these 
  bracelets as a gift for his wife from a local traveler. 
  Unknown to him, they were fashioned from a war-
  totem of the local Broken Claw gnoll tribe, looted 
  and used as components. The adventurer who 
  crafted the set wore it for years before retiring and 
  selling it; on its journey it found its way to the 
  hapless potter’s wife.  
  Soon after the acquisition, word of the bracelets 
  found its way to the gnoll tribe. Still irate over the 
  totem’s loss years before, they led a raid on the 
  town, wreaking much havoc, slaying the potter and 
  stealing away his wife. The bracelets have not 
  surfaced in the public eye since then. 
  PROPERTIES 
  These bracelets function as bracers of armor +1. 
  Gnolls who see them are allowed an Intelligence 
  check (DC 10, automatic success if a member of 
  the Broken Claw tribe) to note their origin as 
  having come from a gnoll war totem. If this check 
  is made, the gnoll’s reaction to the wearer 
  automatically becomes hostile. 
  The runes are the gnoll 
  symbol for protection. 
  Moderate 
  conjuration; 
  CL 
  7th; Craft Wondrous Item, 
  mage armor; Price 1,000 gp. 
  EL 3. Total Value: 1,000 gp. 
  13. Chronometric Disc 
  APPEARANCE 
  An ornate etched gold disc 
  small 
  enough 
  to 
  comfortably fit in one’s 
  palm has been attached to 
  a fine gold chain the 
  length of a man’s forearm. 
  The disc is smooth and 
  tapers 
  from 
  about 
  a 
  thumb’s breadth at the 
  center to the curved edges. Geometric 
  patterns have been engraved into the surface 
  on either side in a circular pattern. 
  HISTORY 
  Devices such as this were common in the Thiebran 
  Magocracy, an ancient society heavily steeped in 
  the use of magic for everyday things. Though no 
  longer widely manufactured, it is considered a 
  mark of prestige by many nobles to own and use 
  devices such as this as a display of wealth, and 
  many are found set with elaborate etchings, set 
  with valuable gems, and so forth.  
  PROPERTIES 
  When the gold disc is held in hand and the user 
  concentrates, he can tell the exact time of day. 
  Faint divination; CL 3rd; Craft Wondrous Item, 
  caster must have 5 ranks in Survival; Price 1,000 
  gp. EL 3. Total Value: 1,000 gp. 
  14. Dorune’s Pearl Ring 
  APPEARANCE 
  A white pearl with a faint pinkish hue has 
  been set into this platinum ring. A pair of 
  tiny celestial wings of platinum flanks the 
  pearl.  
  HISTORY 
  Worn by Dorune the Elder, the wizened priest of a 
  small parish devoted to a god of good, this ring 
  was given to him as a gift by an agent of his deity 
  as a reward for his piety. 
  PROPERTIES 
  The pearl set in this ring is 
  a pearl of power (level 1). 
  The ring itself is otherwise 
  nonmagical, though it is 
  worth 100 gp for its metal 
  and 
  workmanship, 
  and 
  could be used as a focus 
  for the shield other spell. 
  Strong transmutation; CL 
  17th; 
  Craft 
  Wondrous 
  Item; creator must be able 
  to cast 1st level spells; 
  Price 1,000 gp. EL 3.  
  Total Value: 1,100 gp. 
  
   
   
  12 
  15. Medallion of Sanctum 
  APPEARANCE 
  The image of a set of merchant’s scales has 
  been inlaid into a circular copper lozenge the 
  size of a child’s palm. The lozenge bears a 
  small loop at one end; evidently it is designed 
  to be worn as a medallion.  
  HISTORY 
  The priests of a god of judgment crafted 
  medallions such as this to be worn by their Holy 
  Prognosticators, to protect them if exposed to 
  danger. A certain number of these have found their 
  way into the hands of others, either as gifts of the 
  church or sales when coin was scarce.  
  PROPERTIES 
  The wearer of this medallion may activate it once 
  per day by mental command. When activated, for 
  three 
  rounds 
  any 
  creature 
  attempting 
  to 
  specifically target the wearer with any form of 
  attack must succeed at a DC 12 Will save. If it 
  fails, that creature cannot follow through with the 
  attack and loses that part of its action, as per the 
  sanctuary spell. If the wearer attacks or performs 
  another hostile action during this time, the 
  protection immediately ends. 
  Faint abjuration; CL 3rd; Craft Wondrous Item, 
  sanctuary; Price 1,200 gp. EL 4. Total Value: 
  1,200 gp. 
  16. Sabra’s Tear 
  APPEARANCE 
  This thumbnail-sized translucent pale blue 
  crystal has been carved and polished in the 
  shape of a tear.  
  HISTORY 
  Several legends exist surrounding the origin of this 
  stone. In the most common version, Sabra was the 
  nymph of Ashmarlough who fell in love with the 
  adventurer Ian Skymantle. In her grief when they 
  parted, the tears Sabra wept formed the crystal 
  blue pool that is the wellspring of the Sabra River, 
  but it is said the very first tears from her eyes fell 
  as pure crystal jewels.  
  This story holds that Ian was an adventuring 
  warrior-bard who had heard tales of the beauty of 
  Sabra’s song, and sought her out to learn the secret 
  songs of wind and field. They dwelt for a time in 
  the ash forest that was Sabra’s home, but when Ian 
  learned what he sought he departed. Sabra in her 
  grief gave herself to the land. This version of the 
  Sabra and Ian myth has been collected in the well-
  known sagely work Barton’s Popular Legends and 
  Myths.  
  In a second version of the tale, often told at courts 
  by skalds, the protagonist was Iona, the younger 
  daughter of an important leader. Her father cared 
  little that she found her role among her people to 
  be stifling and for escape Iona took to long rides 
  throughout the countryside. On one such ride she 
  met and befriended Sabra and over time they 
  formed a strong bond of friendship. However, Iona 
  could not escape her familial duties and eventually 
  was forced into a loveless marriage to strengthen 
  diplomatic bonds. Sabra wept at the loss of her 
  friend, who traveled far away to settle with her 
  new husband in his distant court. 
  The third version of the myth is least common, 
  heard most often in small human villages, 
  particularly those of an insular or xenophobic 
  nature. By this account, Iona was the most 
  beautiful lass of her community, the daughter of a 
  village elder, and was affianced to a handsome 
  village lad named Jadow Smith. Sabra was a 
  covetous nymph who lusted after Jadow, but he 
  spurned her in favor of Iona. In revenge, Sabra 
  lured Iona into her grove by assuming the form of 
  a songbird and imprisoned her there. Unable to 
  rescue her himself, Jadow called upon the local 
  village priest. The priest confronted Sabra; 
  armored by his faith he resisted her temptations 
  and, through the power of his god, bound her to a 
  spring at the center of her domain where her spirit 
  is said to dwell to this day.  
  Although the exact truth of the legend may never 
  be known, the jewel known as Sabra’s Tear is real 
  enough. It has been in the possession of a number 
  of poets and bards, most notably the famed 
  wordsmith Artur Dannmoor, who it is said used 
  the jewel as a source of inspiration for his 
  melancholy epic, The Fall of Mellis Eld. 
  PROPERTIES 
  Anyone holding this aquamarine gemstone or 
  carrying it directly in contact with exposed flesh 
  feels a gentle sorrow. Though this property is not 
  strong enough to have any overt game effect, it 
  does serve to enhance the value of the gem as a 
  curiosity. (Without this property, a jewel of this 
  size and type would be worth 1,000 gp.) 
  Dim enchantment; CL n/a; Price 1,250 gp. EL 4. 
  Total Value: 1,250 gp. 
  
   
   
  13 
  17. Medallion of Pure Thoughts 
  APPEARANCE 
  This device looks something like a large 
  octagonal button cast in brass. Eight lines 
  radiate from a center cabochon of iridescent 
  stone to the corners, then extend past and 
  taper to backward-curving points like claws.  
  HISTORY 
  An organization calling itself Citizens for Moral 
  Purity commissioned the manufacture of these 
  medallions as a means of rehabilitation for 
  criminals. The devices finally were outlawed 
  through the combined efforts of several freedom-
  loving faiths. 
  Though most were destroyed, one was later worn 
  by the famed champion Sir Galtic the Forthright as 
  part of an oath he swore to his patron deity in 
  atonement for an unknown crime. 
  PROPERTIES 
  This medallion only functions for intelligent living 
  creatures of the humanoid, monstrous humanoid, 
  and giant types. When the medallion is placed on 
  such a creature’s breastbone, the hooked ends flex 
  and the device attaches itself directly to the 
  bearer’s flesh. Thereafter it cannot be removed 
  without a remove curse spell by a caster of at least 
  6th level.  
  The medallion inflicts pain upon its wearer if the 
  wearer entertains thoughts not in keeping with a 
  lawful good ethos. The intensity of the pain varies 
  depending on the act contemplated, and how 
  serious the wearer’s desire is to act upon this 
  thought. For example, a random ill-wishing at an 
  annoying clerk might result in a mild spasm of 
  pain, while serious thoughts of murder would 
  result in pain crippling enough to render the 
  wearer helpless and writhing in agony for 1d6 
  minutes. 
  The exact level of pain and its consequences are 
  left at the DM’s discretion to determine, but in 
  general, acts contravening the laws of the wearer’s 
  society, and those that promote suffering or harm 
  to others, generally trigger a pain response. It is 
  possible for a bearer to find herself in a situation 
  where she must either break a law or inflict 
  suffering; the medallion is without a sense of 
  mercy or forbearance and will punish equally no 
  matter what she does. 
  Faint divination and enchantment; CL 5th; Craft 
  Wondrous Item, detect chaos, detect evil, 
  geas/quest; Price 1,300 gp. EL 4. Total Value: 
  1,300 gp. 
  18. Navel Stone of Bellari 
  APPEARANCE 
  This small blue stone is flecked with golden 
  motes that catch and glimmer in the light. 
  The stone is round, with one side polished 
  and the remainder slightly rough. It is about 
  the size and shape of a small olive. 
  HISTORY 
  The famed courtesan Bellari the Jewel wore this 
  stone in her navel for many years during her 
  heyday when she entertained the courts of nobles 
  and kings with her sinuous dancing. 
  PROPERTIES 
  This stone is designed to be worn in one’s navel, 
  and does not use up a body location slot for the 
  purposes of numbers of items that can be worn.  
  Once per day when the 
  wearer performs a dance 
  with the stone visible to the 
  audience, it allows the 
  wearer to produce an effect 
  identical to the hypnotism 
  spell cast at first level on 
  one of the viewers. A DC 
  11 Will save allows the 
  viewer to avoid this effect. 
  However, if the stone is 
  used in conjunction with a 
  Perform (dance) check that 
  exceeds a DC of 20, the 
  Will save DC for the 
  hypnotism effect rises to 
  14. 
  Without 
  its 
  magic 
  the 
  stone, formed of the finest 
  lapis lazuli, is worth 500 
  gp. 
  Faint enchantment; CL 1st; 
  Craft 
  Wondrous 
  Item, 
  hypnotism; Price 1,300 gp. 
  EL 4.  
  Total Value: 1,300 gp. 
  
   
   
  14 
  19. Strangler’s Ring 
  APPEARANCE 
  A desiccated severed hand 
  bears on its third finger a 
  thin silver band set with a 
  rectangular pea-sized black 
  stone 
  on 
  top. 
  The 
  untarnished luster of the 
  silver jars in contrast with the 
  cracked and dried flesh of the 
  finger upon which it is 
  lodged. A much smaller black 
  stone is set on the under side of 
  the ring. 
  HISTORY 
  This is one of a pair of rings first 
  worn by a notorious serial killer 
  commonly called the Black Hand 
  Strangler. This fearsome murderer 
  was known for throttling over 20 
  children before being apprehended and hanged.  
  Though the rings were widely thought to have 
  been destroyed when he was executed, they were 
  actually acquired by the local Minister of the 
  Exchequer who gave them to one of his trusted 
  agents for the purpose of assassinating key foreign 
  merchants and businessmen. The assassin dropped 
  out of sight after several years of grim work, and 
  neither ring has been seen since. 
  PROPERTIES 
  This ring provides the wearer a +2 enhancement 
  bonus to Strength, but only for the purposes of 
  determining the results of grapple checks and 
  damage with that hand inflicted unarmed while in 
  a grapple. Although this bonus is not cumulative 
  with other enhancement bonuses to Strength, if a 
  person is wearing both strangler’s rings, the 
  bonuses provided by the two rings do stack.  
  The black stones set into each ring are a high-
  quality obsidian on top, and a tiny black diamond 
  underneath. If a person is choked to death by a 
  wearer of either ring, the skin of the victim is 
  marked with a small black mark where the black 
  diamond pressed into flesh. 
  Faint transmutation; CL 4th; Forge Ring, bull’s 
  strength; Price 1,350 gp. EL 4. Total Value: 1,350 
  gp. 
  20. Bracelets of Balance 
  APPEARANCE 
  Fine runes have been embossed upon 
  the surface of this pair of silver 
  bracelets, sized for a slim wrist. 
  HISTORY 
  Amalda, the premier acrobat-dancer of the 
  Royal Entertainers’ Troupe, wore these 
  bracelets to assist in some of her more 
  daring gravity-defying stunts. 
  PROPERTIES 
  Both bracelets must be worn to gain 
  their benefit. When using the Balance 
  skill with hands stretched out to either 
  side, the weight of the bracelets shifts 
  back and forth to help the wearer 
  maintain her (or his) balance, granting 
  their wearer a +4 circumstance bonus to 
  Balance checks. 
  Faint transmutation; CL 3rd; Craft 
  Wondrous Item, caster must have 4 ranks in 
  Balance; Price 1,600 gp. EL 5. Total Value: 1,600 
  gp. 
  21. Ring of Venom 
  APPEARANCE 
  A fanciful coat of arms bearing a star and a 
  griffin adorns the top of this heavy steel 
  signet ring. It is found with a small glass jar 
  holding milky white liquid that glitters 
  slightly when light is played across its 
  surface. 
  HISTORY 
  Thomas St. Germaine, a noble lord of unsavory 
  reputation, originally commissioned this special 
  signet as a means of dealing surreptitiously with 
  those to whom he had taken a particular dislike. 
  The ring was inherited by his son Sebastian, a 
  pious man who turned the evil intent of the ring to 
  a good end by allowing it to be used for healing, or 
  as a weapon against the undead. 
  PROPERTIES 
  The surface coat of arms can be swiveled aside by 
  pressing a hidden catch (Search DC 25 to locate; 
  opening it is a standard action, or a free action 
  with a successful DC 20 Sleight of Hand check). 
  Underneath is a small, hollow needle designed to 
  
   
   
  15 
  inject poison into the flesh of a person pricked by 
  the ring. Using the ring in this manner requires a 
  successful unarmed attack roll. The ring itself is 
  nonmagical, and is worth 100 gp on its own. 
  Although normally it would hold an injectable 
  poison, it is currently filled with a concentrated 
  liquid that acts as a cure moderate wounds if 
  applied to a creature’s wounds (including a cut 
  made by this ring), healing 2d8+3 points of 
  damage. If an undead is the target, it instead 
  suffers 2d8+3 damage, though it is allowed a DC 
  13 Will save for half damage. 
  The jar holds four more applications of this 
  substance. 
  Liquid: 
  Faint 
  conjuration; 
  CL 
  3rd; 
  Craft 
  Wondrous Item, cure moderate wounds; Price 300 
  gp per application. EL 5. Total Value: 1,600 gp. 
  22. Necklace of Acid Missiles 
  APPEARANCE 
  A pendant shaped like an apple tree dangles 
  from a fine golden chain. The tree has been 
  masterfully sculpted in gold, and bears three 
  tiny red apples, attached by tiny silver links. 
  HISTORY 
  An adventuring wizard 
  named Xykrath, part 
  of a band specializing 
  in 
  hunting 
  trolls, 
  created three of these 
  necklaces to aid in the 
  destruction 
  of 
  the 
  group’s chosen foe.  
  PROPERTIES 
  The 
  apple-shaped 
  beads on this necklace 
  may be pulled off and 
  thrown (as a type I 
  necklace of fireballs), 
  save 
  that 
  the 
  red-
  painted golden fruit 
  explode in a burst of 
  violet, 
  lavender-
  scented acid instead of flame. 
  Moderate evocation; CL 10th; Craft Wondrous 
  Item, fireball, caster must have access to an acid-
  dealing spell of at least 3rd level; Price 1,650 gp. 
  EL 5. Total Value: 1,650 gp. 
   
  23. Heartstone of Viruja 
  APPEARANCE 
  Roughly the size of a chicken’s egg, this 
  translucent, blood-red jewel darkens to black 
  at its heart. It is attached to a platinum chain 
  adorned with hundreds of tiny, sharp thorns. 
  HISTORY 
  This jewel was stolen from the night hag Viruja. 
  She has been searching for it since the theft, but it 
  always ends up sold, stolen, or otherwise lost each 
  time she comes near to reacquiring it, to her 
  intense frustration. 
  PROPERTIES 
  This gem is the heartstone of the night hag Viruja; 
  it is worn as a periapt. It instantly cures any 
  disease its wearer contracts, and provides a +2 
  resistance bonus on all saving throws. It only 
  functions a total of ten times for wearers other than 
  Viruja (providing the resistance bonus or curing a 
  disease) before shattering. See the core rulebook 
  information on night hags for more details on this 
  device. 
  Faint abjuration; CL n/a; Price 1,800 gp. EL 5. 
  Total Value: 1,800 gp. 
  24. Necklace of Poison Resistance 
  APPEARANCE 
  Thirteen ivory plaques have been set around 
  the circumference of a necklace formed of 
  woven rawhide decorated with colorful green 
  and blue ceramic beads. Six of the plaques 
  are jet black, as if dipped in ink. 
  HISTORY 
  The plaques of this necklace are fashioned from 
  unicorn horn. The necklace was made for the thane 
  of the Chardan people, to protect him against the 
  venomed blades and poisoned cups of his 
  adversaries. 
  PROPERTIES 
  Whenever the wearer of this necklace is exposed 
  to poison, the necklace neutralizes it and grants the 
  wearer further immunity to that poison for ten 
  minutes, and one of the plaques turns black. When 
  all the plaques have blackened, the necklace 
  becomes nonmagical; thus, the necklace can 
  function seven more times before its magic fails. 
  Necklace: Faint conjuration; CL 5th; Craft 
  Wondrous Item, neutralize poison; Price 1,890 gp. 
  EL 6. Total Value: 1,890 gp. 
  
   
   
  16 
  25. Bellwether Bracelet 
  APPEARANCE 
  A smooth, pale blue stone the size of a child’s 
  thumbnail adorns the front of this polished 
  silver wristband. Two smaller stones flank 
  the central jewel, one pale green, the other 
  light pink. The edges of the bracelet are 
  raised and sculpted in a pattern resembling 
  intertwined ivy vines. 
  HISTORY 
  This device is another creation of the Deeping 
  Vale League (see the ring of elemental endurance, 
  #7 above) to assist its members in gauging the 
  unpredictable weather of their homeland. 
  PROPERTIES 
  The stones on this bracelet 
  change color as the air 
  temperature, humidity, and 
  other factors in the natural 
  environment change, granting 
  its wearer a +10 circumstance 
  bonus on Survival checks 
  made to predict the weather. 
  The bracelet can only predict 
  natural 
  weather, 
  not 
  that 
  generated 
  by 
  supernatural 
  means. 
  An owner must wear the 
  bracelet at least 24 hours 
  before it starts functioning; it 
  occupies the bracer slot for 
  determining 
  what 
  magic 
  items a creature can wear. 
  Faint divination; CL 5th; 
  Craft Wondrous Item, caster 
  must 
  have 
  10 
  ranks 
  in 
  Survival; Price 2,000 gp. EL 
  6. Total Value: 2,000 gp. 
  26. Ring of Defense 
  APPEARANCE 
  A 
  series 
  of 
  tiny 
  ornamental shields adorn 
  the circumference of this 
  copper ring, placed side-
  to-side and inlaid with 
  colored 
  semiprecious 
  stones in red, blue, green, 
  and white hues. Each shield bears a tiny, 
  fanciful coat of arms, and no two shields are 
  exactly the same in size or shape. 
  HISTORY 
  Twenty rings like this were made by priests of a 
  god 
  of 
  protection 
  for 
  the 
  Champions 
  of 
  Gwylvaedd, an order dedicated to the defense of 
  the land and its people. 
  PROPERTIES 
  This ring functions as a ring of protection +1, 
  granting a +1 deflection bonus to the wearer’s 
  armor class. 
  Faint abjuration; CL 5th; Forge Ring, shield of 
  faith, caster must be at least 3rd level; Price 2,000 
  gp. EL 6. Total Value: 2,000 gp. 
  
   
   
  17 
  27. Ring of Solar Subsistence 
  APPEARANCE 
  This smooth, black ring is made of a glossy, 
  reflective 
  black 
  substance 
  similar 
  in 
  appearance to obsidian, but with a slightly 
  more resinous texture. 
  HISTORY 
  Prufred of North-Draw, a wandering halfling 
  wizard, created this ring as a means to keep his 
  belly sated on long marches and to fortify him for 
  particularly difficult challenges. 
  PROPERTIES 
  This ring functions as a ring of sustenance, with 
  two exceptions. First, it needs to be exposed to 
  natural daylight for at least four hours per day, or 
  it goes dormant. Secondly, the wearer can activate 
  the ring by an act of will as a standard action and 
  gain the benefits of a heroes’ feast spell (immune 
  to fear and poison for 12 hours, 1d8+5 temporary 
  hit points, +1 morale bonus on Will saves and 
  attack rolls, and all sickness, disease, and nausea 
  cured). Once this function has been activated, the 
  ring becomes nonfunctional, and needs to be worn 
  for a full week with daylight exposure each day as 
  described above before it becomes functional 
  again. 
  Faint conjuration; CL 11th; Forge Ring, create 
  food and water, heroes’ feast; Price 2,000 gp. EL 
  6. Total Value: 2,000 gp. 
  28. Ring of Assured Descent 
  APPEARANCE 
  This thick jade ring is carved into simple 
  rectangular patterns; a lozenge of glistening 
  dark green stone has been set into its upper 
  face. Raylike inclusions of gold thread their 
  way through this stone’s depths. 
  HISTORY 
  The shaman of the Pimara tribe, a group of jungle-
  dwelling humans, crafted this ring as an adjunct to 
  ceremonial sacrifices. He would deliver a sermon 
  from the mouth of Puma-Thurma, the cat-demon 
  the tribe worshiped, then step out and drift down 
  30 feet to the sacrificial altar, inspiring awe and 
  fear in the congregation.  
  The ring was stolen by a foreign explorer thief, 
  Navaris the Grey, when he slipped into the temple 
  and also made off with the great black jewel 
  known as the Heart of Puma-Thurma (see 
  Shadow’s Heart, #33 below). Since that time, 
  groups of fanatical Pimarans have traveled far 
  from their homeland, seeking to retrieve their lost 
  riches and to exact revenge on the thief who stole 
  them.  
  PROPERTIES 
  This ring functions as a ring of feather falling: if 
  the wearer falls more than 5 feet, the wearer’s rate 
  of descent is reduced to 60 feet per round, and the 
  wearer takes no falling damage upon landing. 
  Faint transmutation; CL 1st; Forge Ring, feather 
  fall; Price 2,200 gp. EL 6. Total Value: 2,200 gp. 
  29. Ring of Swarming Insects 
  APPEARANCE 
  A spider lies preserved at the heart of the 
  oval amber stone set into this silver ring. The 
  silvery metal is engraved in a barbed spider 
  web pattern. 
  HISTORY 
  This ring was pried from the finger of a dead dark 
  elf priestess, who fled to the surface world after 
  being betrayed by her kinswomen. It was worn for 
  a time by the Hermit of Stangle Rock to defend his 
  cave from annoying intruders; he disappeared 
  from his cave some years back, and the ring 
  disappeared with him. 
  PROPERTIES 
  Once per day, the wearer of this ring can summon 
  a swarm of spiders as per the summon swarm 
  spell, at a distance of up to 30 feet. 
  Faint conjuration; CL 5th; Craft Wondrous Item, 
  summon swarm; Price 2,400 gp. EL 7. Total 
  Value: 2,400 gp. 
  30. Moth Pin of Messaging 
  APPEARANCE 
  This decorative pin is capped with a life-sized 
  representation of a moth, with white-
  lacquered wings and tiny yellow gemstones 
  for eyes.   
  HISTORY 
  The sorceress Cathey granted this pin to Durnok, a 
  barbarian hero of legend, on his quest to vanquish 
  the terrible frost giant Stroud. It is said the 
  sorceress would communicate to the barbarian 
  
   
   
  18 
  through the moth pin, providing critical advice on 
  the challenges he faced throughout his journey. 
  PROPERTIES 
  On command, the moth on this pin animates. On a 
  second command it flies off, bearing a message 
  just like a creature affected by an animal 
  messenger spell. If not commanded to bear a 
  message, it moves and acts according to the wishes 
  of the person who activated it, though it has no 
  combat abilities and can carry nothing heavier than 
  1/50 of a pound (the weight of 1 gold piece). If at 
  least 1 point of damage is inflicted on the moth, it 
  reappears attached to the pin, inert, and cannot be 
  reactivated for one hour.  
  The moth can remain active for only 24 hours per 
  week, but the duration need not be continuous. 
  Faint enchantment and transmutation; CL 6th; Craft 
  Wondrous Item, animal messenger, animate objects; 
  Price 2,500 gp. EL 7. Total Value: 2,500 gp. 
  31. Ring of the Linguist 
  APPEARANCE 
  This attractive golden ring is elegant enough 
  to adorn the hand of the most discriminating 
  noblewoman. Five small sapphires have been 
  set in a circle atop the ring. 
  HISTORY 
  The half-elven diplomat Hester Drellaia had this 
  ring crafted at her request, to assist her in 
  negotiations among the diverse races of the realm 
  where she dwelt.  
  PROPERTIES 
  This ring grants its wearer the ability to speak and 
  understand Common, Dwarven, Elven, Gnoll, and 
  Orc. The ring also allows the wearer to read and write 
  in these languages if he or she is already literate. 
  Faint conjuration; CL 5th; Forge Ring, creator 
  must know Common, Dwarven, Elven, Gnoll, and 
  Orc; Price 2,500 gp. EL 7. Total Value: 2,500 gp. 
  32. Botanist’s Ring 
  APPEARANCE 
  The gold band of this thumb ring is adorned 
  with a motif of twining vines. A large 
  emerald green stone has been set in it. 
  HISTORY 
  Denni Auberwey, priestess of the halfling god of 
  agriculture, crafted this ring to assist in tending 
  and raising crops.  
  PROPERTIES 
  Crops hand-tended by the wearer of this ring 
  flourish, increasing their yield by one third. To 
  gain this benefit the wearer must tend the crops 
  daily throughout the growing season, requiring at 
  least one hour labor each day per acre.  
  The stone set in the ring is not a true emerald, but 
  a malachite. 
  Faint transmutation; CL 5th; Forge Ring, plant growth; 
  Price 3,000 gp. EL 7. Total Value: 3,000 gp. 
  33. Shadow’s Heart 
  APPEARANCE 
  This gemstone is a faceted crystal the size of 
  a man’s fist. Although the crystal is 
  translucent, darkness dwells in its heart, 
  pulsing faintly to an unknown rhythm. 
  HISTORY 
  Also known as the Heart of Puma-Thurma, this 
  jewel was stolen from the temple of a primitive 
  race of cat-worshipping humans (see ring of 
  assured descent, item #28 above). According to 
  legend, this jewel was once the heart of an avatar 
  of their god, a great cat made of solidified shadow.  
  PROPERTIES 
  This gem can produce darkness in the following 
  ways:  
  1. It can radiate darkness on command as per the 
  deeper darkness spell. This use does not expend 
  any charges.  
  2. The gem can send out a ray of black energy up 
  to 50 feet. A creature struck by this ranged attack 
  is shaken for 1d4 minutes unless it succeeds at a 
  DC 14 Will save. This use expends 1 charge.  
  3. The gem can be commanded to flood a 30-foot 
  cone with utter darkness. Any creature within this 
  area must make a DC 14 Will save or be shaken 
  for 1d4 minutes. This use expends 5 charges.  
  The Shadow’s Heart currently has a total of 13 
  charges. When all are expended the darkness 
  vanishes from the stone and it becomes a clear 
  nonmagical crystal worth 1,000 gp.  
  Faint necromancy; CL 6th; Craft Wondrous Item, 
  deeper darkness, doom; Price 13,000 gp (fully 
  charged with 50 charges). EL 8. Total Value: 
  3,380 gp. 
  
   
   
  19 
  34. Earrings of Subterfuge 
  APPEARANCE 
  Secured within a folded piece of cloth is a set 
  of three matching gold stud earrings. The 
  earrings bear no visible adornment on the 
  front, but the clasp of each in back is etched 
  with miniscule arcane runes. 
  HISTORY 
  The original design for these earrings came from 
  the Brotherhood of Peace, a guild of assassins who 
  worked in teams of three to bring down their 
  targets. Three such assassins originally wore this 
  particular trio of earrings. After the assassins were 
  captured and executed, their earrings were then 
  used by spies of the government for a time before 
  their agents were lost and the jewelry disappeared 
  from common knowledge.  
  PROPERTIES 
  These earrings are designed to be worn separately, 
  one per person. While worn, a person wearing an 
  earring can point towards any of the other wearers 
  within 130 feet, whisper a message and have it be 
  heard, as per the message spell. The wearers need 
  not have line of sight to each other, but they do 
  need a clear and unobstructed path; the 130-foot 
  range applies to the distance that must be traveled 
  around obstacles between individuals, not to the 
  actual distance between them. These earrings 
  occupy the headband slot for the purposes of 
  magic items worn on the body. 
  Faint transmutation; CL 3rd; Craft Wondrous 
  Item, message; Price 3,500 gp. EL 8. Total Value: 
  3,500 gp. 
  35. Lens of Swift Reading 
  APPEARANCE 
  A gold monocle attached to a three-foot long 
  gilded chain bears a glittering crystal lens. At 
  the other end of the chain, a fob bears the 
  symbol of three green leaves arranged in a 
  circular pattern with a tiny red gemstone 
  berry between each pair.  
  HISTORY 
  Manufactured by Gauthorm the Ancient, this lens 
  was designed to assist him in quickly absorbing 
  large amounts of information in his studies. It has 
  been theorized that overuse of the monocle 
  resulted in Gauthorm’s premature senility, causing 
  him to eventually misplace this device. 
  PROPERTIES 
  A person reading text through the lens can absorb 
  the information at ten times the normal rate. 
  However, the lens does not speed up the time it 
  takes to use a magical scroll or text, or for wizards 
  to memorize spells. 
  Lens: Faint divination; CL 1st; Craft Wondrous 
  Item, comprehend languages; Price 2,000 gp. EL 
  8. Total Value: 3,500 gp. 
  36. Anklets of Swift Speed 
  APPEARANCE 
  These smooth steel anklets are a handspan 
  wide, and curve around in a three-quarter 
  circle. Blue silk cord has been strung 
  through eyelets in the back, to tighten the 
  bands around one’s calves. An elaborate 
  swirling pattern adorns the surface of the 
  polished steel of each anklet. 
  HISTORY 
  The monk Gale, a champion of evil known for her 
  lightning speed, wore these anklets until she was 
  defeated by the holy warrior Hirusani in single 
  combat. 
  PROPERTIES 
  These anklets function as boots of speed. They 
  take up the boot slot for the purposes of magic 
  items worn on a person’s body. Unlike boots of 
  speed, these can only be used once per day, for a 
  total duration of 3 rounds. 
  Moderate transmutation; CL 10th; Craft Wondrous 
  Item, haste; Price 12,000 gp. EL 8. Total Value: 
  3,600 gp. 
  37. Amulet of Evil Warding 
  APPEARANCE 
  This is the holy symbol of a god of protection, 
  fashioned from pale gold. The symbol is 
  attached to a fine silver chain, evidently 
  designed to be worn around the neck. The 
  symbol glows with a very faint white 
  radiance.  
  HISTORY 
  Desiring to protect their priests and warriors in the 
  field, the Temple of Lost Saints manufactured over 
  
   
   
  20 
  two dozen of these talismans. Bearers of symbols 
  such as this gained notoriety with evil cults, and 
  anyone known to bear one became a prime target 
  for ambushes and assassinations.  
  PROPERTIES 
  This holy symbol is 
  fashioned of white 
  gold, and is roughly 
  three 
  inches 
  in 
  diameter. If worn as 
  a 
  necklace, 
  it 
  protects its wearer 
  with 
  a 
  limited 
  version of the effects 
  of protection from 
  evil. 
  The 
  wearer 
  gains a +2 deflection 
  bonus to armor class 
  and +2 resistance 
  bonus on saves, both bonuses applying only 
  against attacks made or effects created by evil 
  creatures. Furthermore, anytime the wearer fails a 
  save against any attempt to possess or exert mental 
  control over him, the wearer is allowed a second 
  save the following round to attempt to break the 
  effect. This includes enchantment (charm) and 
  enchantment 
  (compulsion) 
  effects 
  (such 
  as 
  dominate person) that grant ongoing control over 
  the subject. 
  Faint abjuration; CL 5th; Craft Wondrous Item, 
  protection from evil; Price 4,000 gp. EL 9. Total 
  Value: 4,000 gp. 
  38. Amulet of the Healthful Relic 
  APPEARANCE 
  The silver amulet suspended from this steel 
  chain resembles a sculpture of 
  a primitive humanoid form.  
  HISTORY 
  After years spent living with the 
  Thylsyn 
  tribe, 
  the 
  sorceress 
  Nymune crafted this amulet, 
  drawing on her understanding of 
  their most taboo magics. 
  PROPERTIES 
  A tiny compartment is hidden in the back of the 
  silver figure (Search DC 20 to find). If a bit of 
  spittle, blood, hair, nail clipping, or similar item is 
  placed within the compartment and the amulet 
  worn by the being from whom this material was 
  drawn, it functions as an amulet of health +2. It  
  functions only for humanoid creatures, however. 
  Moderate transmutation; CL 8th; Craft Wondrous 
  Item, bear’s endurance; Price 4,000 gp. EL 9. 
  Total Value: 4,000 gp. 
  39. Earrings of Song-Breaking 
  APPEARANCE 
  This pair of earrings resembles a pair of tiny 
  copper chimes, dangling from a stud of 
  obsidian or some other black stone that sets 
  into the earlobe. The chimes sound when 
  they strike together with a faint, pure tone 
  that belies their size.  
  HISTORY 
  Clef Caladriel, a famed musician and traveler, 
  fashioned these chime earrings for one of his 
  mistresses as a lover’s gift, and to protect her on a 
  sea voyage past a series of islands known to be 
  inhabited by sirens and harpies.  
  PROPERTIES 
  The wearer of these earrings is guarded from sonic 
  and language-dependent effects as if under the 
  protection of a bard’s Countersong effect with a 
  Perform score of +6. That is, anytime the wearer is 
  subjected to a language-dependent or sonic effect, 
  the wearer is allowed a save and may make a 
  separate check with a +6 modifier, using the better 
  of the two results as the save result. If the wearer 
  succumbs to an ongoing sonic or language-
  dependent effect, he or she gains a new Perform 
  check each round to break the effect.  
  The earrings do not take up a slot for the purposes 
  of items a creature wears. 
  Moderate abjuration; CL 10th; Craft Wondrous 
  Item, caster must have 6 ranks in Perform 
  (percussion instruments); Price 4,000 gp. EL 9. 
  Total Value: 4,000 gp. 
  40. Ring of Spell Countering 
  APPEARANCE 
  Carved from white horn that has yellowed 
  with age, this ring bears a large oval lapis 
  lazuli stone set in its surface. A delicate 
  network of silver threads has been embossed 
  on the ring’s surface, almost too fine to see 
  by the naked eye.  
  
   
   
  21 
  HISTORY 
  The Society of the Pangnostic Objurgation, an 
  order opposed to priests of all specific gods, 
  crafted a number of rings such as this to assist 
  their champions in battle. This particular ring was 
  worn by Durglen the Brave when he fell in battle 
  against the renegade warlock Syme. 
  PROPERTIES 
  This ring functions as a ring of counterspells. It is 
  currently set to block the spell suggestion. 
  Moderate evocation; CL 11th; Forge Ring, imbue 
  with spell ability; Price 4,000 gp. EL 9. Total 
  Value: 4,000 gp. 
  41. Ring of Enlargement 
  APPEARANCE 
  Still attached to a desiccated finger, this 
  curiously shaped ring is circular on the 
  inside but square on the outside. Each of the 
  flat sides is engraved with tiny glyphs inlaid 
  in gold. 
  HISTORY 
  The warrior Nythran once bore this ring, until he 
  lost his life to a ceiling trap that dumped a large 
  quantity of emerald-hued flesh-eating slime onto 
  him. The slime was burned away by his comrades, 
  but not before most of his body had dissolved. 
  They missed the lone remaining ring-bearing 
  finger in the aftermath. 
  PROPERTIES 
  The wearer of this ring may increase his size, as 
  per the enlarge person spell, at will. The ring 
  functions for humanoid creatures only. When 
  enlarging, the wearer’s size increases one 
  category; he gains a +2 size bonus to Strength and 
  the damage dice of his weapons increase, but he 
  suffers a -2 size penalty to Dexterity, and his 
  attacks and armor class each suffer a -1 size 
  penalty. The size increase also affects grappling, 
  use of the Hide skill, and so on; see the spell 
  description for further details. 
  Faint transmutation; CL 5th; Forge Ring, enlarge 
  person; Price 5,000 gp. EL 9. Total Value: 5,000 gp. 
  42. Tumbler’s Anklets 
  APPEARANCE 
  Dozens of bright orange gemstones stud the 
  surface of these circular copper bands. The 
  faceted surfaces of the stones catch the light 
  in a mesmerizing glitter. 
  HISTORY 
  Crafted and worn by the gnome acrobat 
  Christopher 
  Bayberry, 
  a 
  member 
  of 
  the 
  Champions of Light, these anklets helped him to 
  tumble in and out of battle without being struck by 
  enemy attacks. 
  PROPERTIES 
  The wearer of this pair of anklets gains a +4 
  competence bonus to Tumble checks and Perform 
  (dance) checks. The anklets are worth 100 gp each 
  from the workmanship and quality of the stones. 
  Faint transmutation; CL 2nd; Forge Ring, creator 
  must have 4 ranks in Tumble and Perform (dance) 
  skills; Price 5,000 gp. EL 9. Total Value: 5,000 
  gp. 
  43. The Burial Mask 
  APPEARANCE 
  This silver mask bears the semblance of a 
  stern human visage. There are no holes in 
  the mask for the eyes or breathing, as if it 
  were intended for décor instead of actual 
  wear. Six black gems have been set into the 
  mask at the top, in an arc above the 
  forehead.  
  HISTORY 
  Masks such as this were crafted for the Shalim 
  (god-emperors) of Synthurvar, to preserve their 
  bodies from the ravages of decay throughout the 
  millennia after their death until the time of the 
  fabled World-Burning, a great holocaust when the 
  Shalim would rise from their long slumber to rule 
  the shattered world.  
  PROPERTIES 
  If placed on the face of a humanoid corpse, the 
  mask preserves the body with a gentle repose 
  spell. A magic aura spell has been cast upon the 
  mask to scare off magic-detecting grave robbers 
  with a false reading, hence the aura of strong 
  necromancy. 
  Mask: 
  Strong 
  necromancy; 
  CL 5th; 
  Craft 
  Wondrous Item, gentle repose, magic aura; Price 
  6,000 gp. EL 10. Total Value: 6,000 gp. 
  
   
   
  22 
  44. Collar of Fangs 
  APPEARANCE 
  The canine teeth of wolves or some other 
  large predator have been set in a ring around 
  the outside of this supple black leather collar. 
  The collar fastens with a polished bone 
  buckle in the front. 
  HISTORY 
  The druid Korothius fashioned this collar for his 
  companion, a heavily scarred gray wolf named 
  Blackbane.  
  PROPERTIES 
  This collar is designed to be worn by animals, but 
  can be worn by any creature with a neck. It 
  functions as an amulet of mighty fists +1. 
  Faint evocation; CL 5th; Craft Wondrous Item, 
  greater magic fang; Price 6,000 gp. EL 10. Total 
  Value: 6,000 gp. 
  45. The Laughingstone 
  of Jack Kornubel 
  APPEARANCE 
  The size of a walnut, this 
  glistening 
  black 
  faceted 
  stone has been polished to 
  an oily sheen.  
  HISTORY 
  This stone was first known to have been carried by 
  the notorious killer “Laughing Jack” Kornubel, his 
  nickname an ironic comment on the expressions of 
  abject terror plastered on the faces of what 
  remained of his victims. Never captured, it was 
  only upon his death that his journals were found 
  and read and his identity confirmed. Though his 
  journals described the stone in obsessive detail, it 
  was not found with his remains.  
  Sages speculate that the Laughingstone was 
  crafted by the fiend Xulvych the Harvester as one 
  of his thousand “Seeds of Corruption” spread 
  across the planes of existence to promote the 
  growth and spread of evil. 
  PROPERTIES 
  The stone is initially activated after being carried 
  on one’s person for a period of 24 hours. While 
  active it grants the bearer a constant feeling of 
  euphoria and goodwill so long as it is carried, 
  granting a +5 circumstance bonus to saves against 
  effects that produce pain or any strong emotional 
  reaction (such as a fear spell). However, the bearer 
  also suffers a -2 circumstance penalty to Wisdom-
  based skill and ability checks. It remains active for 
  seven days. 
  When the stone becomes inactive or leaves the 
  bearer’s possession, the bearer quickly suffers 
  feelings of withdrawal—depression, occasional 
  racking pains, and bouts of nausea and vomiting. 
  Treat this as a sickness with a DC 20 Fortitude 
  save to overcome. While under the effects of this 
  sickness, the bearer suffers 1d4 points of Fortitude 
  damage with each failed check to shake the illness.  
  To reactivate this stone, it must be bathed in the 
  blood of a sentient creature that has been 
  sacrificed according to a specific ritual that takes 
  one hour to perform, requiring the victim to be 
  restrained and then cut open in a prescribed 
  manner using many sharp-bladed instruments. At 
  the culmination of the ritual, the gem is placed in 
  the victim’s mouth. This ritual activates the gem’s 
  magic for another seven days. The bearer becomes 
  aware of the necessity of performing the ritual, and 
  the exact tasks to perform, as a series of 
  unexplained compulsions. A Will save (DC 20) is 
  required to resist the compulsions during each day 
  of sickness; if the first is failed, the bearer is 
  compelled to gather tools, find a place to perform 
  the ritual, and select a victim. If a second Will 
  save is failed, the bearer is compelled to capture 
  the selected victim (or another if that becomes 
  impossible), and secure them in the ritual area. If a 
  third and final Will save is failed, the ritual is 
  performed. A successful save prevents the ritual 
  from proceeding to the next step, but a new check 
  will need to be made each day until the process is 
  completed or the sickness is shaken off. 
  Typically once a bearer has completed the ritual at 
  least once, he or she learns to perform it again 
  before the stone becomes inert, or as soon as 
  possible afterward, to minimize the feelings of 
  sickness and compulsion. 
  Moderate enchantment, strong evil; CL 12th; Craft 
  Wondrous Item, bestow curse, creator must be 
  evil; Price 6,000 gp. EL 10.  
  Total Value: 6,000 gp. 
  
   
   
  23 
  46. Ring of Rage 
  APPEARANCE 
  This red iron ring bears a small crystal or 
  glass bulb at the top filled with a bright red 
  liquid of some kind.  
  HISTORY 
  Vestran, Count Raphésian, had a number of these 
  rings created to inspire his bodyguards and 
  champions to the utmost of their abilities.  
  PROPERTIES 
  The wearer of this ring may activate it once per 
  day to produce an effect identical to the rage spell 
  that lasts the duration of a single battle, for a 
  maximum of 10 rounds. Activating the ring is a 
  swift action.  
  When the ring is activated, the red liquid in the 
  ring is injected into the wearer’s bloodstream, 
  producing the effect. It takes 24 hours of constant 
  wear to replenish the ring. During this time the 
  wearer does not heal naturally, as all such energies 
  are devoted instead to fueling the ring. 
  Faint enchantment; CL 5th; Forge Ring, rage; 
  Price 6,000 gp. EL 10. Total Value: 6,000 gp. 
  47. Ring of the Bull 
  APPEARANCE 
  No runes or lines mark the smooth, 
  unadorned surface of this thick golden nose 
  ring. It is approximately the diameter of a 
  plum. 
  HISTORY 
  Worn by the minotaur king Gran, this ring was 
  plucked from his nostrils when he was slain by the 
  elven champion Albion Skyskein. The ring lay in 
  the treasure vaults of Albion’s people for many 
  years until it was given as a gift as part of a treaty 
  with a neighboring clan of dwarves. What the 
  dwarves did with it is unknown. 
  PROPERTIES 
  The wearer of this nose ring gains the benefit of 
  the Improved Bull Rush feat, even if he does not 
  meet the prerequisites for that feat. The item does 
  not use up a body location slot for determining 
  what that creature can wear, except that it cannot 
  be used in conjunction with any other magical 
  nose ring. 
  Faint transmutation; CL 5th; Craft Wondrous Item, 
  caster must have the Improved Bull Rush feat; 
  Price 6,400 gp. EL 10. Total Value: 6,400 gp. 
  48. Anklets of Mesmerizing Movement 
  APPEARANCE 
  This pair of fine platinum chains is evidently 
  designed to be worn around the ankles. Each 
  chain is adorned with a dozen tiny bells that 
  jingle 
  with 
  a 
  lovely 
  sound 
  when 
  shaken.  
  HISTORY 
  Elá Shadrue, wife of a barbarian king, wore these 
  anklets when dancing for her lord and for the 
  entertainment of his court. Such was her prowess 
  that she could inspire great lust and envy in those 
  who viewed her performances. Ultimately she was 
  executed when her hand was exposed in a plot to 
  poison her husband and put his younger brother in 
  his place—a man more tractable to Elá’s whims. 
  The anklets passed to Elá’s youngest daughter, 
  who sold them to gain funds to work another plot 
  against the king.   
  PROPERTIES 
  To function, the wearer of these anklets must make 
  a successful Perform (dance) DC 15 check; the 
  anklets must be visible and incorporated into the 
  dance movements.  
  If the check is successful, all those viewing must 
  make a DC 15 Will save or suffer a -4 penalty on 
  their Will saves to resist mind-affecting spells and 
  effects for as long as the viewer sees the dance and 
  five rounds thereafter.  
  If the wearer has the bardic music ability, she may 
  expend uses of her bardic music ability and 
  increase the save DC of the anklets by +1 per use 
  expended. Doing so also raises the DC of the 
  Perform check by 1 per use of bardic music 
  expended.  
  The anklets may be activated up to three times per 
  day. 
  Faint enchantment; CL 5th; Craft Wondrous Item, 
  suggestion, caster must be a bard; Price 7,200 gp. 
  EL 11. Total Value: 7,200 gp. 
  
   
   
  24 
  49. Amulet of Eldritch Reservoir 
  APPEARANCE 
  A helix of purple stone has been attached to 
  the end of a fine golden chain by a simple 
  clasp. [When charged:] The spiral stone 
  glows with a faint light, about as bright as a 
  candle. 
  HISTORY 
  The sorcerous artisan Delphi Branningstock 
  crafted several amulets such as this to assist in his 
  explorations of the Deeping Void, a series of 
  caverns located far beneath the surface world. The 
  Void marks the site of an ancient civilization that 
  was destroyed in a magical calamity and 
  swallowed by the earth. Such was the intensity of 
  the magical disaster that in many parts of the Void, 
  magic simply does not work. 
  PROPERTIES 
  This amulet stores magical energy like a battery, 
  allowing one to tap into it in circumstances when 
  magic is not normally available.  
  When the wearer of the amulet is in such an area 
  (such as an antimagic field or dead magic zone) 
  and only then, the device allows him to cast spells 
  or use spell-like abilities of 4th level power or less. 
  Each spell cast drains one charge from the amulet 
  per level of the spell; 12 charges remain in this 
  specimen but it can be recharged. 
  Moderate transmutation; CL 12th; Forge Ring, 
  antimagic field; Price 20,000 gp (if it were fully 
  charged with 30 charges). EL 11. Total Value: 
  8,000 gp. 
  50. Ring of Mage-
  Shielding 
  APPEARANCE 
  This 
  is 
  a 
  plain, 
  unadorned steel ring. [When activated:] A 
  faintly glowing field of pale blue energy 
  emanates from the ring, extending back over 
  the wearer’s arm; the field is about the size 
  of a small shield. 
  HISTORY 
  The warriors of the Arcane Order of Gethwynn 
  bore rings such as this to protect them in battle 
  while 
  leaving 
  their 
  shield 
  hand 
  free 
  for 
  spellcasting. 
  PROPERTIES 
  This ring functions as a ring of force shield. 
  Moderate evocation; CL 9th; Forge Ring, wall of 
  force; Price 8,500 gp. EL 11. Total Value: 8,500 
  gp. 
  51. Ring of the Far Fist 
  APPEARANCE 
  A cameo depicting a ram’s head has been set 
  into this slightly rusted steel ring. The cameo 
  has been carved from a black stone flecked 
  with many points of blood-red inclusions. 
  HISTORY 
  Parluck, an adventuresome dwarven wizard from 
  the town Destiny Falls, bore this ring for use in his 
  explorations. However, he lost the ring (and the 
  hand it was on) to a blade trap before he had a 
  chance to use it, and subsequently retired. 
  PROPERTIES 
  Despite its aged appearance, this ring of the ram is 
  fully charged. The cameo is carved from 
  bloodstone. 
  Moderate transmutation; CL 9th; Forge Ring, 
  bull’s strength, telekinesis; Price 8,600 gp. EL 11. 
  Total Value: 8,600 gp. 
  52. Amulet of Missile Interception 
  APPEARANCE 
  This amulet is set on a broad-linked silver 
  chain. The central medallion is about the size 
  of a child’s hand, and bears a large reddish 
  crystal at its center, set into a silver mount 
  resembling a five-pointed star. The crystal at 
  the center glows with internal light.  
  HISTORY 
  Amulets such as this were commonly crafted by 
  wizards of the Purple and Rose School of Invoked 
  Arcana, to help protect their guards from one of 
  the most common offensive spells of the time.  
  PROPERTIES 
  Whenever magic missiles target the wearer of this 
  amulet, a point of rose-colored light darts from the 
  amulet to intercept and negate each missile. The 
  amulet can counter up to five missiles per round in 
  this manner. 
  Moderate evocation; CL 9th; Forge Ring, magic 
  missile; Price 9,000 gp. EL 12. Total Value: 9,000 gp. 
  
   
   
  25 
  53. Ring of Teeth 
  APPEARANCE 
  Engravings of mouths filled with tiny, sharp 
  teeth adorn both the inner and outer surfaces 
  of this platinum ring. 
  HISTORY 
  The vampire priest Uthic Sangstrom forged this 
  ring as a means to punish incorporeal undead 
  minions. He designed the ring with a nasty side 
  effect on any living wearer who might wrest it 
  from him. 
  PROPERTIES 
  As a move action, the wearer of this ring can 
  command a set of disembodied jaws composed of 
  pure force to shoot from the ring and bite a 
  designated target within 150 feet. The teeth use the 
  wearer’s base attack bonus +1 to determine if they 
  hit as a melee attack; they inflict 1d8+1 damage if 
  the attack hits. This is considered a force effect, 
  and therefore can hit incorporeal creatures without 
  the usual miss chance, and it ignores any damage 
  reduction the target might have. 
  However, the ring has a side effect. While worn, 
  the mouths on the ring gnaw at the life force of its 
  wearer, inflicting 1 point of negative energy 
  damage (similar to that of an inflict wounds spell) 
  per round worn. If worn by a nonliving creature, 
  the wearer takes no damage; an undead creature 
  wearing this ring is not hurt, but is also not healed 
  by the negative damage. 
  Faint evocation and necromancy; CL 3rd; Forge 
  Ring, spiritual weapon; Price 9,600 gp. EL 12. 
  Total Value: 9,600 gp. 
  54. Ring of Brachiation 
  APPEARANCE 
  This dark wooden ring 
  has 
  been 
  cunningly 
  carved to resemble a 
  series of overlapping 
  oak leaves around its 
  circumference. 
  HISTORY 
  Elven artisans of Aeldwild designed rings such as 
  this to give to the defenders of their forest realm. 
  PROPERTIES 
  This ring, carved from darkwood, grants its wearer 
  a +10 competence bonus to the wearer’s Climb 
  checks. 
  Faint transmutation; CL 5th; Forge Ring, creator 
  must have 10 ranks in the Climb skill; Price 
  10,000 gp. EL 12. Total Value: 10,000 gp. 
  55. Alestid’s Ring of Animal Friendship 
  APPEARANCE 
  A faint, musky scent wafts from this small 
  loop of fabric, apparently woven from 
  strands of silky white hair.  
  HISTORY 
  The dryad Alestid dwelt in a forest ruled by a foul-
  tempered and misanthropic druid, who allowed 
  many vicious predators to prowl the forest floor 
  looking for intruders. One unfortunate interloper, a 
  hapless human peasant boy named Venn, stumbled 
  upon her tree while fleeing from a pack of hungry 
  wolves and in an act of pique the dryad sheltered 
  the youth. Soon falling in love with his simple 
  manner and bright disposition, she kept him for a 
  time until he begged leave to return to his home to 
  bid farewell to his family before returning to her. 
  Plucking strands of her own hair, Alestid wove 
  together this ring, which would allow Venn to woo 
  the forest’s guardian creatures into letting him 
  pass.  
  Once free of the forest, Venn’s family prevented 
  him from returning; they viewed him as being 
  under the spell of the fey creatures of the woods. 
  The family bundled him up and shipped him off to 
  a relative in a distant land, where he came to terms 
  with his loss, grew old, and eventually died. 
  Locals in the village where Venn lived whisper 
  that the dryad waits for her lost love still, and 
  sometimes lures incautious lads into the woods, 
  hoping one will be Venn; such victims are never 
  seen again. 
  PROPERTIES 
  This is a ring of animal friendship. 
  Faint enchantment; CL 3rd; Forge Ring, charm 
  animal; Price 10,800 gp. EL 12. Total Value: 
  10,800 gp. 
    
  
   
   
  26 
  56. Flit, Ring of Faeriekind 
  APPEARANCE 
  The material from which this ring has been 
  made looks soft and gray as a moth’s wing. 
  The ring feels warm to the touch, as if alive.   
  HISTORY 
  Faerie kings and queens occasionally give rings 
  like this as gifts to mortals who have performed a 
  great service for their people. According to legend, 
  each of these rings has its own name and character 
  that makes it unique among its brethren. 
  This particular ring is named Flit. It was given by 
  the Faerie King Mirawych to the elf Madrae. The 
  lass had been captured by one of the king’s 
  greatest nemeses, the ogress Pulvit, and defeated 
  the foul creature by tricking her into eating tainted 
  food. 
  PROPERTIES 
  The wearer of this ring gains a +4 competence 
  bonus on Charisma checks and Charisma-based 
  skill checks when dealing with fey. The wearer 
  can speak, read, and understand Fey. The wearer 
  gains a +4 resistance bonus on saves against the 
  spells and abilities of fey. The wearer also gains 
  low-light vision if he or she does not possess it.  
  However, 
  the 
  wearer 
  also 
  becomes 
  more 
  vulnerable to cold iron weapons, taking 1 extra 
  point of damage for each blow that hits, and cold 
  iron weapons overcome any damage reduction the 
  wearer might otherwise possess.  
  Though not intelligent as such, Flit does leave a 
  sort of empathic impression on its wearer. It 
  emanates a sense of mild anxiety, particularly 
  when confronted by threat of physical harm; 
  bearers often pick up nervous tics like tapping feet, 
  twitching eyes, or humming without realizing it.  
  In addition, prolonged wear causes the bearer to 
  become jumpy and hyperalert, resulting in a +2 
  circumstance bonus to initiative checks. However, 
  the wearer also finds it more difficult to focus on 
  specific tasks, reflected in a -2 circumstance 
  penalty on all Concentration checks. 
  Moderate divination; CL 12th; Forge Ring, creator 
  must be fey; Price 11,000 gp EL 12. Total Value: 
  11,000 gp. 
  57. Ring of Sobriety 
  APPEARANCE 
  Some sort of clear, sticky residue coats the 
  surface of this tarnished silver ring. A thin 
  band of gold runs around the center of the 
  ring, inset slightly from the blackened silver 
  edges. 
  HISTORY 
  A wealthy merchant had this ring made as a 
  wedding gift for the husband of his daughter, a 
  wastrel of a lad from a money-poor but title-rich 
  noble family. The ring worked perfectly but the 
  new husband, unable to enjoy the spirits and drugs 
  that once occupied his time, became an angry and 
  abusive man. He was finally arrested and 
  sentenced to a lifetime of hard labor in the mines 
  for beating his wife to death.  
  The merchant who had commissioned the ring 
  vowed to see it destroyed for the grief it helped 
  cause his family. However, when the authorities 
  returned the husband’s body after he eventually 
  died in the mines, the ring was missing, evidently 
  lifted from the body after death by some 
  opportunistic guard or fellow miner. 
  PROPERTIES 
  The ring negates intoxication, euphoria, and 
  similar effects of use of alcohol and drugs, but 
  does not prevent hangovers or the other negative 
  consequences of ingesting such substances.  
  Once donned the ring cannot be removed without 
  remove curse, break enchantment, miracle or wish. 
  Faint abjuration; CL 7th; Forge Ring, neutralize 
  poison; Price 11,200 gp. EL 12. Total Value: 
  11,200 gp. 
  58. Tattoo Ring of Flames 
  APPEARANCE 
  A fiery motif has been etched into the 
  periphery of this bright copper ring. [If 
  someone puts it on:] With searing pain akin to 
  that of a branding iron, the ring merges with 
  the finger’s flesh, and where it once was an 
  indelible tattoo of bright red flames now 
  encircles the digit. 
  HISTORY 
  Amiranyah the Illustrated created items such as 
  this to serve as permanent protection and 
  
   
   
  27 
  decoration for his clientele. Flame rings such as this 
  were popular among desert travelers, as they 
  afforded much-needed relief against the day’s heat. 
  PROPERTIES 
  Once this ring has been donned it merges with the 
  hand of the wearer, becoming a tattoo. It then 
  cannot be removed except by means of a break 
  enchantment spell, severing the finger, or the death 
  of the wearer. While worn, the ring/tattoo grants 
  its wearer fire resistance 10. Even in tattoo form it 
  occupies a ring slot for purposes of items worn. 
  Note: An identify spell or similar effect reveals the 
  protective function of the ring, but not that it 
  transforms into a tattoo when donned. 
  Faint abjuration; CL 3rd; Forge Ring, resist energy; 
  Price 12,000 gp. EL 13. Total Value: 12,000 gp. 
  59. Ring of the Angelic Choir 
  APPEARANCE 
  The symbol of a god of good has been picked 
  out in tiny sapphires on the face of this 
  bright silver ring.  
  HISTORY 
  This ring was crafted by the Order of the Holy 
  Gossamer, a society dedicated to fighting evil 
  demonic cults plaguing their homeland, to be worn 
  by certain of the Order’s champions in their fights 
  against such creatures. 
  PROPERTIES 
  This ring functions only for paladins, clerics with 
  access to the Good domain, and bards of good 
  alignment. When worn and activated by an act of 
  will (a swift action), the sound of voices chanting 
  holy psalms issues faintly from the ring, increasing 
  the wearer’s effective caster level by 1 on any 
  spells cast. This chanting may be heard by 
  creatures other than the wearer with a Listen check 
  at a base DC of 5. If the ring is somehow silenced 
  (such as by being brought into the area of a silence 
  spell), the ring’s effects are suspended. The wearer 
  may cause the voices to cease chanting by another 
  act of will. 
  Moderate evocation, strong good; CL 12th; Forge 
  Ring, creator must have access to the Good domain; 
  Price 13,500 gp. EL 13. Total Value: 13,500 gp. 
  60. Ring of the Infernal Dirge 
  APPEARANCE 
  A large ebon stone has been set into the band 
  of this golden ring. An inlay upon the stone 
  depicts a twisted golden tree branch bearing 
  tiny gemstone fruits the color of blood.  
  HISTORY 
  The Cult of the Yellow Branch, a small 
  organization dedicated to the worship of a 
  powerful archfiend, created this ring for its 
  servants to counter the depredations of their chief 
  rivals, the Order of the Holy Gossamer.  
  PROPERTIES 
  This ring functions only for blackguards, clerics 
  with access to the Evil domain, and bards of evil 
  alignment. When worn and activated by an act of 
  will (a swift action), the sound of a grim dirge 
  issues from the ring, increasing the wearer’s 
  effective caster level by 1 on any spells cast. This 
  dirge may be heard by creatures other than the 
  wearer with a Listen check at a base DC of 5. If 
  the ring is somehow silenced (such as by being 
  brought into the area of a silence spell), the ring’s 
  effects are suspended. The wearer may cause the 
  dirge to end by another act of will. 
  Moderate evocation, strong evil; CL 12th; Forge 
  Ring, creator must have access to Evil domain; 
  Price 13,500 gp. EL 13. Total Value: 13,500 gp. 
  61. Leg Bands of Water-Striding 
  APPEARANCE 
  These golden bands are a handspan long and 
  are designed to clasp around the wearer’s 
  calves, fastening in the back with a trio of 
  small gold latches. Each has been embossed 
  with stylized wave patterns like an antique 
  seascape.  
  HISTORY 
  Upon freeing the genie Azuriel from a fist-sized 
  crystal, the sorceress Dahlia received these leg 
  bands as a gift from the grateful being before it 
  departed to seek vengeance on the one who had 
  imprisoned it. Dahlia later became a notorious 
  corsair known as the Crimson Bloom before being 
  captured and hanged for her crimes. 
  PROPERTIES 
  These leg bands grant the wearer the ability to 
  traverse water as if wearing a ring of water 
  walking. The bands take up the boot slot for the 
  purposes of magic items wearable. 
  Moderate transmutation; CL 9th; Craft Wondrous 
  Item; water walk; Price 15,000 gp. EL 13. Total 
  Value: 15,000 gp. 
  
   
   
  28 
  62. Scarab of Wound Sealing 
  APPEARANCE 
  A black scarab the size of a child’s palm has 
  been set on a golden medallion. Tiny runes 
  are etched along the rim of the medallion, 
  and a loop at the top shows that it can be 
  strung on a chain or necklace. The scarab 
  reflects bluish highlights when 
  examined in bright light. 
  HISTORY 
  Medallions such as this were borne 
  by members of the Ebon Scarab, a 
  secretive 
  cult 
  dedicated 
  to 
  traversing the passage between life 
  and death repeatedly until the 
  essential mystery of the transition 
  was 
  laid 
  open 
  and 
  truly 
  understood. Though normally no more than a 
  symbol of their faith, this particular scarab 
  medallion was enchanted by the priestess Nebithet, 
  one of the cult’s most feared members. 
  PROPERTIES 
  The scarab functions as a periapt of wound closure 
  for its bearer. When the bearer is wounded, the 
  scarab animates and scurries to the wound, 
  secreting a translucent substance from its abdomen 
  that acts as a coagulant, stopping bleeding and 
  sealing wounds. 
  Moderate conjuration; CL 10th; Craft Wondrous 
  Item, heal; Price 15,000 gp. EL 13. Total Value: 
  15,000 gp. 
  63. Amulet of Escapable Location 
  APPEARANCE 
  A thumbnail-sized pale blue gem has been set 
  at the center of this medallion, which has 
  been decorated so the gem resembles the 
  pupil of a great eye. The amulet is suspended 
  on a thick gold chain.  
  HISTORY 
  Quathram Tan, a paranoid wizard obsessed with 
  protecting himself from both real and imagined 
  enemies, crafted this medallion in an attempt to 
  create a device to protect himself from magical 
  spying. Although the creation process backfired, 
  he was able to salvage his work so that while the 
  wearer is more susceptible to divination, he can 
  still misdirect those who seek him out in this 
  manner.  
  Despite 
  this 
  and 
  many 
  other 
  precautions, 
  Quathram’s efforts came to naught when he 
  choked to death on an ill-chewed mouthful of 
  mutton. 
  PROPERTIES 
  This amulet functions like an amulet of 
  inescapable location, with one significant 
  exception.  
  The central gem of the amulet can be removed. 
  Any divination effects that attempt to determine 
  the whereabouts of the wearer mistakenly 
  identify the location of the gem instead. Scrying 
  and similar effects that view the wearer remotely 
  make it seem as if the viewer were located 
  wherever the gem is.  
  Although the gem can be removed and left behind, 
  the amulet itself cannot be unless a remove curse 
  spell is applied. The wearer still suffers a -10 
  penalty to all saves against divination spells. 
  Moderate abjuration; CL 10th; Create Wondrous 
  Item, bestow curse, misdirection; Price 17,500 gp. 
  EL 14. Total Value: 17,500 gp. 
  64. Ring of Missiles 
  APPEARANCE 
  This plain gold ring is etched on the inside 
  with a circle of arrows of the type one might 
  fire from a bow, pointing one to the next 
  around the inner rim of the band.  
  HISTORY 
  The wizard Groelling Argent created this ring 
  seeking a ready means of defending himself and 
  chastising the impertinent. He later lost the ring in 
  a high-stakes bet with a rival wizard.  
  PROPERTIES 
  To activate the ring, one must point at a target, rub 
  the band with one’s thumb, and say, “Fly true!” in 
  Common (a standard action). When this is done, 
  five golden magic missiles fly forth to strike the 
  designated target or targets. The maximum range 
  is 800 feet. 
  Moderate evocation; CL 9th; Forge Ring, magic 
  missile; Price 18,000 gp. EL 14. Total Value: 
  18,000 gp. 
  
   
   
  29 
  65. Ring of Holdann Swift Eagle 
  APPEARANCE 
  Carved from smooth white bone, the face of 
  this ring bears a pattern of intricate 
  knotwork in a simple repeating pattern.  
  HISTORY 
  Holdann Swift Eagle, a massive man and 
  homesteader who lived deep in the wilderness, 
  bore this ring as his prized possession for many 
  years before he and his home fell to an incursion 
  of bloodthirsty ogres. Who gave it to him and kept 
  it charged is unknown, for Holdann never spoke of 
  it.  
  PROPERTIES 
  This is a minor ring of spell storing. It currently 
  holds remove paralysis (CL3) and true strike 
  (CL1). 
  Faint evocation; CL 5th; Forge Ring, imbue with 
  spell ability; Price 18,000 gp. EL 14. Total Value: 
  18,070 gp. 
  66. Serpent Bands 
  APPEARANCE 
  This is a pair of 
  coiled 
  bands 
  designed 
  to 
  be 
  worn on the arms 
  or calves. Each is 
  a coiled band of 
  fine square gold 
  wire 
  woven 
  together 
  and 
  accented 
  with 
  jade, crafted to 
  resemble serpents 
  winding 
  around 
  one’s limbs. One 
  head is set with a pair of tiny purple 
  gemstones for eyes, while the other has eyes 
  of ruby.  
  HISTORY 
  A druidess named Satala was said to have 
  fashioned these bands. Defender of a land being 
  overrun by human settlers, she had been captured 
  and enslaved as a concubine in the service of the 
  invaders. Seeking vengeance, she crafted these 
  serpent bands in secret, then wore them as jewelry 
  to get close to those who sought to use her body 
  for pleasure.  
  Though she perished long ago, the bands have 
  been passed from one set of hands to another. 
  Most recently they were worn by Chara Jade, 
  priestess of a demon lord of serpents.   
  PROPERTIES 
  One must wear both bands for either of them to 
  function. Once per day on command, each of these 
  bands can transform into a snake. The purple-eyed 
  band becomes a Large constrictor, while the red-
  eyed serpent becomes a Large viper. If either is 
  slain in snake form, both revert to armbands and 
  cannot be activated again for 24 hours. If not slain, 
  they can remain in serpent form for up to 10 
  minutes. 
  Moderate transmutation; CL 11th; Craft Wondrous 
  Item, animate objects; Price 9,500 gp each. EL 14. 
  Total Value: 19,000 gp. 
  67. Hatpin of Luck 
  APPEARANCE 
  Two handspans long, this silver hatpin bears 
  a warm orange stone the size of a little 
  fingernail at the end, set into a baroque silver 
  lozenge. The symbol of the god of good 
  fortune has been sculpted into the reverse 
  side of the lozenge.  
  HISTORY 
  A wealthy, noble fop commissioned this hatpin as 
  a good luck piece for his frequent excursions to the 
  gambling halls of the city where he lived. Despite 
  its blessings, he lost the pin in an ill-advised game 
  against a team of experienced cardsharps. 
  PROPERTIES 
  This hatpin functions as a stone of good luck for its 
  wearer. The pin must be properly fastened to a hat 
  or headpiece in order to function. 
  Faint evocation; CL 5th; Craft Wondrous Item, 
  divine favor; Price 20,000 gp. EL 15. Total Value: 
  20,000 gp. 
  
   
   
  30 
  68. Nightingale Ring of Stealthy 
  Assignations 
  APPEARANCE 
  Artfully set with emeralds and topaz, this 
  ornate golden ring would not look out of 
  place on the hand of a noblewoman or the 
  wife of a wealthy merchant.  
  HISTORY 
  Assassins of the Nightingales, who would work as 
  entertainers and courtesans to gain access to their 
  targets, would wear rings like this to slip in to see 
  their victims and perform their duties unnoticed by 
  wary bodyguards. The central emerald of the ring 
  can be removed, to reveal a tiny compartment set 
  with a nightingale relief at the base. 
  PROPERTIES 
  This ring functions as a ring of invisibility. The 
  compartment within the ring can be used to hide a 
  single dose of concentrated poison (the chamber in 
  this particular ring is empty). 
  Faint illusion; CL 3rd; Forge Ring, invisibility; 
  Price 20,000 gp. EL 15. Total Value: 20,000 gp. 
  69. Tiara of the Maiden’s Youth 
  APPEARANCE 
  Rose-red gems and faceted crystals encrust 
  the surface of this elegant lady’s crown, 
  which has been carefully preserved in a 
  padded leather case.  
  HISTORY 
  This tiara was commissioned by the Duchess of 
  Amaranth when she ascended to the throne of her 
  kingdom after the entire royal family was slain. 
  The crown was worn by her and her female 
  descendants for three generations until the 
  Amaratic Dynasty was overthrown in a revolution. 
  It was led by patriarchs of the dominant faith in 
  the realm, who felt threatened by matriarchal rule. 
  PROPERTIES 
  The tiara grants its wearer a +2 enhancement 
  bonus to Charisma. It also subtly alters the 
  wearer’s appearance, smoothing away wrinkles 
  and hiding or minimizing blemishes according to 
  the wearer’s desires.  
  The red gems set into the tiara (which are more 
  precisely that shade of rosy red known as 
  amaranth) are cut from rare red beryl, elevating the 
  piece’s total value above the base cost of its 
  magical properties by a significant amount. 
  Faint illusion and transmutation; CL 6th; Craft 
  Wondrous Item, disguise self, eagle’s splendor; 
  Price 7,000 gp + 13,000 gp jewels. EL 15. Total 
  Value: 20,000 gp.  
  70. Nose Ring of Scenting 
  APPEARANCE 
  Designed to be worn through the nose, this 
  sliver of bone measures roughly the length 
  of an index finger and tapers to a point at 
  either end. Delicate runes have been 
  scrimshawed into the bone. 
  HISTORY 
  The elders of a primitive tribe of humans called 
  the Uru-paluro crafted bones such as this to be 
  worn by their chief hunters, to aid them in the 
  pursuit of game and enemies.  
  PROPERTIES 
  The bone is 3 inches long and 1/3 inch wide at its 
  center. It is intended to be worn pierced through 
  the center (septum) of one’s nose rather than 
  through either nostril. If properly worn, it grants 
  the wearer the Scent ability. This item does not 
  take up any of the normal item slots; however, the 
  wearer cannot employ more than one magical nose 
  ring at a time. 
  Faint transmutation; CL 8th; Forge Ring, creator 
  must have Scent ability; Price 24,000 gp. EL 15. 
  Total Value: 24,000 gp. 
  
   
   
  31 
  71. Crown Jewel of Varann 
  APPEARANCE 
  This large, faceted translucent yellow gem 
  has been cut in a disc shape as wide in 
  diameter as a grown man’s palm. One side is 
  smooth and featureless, but the other has a 
  symbol cut into it resembling an upward-
  curving arc bisected by a single line.  
  HISTORY 
  Varanor was an empire of legend lost in a great 
  flood sent by the jealous God-Kings of Wrye. The 
  crown of Emperor Varann XXIII bore as its 
  centerpiece this massive yellow beryl, which both 
  enhanced his ability to command and served as a 
  symbol of his rule. 
  PROPERTIES 
  If this device is worn openly, the wearer gains a +2 
  competence bonus to any Leadership check, as 
  well as a +5 bonus when making a skill check to 
  influence the attitude of others (usually through 
  Diplomacy, Intimidate, or Performance). 
  Faint transmutation; CL 9th; Craft Wondrous Item, 
  caster must have Charisma 20 and the Leadership 
  feat; Price 10,000 gp plus 15,000 gp for the jewel 
  itself. EL 15. Total Value: 25,000 gp. 
  72. Ring of the Penetrating Gaze 
  APPEARANCE 
  Although at first glance this ring appears to 
  be made of fine glass or crystal, on closer 
  inspection it is seen to be made of clear, 
  tangible magical force energy. [If worn:] 
  When the ring is slipped on, the eyes of the 
  wearer become black, faintly glittering as if 
  reflecting the stars of the heavens in their 
  inky depths.  
  HISTORY 
  The planar traveler Colatessa was granted this ring 
  as a gift by a race known as the Dyrii, a strange 
  people who made their home in a realm of 
  mathematic principles antithetical to those known 
  to humankind. While for the Dyrii the ring was 
  considered no more than an ornament, Colatessa 
  found that it allowed her to penetrate the 
  geometries of the natural world in a most startling 
  fashion. The ring was stolen from Colatessa by a 
  pickpocket, and she has yet to locate it.   
  PROPERTIES 
  This is a ring of x-ray vision. Due to the manner of 
  its origin, the ring is immune to being located or 
  scried through divination magic. This defense 
  functions only for the ring, not its wearer.  
  Moderate divination; CL 6th; Forge Ring, true 
  seeing (or member of Dyrii race); Price 25,000 gp. 
  EL 15. Total Value: 25,000 gp. 
  73. Jarizikaul’s Bane 
  APPEARANCE 
  A thin but deep groove runs around the 
  center of this ring, which appears to have 
  been cut from a dull white chitinous 
  substance. Aside from the groove, no runes 
  or markings adorn the band’s surface. 
  HISTORY 
  The holy champion Ralenna had this ring crafted 
  from one of the scales of the white wyrm 
  Jarizikaul, whom she slew in single combat. She 
  ended up selling the ring years later, as a 
  subsequent adventure had granted her a complete 
  immunity to extreme cold, and she found she no 
  longer needed its protection.  
  PROPERTIES 
  This ring grants its wearer cold resistance 20. 
  Faint abjuration; CL 7th; Forge Ring, resist 
  energy; Price 28,000 gp.  EL 16. Total Value: 
  28,000 gp. 
  74. Crystal of Harmonium 
  APPEARANCE 
  About the size of a grown man’s fist, this 
  large translucent crystal has been carefully 
  smoothed and polished. No attempt has been 
  made to cut the crystal into a particular 
  shape, but instead it appears to have been 
  worked so as to enhance the crystal’s natural 
  shape. [If touched:] The crystal trembles with 
  a subtle, almost intangible vibration. 
  HISTORY 
  The elven explorer Jenneth Dwarf-Friend mined 
  this stone from the deepest reaches of the earth. 
  When he saw the crystal embedded in a rock face 
  in a great cavern of howling winds, it seemed to 
  call out to him, begging to be freed and brought 
  into daylight. He obliged, carefully smoothed and 
  
   
   
  32 
  polished it, and finally enchanted it as an example 
  to his bemused peers of the beauties of the deeps. 
  PROPERTIES 
  This crystal holds a total of 50 charges. By 
  expending one charge, one of the following three 
  effects can be produced on command:  
  1. Silence 
  2. Sound Burst 
  3. Sonic Ray (as scorching ray, but sonic damage) 
  The spell effects are generated at caster level 5. 
  Faint varied; CL 5th; Craft Wondrous Item, 
  silence, sound burst, scorching ray; Price 30,000 
  gp. EL 16. Total Value: 30,000 gp. 
  75. Ring of Aquatic Action 
  APPEARANCE 
  The turquoise stone set into the bezel of this 
  steel ring glistens as if coated with a thin film 
  of water. The ring itself has been engraved 
  around its inner circumference with flowing 
  letters along with a symbol of some kind set 
  directly beneath the jewel.  
  HISTORY 
  One of the favorite topics of research for the 
  reclusive wizard and savant Armenghast was the 
  study of dragonkind and how those creatures 
  might relate to sea serpents. To be able to study 
  properly he needed to be able to move about 
  unimpaired in a watery environment, and so he 
  forged this ring. 
  PROPERTIES 
  The wearer of this ring can move freely 
  underwater as if under the effects of a freedom of 
  movement spell. However, it only works to offset 
  aquatic movement penalties; it does not protect 
  against being grappled, ensnared by webs, or any 
  other means of hindering the wearer’s actions.  
  The runes within the ring are written in Aquan, 
  and state, “By the grace of the WaveFather may 
  you proceed.” The symbol is the personal chop of 
  Armenghast, written as an arcane mark. 
  Moderate abjuration; CL 7th; Forge Ring, freedom 
  of movement; Price 30,000 gp. EL 16. Total 
  Value: 30,000 gp. 
  76. Black Ring of Paligarn Blood-Hand 
  APPEARANCE 
  A small pair of black prongs or horns jut 
  from the surface of this black metal ring. 
  Twisted runes have been carved deeply into 
  the outer surface. [If worn in a dark 
  environment:] A faint red radiance emanates 
  from deep within the runes like the ruddy 
  glow of dying embers. 
  HISTORY 
  Paligarn, Septime of Udassi, crafted this ring in an 
  attempt to attain agelessness by feeding on the life 
  force of others. Although the ring did not function 
  as he had hoped, he was pleased with its power 
  nonetheless and used it for many years in ritual 
  sacrifices to his demon-god. This gained him the 
  title Paligarn Blood-Hand among those people 
  unfortunate enough to live beneath his iron rule.  
  PROPERTIES 
  This adamantine ring absorbs energy from 
  bleeding wounds and uses it to heal its wearer on 
  command. To absorb energy it must be placed in 
  contact with an open, bleeding wound on a living 
  creature. The ring absorbs blood from the wound, 
  inflicting 1 point of damage per round on the 
  wounded creature and storing that energy, up to its 
  maximum capacity of 100 points. 
  Once at least one point has been absorbed, the 
  wearer of the ring may access the energy as a swift 
  action, gaining fast healing 1 as a supernatural 
  ability for as long as the ring holds points of 
  energy or until the wearer commands the ring to 
  stop. 
  Moderate necromancy, moderate evil; CL 12th; 
  Forge Ring, death knell; Price 32,000 gp. EL 16. 
  Total Value: 32,000 gp. 
  77. Jade Earrings of Runecrest 
  APPEARANCE 
  Tiny idols of jade the size of peas are set, 
  pendant-style, into this pair of gold earrings.  
  HISTORY 
  An unnamed band of explorers looted these 
  earrings from the ruins of an ancient and primitive 
  civilization. They passed through many hands 
  before finally being worn by the famed courtesan 
  Dalari of Runecrest. The earrings were again sold 
  some years later, after Dalari was executed for 
  
   
   
  33 
  shocking acts of debauchery that turned the 
  stomach of even the most jaded noble. Rumors 
  persist that she was innocent of these crimes, but 
  was framed by a jealous rival courtesan for 
  stealing away her wealthiest clients.  
  PROPERTIES 
  These earrings appear to grant the wearer a +4 
  bonus to Charisma, and this is all that magical 
  identification reveals. They do not take up a magic 
  item space on the body. 
  The truth is more grim. 
  The 
  earrings 
  are 
  intelligent, 
  with 
  Intelligence 14, Wisdom 
  10, 
  and 
  Charisma 
  14 
  (effectively 18 with the 
  item’s 
  enhancement 
  bonus). The earrings have 
  Diplomacy 
  +14, 
  Knowledge (religion) +12, 
  and can cast suggestion 
  three times per day as a 4th 
  level sorcerer (Will DC 16 
  negates). They have an 
  alignment of Neutral Evil, 
  though this alignment cannot be detected with 
  detect evil or similar spells. The earrings speak and 
  understand Common, Celestial, and Draconic, and 
  can communicate telepathically with their wearer.  
  Unlike many intelligent items, the Jade Earrings 
  prefer to be worn initially by good-aligned 
  creatures, which they then take great delight in 
  corrupting 
  through 
  careful, 
  telepathically 
  whispered advice. They use their knowledge of 
  religious theory and diplomacy to make their 
  suggestions seem reasonable and even wise. They 
  are not above a carefully couched suggestion or 
  two, however, to help move things along. Once 
  they have corrupted their wearer to an evil 
  alignment, they use their powers of suggestion to 
  be sold or discarded so they can seek a new wearer 
  to suborn. 
  Moderate transmutation; CL 16th; Craft Wondrous 
  Item, eagle’s splendor, suggestion, nondetection, 
  crafter must have 10 ranks in Knowledge 
  (religion) and Diplomacy, crafter must speak 
  Common, Draconic, and Celestial; Price 53,500 
  gp. EL 16. Total Value: 32,000 gp. [Actually 
  53,500 gp if intelligence is noted.] 
  78. Ring of Elderon’s Doom 
  APPEARANCE 
  A trio of stones adorns the top of this fine 
  golden ring. The center stone is a clear, deep 
  sapphire blue, while the two stones flanking 
  it are black as jet. The remainder of the ring 
  has been crafted with a pleasing arabesque 
  pattern, serving to highlight the three stones 
  to maximum effect.  
  HISTORY 
  Lathmar the Lightfingered stole this ring from the 
  tower of Elderon, the notorious wizard-tyrant of 
  Steelforge Pass. As this ring was the prized 
  possession of the wizard, his wrath knew no 
  bounds and he bent all his energies to hunting 
  down and slaying Lathmar. The thief used two of 
  the ring’s three charges in evading the angry 
  wizard’s pursuit, before Elderon was brought low 
  by longtime enemies who had awaited an 
  opportunity such as this to attack the tyrannical 
  wizard away from his seat of power.  
  PROPERTIES 
  This ring once held three wishes; however, two 
  have been used, so only one wish remains. 
  Strong evocation; CL 20th; Forge Ring, wish; 
  Price 32,650 gp. EL 17. Total Value: 32,650 gp. 
  79. Ring of Status Discernment 
  APPEARANCE 
  The dark wood tones of this rosewood box 
  almost glow with a warm internal luster 
  when exposed to light. Inside, nestled upon a 
  bed of white crushed velvet, lie a trio of small 
  gemstones—a pale blue amethyst, a lemon 
  yellow garnet, and a dark green peridot. Also 
  present is a golden ring, embossed with 
  elaborate decorative relief, and set with three 
  stones, each of which matches one of the 
  loose stones in hue.  
  HISTORY 
  In an effort to keep track of his agents, the wizard 
  Galthis Ryme fashioned this set of rings and gems. 
  He would give a stone to one of his trusted 
  minions when engaged on a mission of espionage 
  or an important errand. Galthis ultimately grew 
  tired of meddling in political matters and retired to 
  a hidden redoubt deep in the jungles of his youth; 
  
   
   
  34 
  the rings and stones he gave to his most trusted 
  retainer, who eventually traded them away. 
  PROPERTIES 
  The wearer of the larger ring with three stones can 
  immediately assess the whereabouts of any 
  creature possessing one of the smaller stones. By 
  touching its mate on the ring and concentrating, 
  the wearer can determine the direction and 
  distance to the matching stone, as well as any 
  conditions affecting a stone’s bearer: unharmed, 
  wounded, disabled, staggered, unconscious, dying, 
  nauseated, panicked, stunned, poisoned, diseased, 
  confused, or the like. The connection does not 
  work across planar boundaries. 
  Ring and gems: Moderate divination; CL 9th; 
  Forge Ring, status; Price 36,000 gp. EL 17. Total 
  Value: 36,000 gp. 
  80. Amulet of the Adamantine Guard 
  APPEARANCE 
  This device is about the size of a man’s hand 
  with fingers outspread. A series of concentric 
  black metal circles are joined together by a 
  number of rays that emanate from the center. 
  They extend out past the furthest circle and 
  end in razor-sharp in-curved claws. A clear 
  brilliant jewel the size of a grape lies nestled 
  at the heart of the device, like a spider in a 
  web. The top of the amulet is smooth, but the 
  undersurface has a tacky, unfinished feeling. 
  [If placed on one’s chest over the heart:] The 
  claws ringing the exterior of the device bury 
  themselves in flesh, and a searing pain blazes 
  from the amulet as if it were 
  a great, red-hot branding 
  iron. The clear gem slowly 
  turns blood red, almost as if 
  feeding on the lifeblood of 
  the person to whom it just 
  attached.  
  HISTORY 
  A legendary troop of elite 
  dwarven champions known as 
  the Adamantine Guard used 
  amulets like this to protect its members. Most of 
  the amulets were lost when the Guard was nearly 
  destroyed fighting off a demonic incursion in the 
  mines they had been hired to protect, but some few 
  survived with those who managed to escape the 
  horrible collapse of the delve when the demongate 
  was destroyed.  
  PROPERTIES 
  When this amulet is placed against one’s chest in 
  direct contact with flesh, it attaches itself and 
  extracts blood and life energy from its wearer, a 
  process that takes 10 minutes and results in 2 
  points of Constitution damage that cannot be 
  healed while the amulet is worn. 
  Once per day on command, the amulet sends 
  hundreds of fine adamantine filaments racing 
  through the wearer’s skin, effectively encasing the 
  wearer in a skin-hugging metallic mesh. This 
  grants the wearer DR 10/adamantine for one hour, 
  or until the mesh has absorbed 70 points of 
  damage.  
  A second command word spoken in conjunction 
  with pressing on the central diamond causes the 
  device to detach. 
  Moderate abjuration; CL 7th; Craft Wondrous 
  Item, stoneskin; Price 36,200 gp. EL 17. Total 
  Value: 36,200 gp. 
  81. Brooches of Augustus Garadini 
  APPEARANCE 
  Lacy patterns with an agricultural motif of 
  wheat sheaves adorn the surface of this 
  pentagonal wooden coffer. A latch on one 
  side allows the domed top to swing open on 
  cunningly concealed brass hinges. [If opened:] 
  Within a half-dozen brooches of obvious 
  value lie on padding of red silk.  
  The first is fashioned of silver 
  to resemble a beautiful woman 
  in flowing robes in an almost 
  floral 
  motif; 
  black 
  pearls 
  adorn her dress, and her hair 
  is highlighted in gold leaf.  
  The second appears to be 
  made from bone or ivory, 
  carved with a spiraling pattern 
  to resemble a tiny unicorn 
  horn.  
  The third is a pair of sapphires clasped by 
  golden claw mounts, attached barbell fashion 
  by a rod of delicately etched white gold.  
  
   
   
  35 
  The fourth brooch depicts a lion’s head 
  carved from a single piece of topaz. Fitted in 
  a small compartment in the back is a tiny 
  removable matching lion’s head. 
  The fifth is a matte black hemisphere of 
  stone into which a pattern of arcane runes 
  and lines has been carefully incised; it is set 
  into a frame of brass whose back is concave 
  and has a brass pin attached to fasten it to 
  one’s vestments.  
  The final item resembles a tiny double-bladed 
  battleaxe with a diamond set where the half-
  moon blades of copper meet; the haft of the 
  axe appears to be a stickpin.    
  HISTORY 
  Augustus Garadini was a jeweler who designed 
  fashionable men’s jewelry for wealthy merchants 
  and nobles, both to serve as ornamentation and to 
  provide a practical magical benefit to the wearer. 
  Augustus was transporting this collection (a 
  sample of his wares) to a potential noble patron in 
  a neighboring city when he vanished. No trace of 
  him was ever found, and it is commonly believed 
  he was killed by bandits or a hungry beast of some 
  kind. 
  PROPERTIES 
  The wooden case is worth 400 gp. Although it is 
  not magical, all six pieces of jewelry it contains 
  are. Each would be considered to occupy the 
  amulet slot for the purpose of magical items one 
  can wear.  
  1. Pearl Lady Brooch: Grants its wearer a +5 
  competence bonus on Diplomacy checks. 
  2. Ivory Horn Brooch: The wearer gains a +5 
  resistance bonus on saves against poison. 
  3. Sapphire Brooch: The wearer gains a +5 
  competence bonus on Sense Motive checks. 
  4. Topaz Lion Brooch: If the brooch and 
  detachable lion’s head move more than five feet 
  apart from one another, both emit a clearly audible 
  roar. This roaring continues until they are brought 
  back within 5 feet of each other, or the correct 
  command word (“siletta”) is uttered. 
  5. Black Opal: The wearer is protected by an 
  invisible field of chaotic energies that cause all 
  ranged attacks to miss 20% of the time, as if 
  protected by entropic field. 
  6. Diamond: The wearer gains a +2 enhancement 
  bonus to natural armor.  
  Pearl: Faint transmutation; CL 5th; Craft 
  Wondrous Item, creator must have 5 ranks in 
  Diplomacy; Price 2,500 gp + 1,500 gp (jewelry). 
  Ivory: Faint abjuration; CL 5th; Craft Wondrous 
  Item, resistance; Price 5,000 gp + 500 gp 
  (jewelry). Sapphire: Faint transmutation; CL 5th; 
  Craft Wondrous Item, creator must have 5 ranks in 
  Sense Motive; Price 2,500 gp + 4,000 gp 
  (jewelry). Topaz: Faint abjuration; CL 5th; Craft 
  Wondrous Item, alarm; Price 2,000 gp + 3,500 gp 
  (jewelry). Black Opal: Faint abjuration; CL 5th; 
  Craft Wondrous Item, entropic shield; Price 2,000 
  gp + 2,000 gp (jewelry). Diamond: Faint 
  transmutation; CL 5th; Craft Wondrous Item, 
  barkskin; Price 8,000 gp + 5,000 gp (jewelry). EL 
  17. Total Value: 38,900 gp. 
   
   
   
   
   
   
  82. Ring of Chains 
  APPEARANCE 
  This ring is fashioned of many cunningly 
  forged adamantine chains, each no thicker 
  than a hair from a horse’s mane, braided 
  together in a complex weave. [When activated:] 
  The ends of four of the tiny chains detach 
  from within the woven filaments and extend 
  out slightly, coiling and moving at the mental 
  commands of the wearer.  
  HISTORY 
  The chain devil Crimson Blight gave this ring to 
  her daughter Gythee to aid her on her journeys 
  across the planes. The tiefling lass finally came to 
  a bad if unlikely end beneath the cudgels of the 
  Great Harvest Investment Group, an alliance of 
  halfling merchants and landowners who sought 
  retribution after Gythee pillaged one of their 
  communities. 
  PROPERTIES 
  Three times per day the wearer of this ring can 
  command chains in a manner similar to a chain 
  
   
   
  36 
  devil. Up to four chains within 20 feet can be 
  controlled, moving and attacking as the wearer 
  wishes. (The small chains on the ring move in 
  unison with the chains controlled but do not 
  become full-sized chains themselves.) The wearer 
  can make the controlled chains grow up to 15 feet 
  in length and sprout barbs, then use them to attack 
  as if wielding them directly, using his own attack 
  bonus and damage bonus for strength. The wielder 
  is considered proficient in their use. Using the 
  chains to attack is a standard action (for a single 
  chain) or a full round action (for two to four 
  chains). 
  If a chain is in another creature’s possession, the 
  creature is allowed a DC 16 Will save to avoid 
  having that chain be controlled.  
  The wearer can control the chains for up to 11 
  minutes before they return to their original state. 
  Moderate transmutation; CL 11th; Forge Ring, 
  animate objects, creator must be a chain devil or 
  have 10 ranks in Knowledge (the planes); Price 
  39,600 gp. EL 17. Total Value: 39,600 gp. 
  83. Ring of Freedom 
  APPEARANCE 
  This ring has been forged in the shape of a 
  pair of intertwining eels facing opposite one 
  another. One eel is made of copper, with a 
  tiny red speck of a gem for an eye, while the 
  other is made from brass, with an eye of blue. 
  HISTORY 
  William Merrow was the sniggler (eel catcher) of 
  the village of Sandbank, and bore this ring for as 
  long as anyone could remember. When one of the 
  village women was assaulted by a noble’s son, the 
  young man’s father used circumstantial and 
  obviously falsified evidence to frame William, and 
  he was sentenced to death. Then, to the surprise 
  and horror of everyone at the trial, William 
  transformed into a hulking brute of an ogre, and 
  proceeded to eat the judge and noble’s son. 
  Several days later, he assaulted the manor of the 
  noble responsible for his framing, murdering the 
  entire 
  family 
  and 
  all 
  retainers. 
  Then 
  he 
  disappeared into the expanse of the nearby 
  Sandbank Marsh, where he is said to dwell still.  
  PROPERTIES 
  This is a ring of freedom of movement. Whenever 
  the wearer is exposed to an effect that would 
  constrain the wearer the eels animate, writhing 
  against one another in a perpetual circuit about the 
  wearer’s finger.  
  William Merrow was in truth a polymorphed 
  merrow mage (the aquatic equivalent of an ogre 
  mage) who had spent years trying to escape his 
  own brutal nature and live a life of decency and 
  peace. The corrupt trial caused his will to finally 
  succumb to his inner drive for blood and fury; 
  after fleeing to the swamp he ended up taking his 
  own life in shame.  
  Moderate abjuration; CL 7th; Forge Ring, freedom 
  of movement; Price 40,000 gp. EL 17. Total 
  Value: 40,000 gp. 
  84. Ring of Dimension Hopping 
  APPEARANCE 
  This fat gold signet ring bears as its seal the 
  image of a crumbling tower with a single 
  window at its center. 
  HISTORY 
  Galt Brokentower, a mercenary captain, had this 
  ring forged to allow him to quickly move around 
  the battlefield. During a time of extended peace, in 
  desperation Brokentower and his men turned to 
  robbery. In particular they targeted jewelers’ stores 
  and shipments, making off with a fortune in gems 
  and precious metals over just a few months. 
  Bounty hunters were called out to hunt down 
  Brokentower and his men but though they came 
  close to trapping him on several occasions, and 
  eventually annihilated his band, Galt always 
  managed to escape. It is thought that he retired 
  with his loot to live a comfortable life in some 
  distant city.  
  PROPERTIES 
  Three times per day the wearer of this ring can 
  speak the command word “Kalamazan” and 
  dimension door up to 800 feet away. Using this 
  ability is a standard action that does not provoke 
  attacks of opportunity. 
  Moderate conjuration; CL 10; Forge Ring, 
  dimension door; Price 43,200 gp. EL 18. Total 
  Value: 43,200 gp. 
   
  
   
   
  37 
  85. Ring of Thunderbolt Fells 
  APPEARANCE 
  Jagged runes have been deeply inscribed into 
  the outer surface of this dull steel ring. [If 
  worn:] The ring tingles slightly against the 
  skin when put on, but the sensation soon 
  fades. 
  HISTORY 
  The Mad Hermit of Thunderbolt Fells (a region 
  notorious for lightning storms) wore this ring and 
  used it to shield himself while cavorting in the 
  heaviest storms, cackling with glee when struck by 
  lightning. He was slain as part of the Thelosian 
  Inquisition, a church-led effort to hunt down 
  cultists and other ne’er-do-wells with little regard 
  for the actual innocence of those they captured.  
  After his death, the lands immediately around the 
  Fells suffered several years of extreme drought 
  and famine, and the Inquisition was blamed for it. 
  After a number of pitched battles between 
  Inquisition members and mobs of angry and 
  desperate citizens, the Thelosians were driven out, 
  and what loot they had garnered (including this 
  ring) was captured as spoils and sold off. 
  PROPERTIES 
  This ring grants its wearer electricity resistance 30. 
  Moderate abjuration; CL 11th; Forge Ring, resist 
  energy; Price 44,000 gp. EL 18. Total Value: 
  44,000 gp. 
  86. Ring of Occam’s Hand 
  APPEARANCE 
  The band of this copper ring has been 
  fashioned to resemble a series of hands with 
  splayed fingertips set side-to-side, palm 
  outward. A tiny amber gem is set into each 
  palm, a total of eight in all.  
  HISTORY 
  Occam Methistas, a priest who devoted his 
  attention to the physics of magic and the study of 
  force effects, crafted this ring to serve as both 
  elegant defense and prime example of his art. It is 
  rumored he made more than one of these rings, to 
  be given to his most trusted friends and servants. 
  PROPERTIES 
  This ring provides a +5 deflection bonus to its 
  wearer’s AC by conjuring translucent, amber-
  colored hands that block attacks. 
  Faint abjuration; CL 5th; Forge Ring, shield of 
  faith, caster must be 15th level or higher; Price 
  50,000 gp. EL 18. Total Value: 50,000 gp. 
  87. Ring of the Starry Sky 
  APPEARANCE 
  Made from some unidentifiable resinous 
  stone, this ring bears a large, translucent 
  black oval stone set atop it. Pinpricks of dark 
  energy seem to dance around the gem, 
  flashing into a trail of sparkling star-motes if 
  the ring is moved sharply. 
    
  HISTORY 
  The 
  self-proclaimed 
  “star-voyager” 
  Aster 
  Mekquin fashioned this ring from material she 
  claimed to have retrieved from the mines of the 
  Courts of Astaroth, a massive palace located on 
  the surface of a dead star. The ring was lost when 
  she was slain by the claws of a flickering beast of 
  ice and shadow. 
  PROPERTIES 
  This ring functions as a ring of shooting stars.  
  The stone does indeed come from the heart of a 
  dead star, but one that fell to the earth an eon ago. 
  The Courts of Astaroth are a fabulation created by 
  Aster to awe the ignorant and intimidate her peers. 
  Strong evocation; CL 12th; Forge Ring, light, 
  faerie fire, fireball, lightning bolt; Price 50,000 gp. 
  EL 18. Total Value: 50,000 gp. 
  88. Wedding Bands of Sofia Bregman 
  APPEARANCE 
  This is a pair of platinum rings, apparently 
  designed as a matched set for a man and a 
  woman. One has a slightly broader band, and 
  is of smooth, unadorned metal. The other is 
  slimmer, and is set with a small diamond 
  flanked by a tiny pair of rubies.  
  
   
   
  38 
  HISTORY 
  These rings were crafted by the jeweler Sofia 
  Bregman, a notable master of her profession, for 
  the hero Dammark Silversword and his wife 
  Meilune. Their close friend Sadram, a priest of 
  some repute, enchanted them with a magic to 
  protect them in battle.  
  PROPERTIES 
  This is a matched pair of rings of friend shield. 
  Moderate abjuration; CL 10th; Forge Ring, shield 
  other; Price 50,000 gp (for a pair). EL 18. Total 
  Value: 50,000 gp. 
  89. Dante’s Ring of Flight 
  APPEARANCE 
  This ring appears to have been woven from 
  white and gray fibers in an intricate pattern 
  of knotwork. A small, polished oval crystal of 
  rose quartz has been set into the ring, carved 
  into a cameo depicting a swan in flight.  
  HISTORY 
  The swanmay Inmue had this ring crafted for her 
  lover, the human Dante Pellosari, so he might 
  accompany her on her journeys through the wild 
  lands where she lived. Their tale had a tragic end, 
  for the ring’s crafter, a hag named Dunwild, 
  exacted a terrible price—the child of the two 
  lovers. Dante swore to retrieve the child and 
  sought out the hag’s lair; he never returned from 
  his crusade and it is said Inmue still wanders the 
  desolate hinterlands, weeping for her lost love and 
  child.  
  PROPERTIES 
  This ring grants its wearer the ability to fly at a 
  speed of 60 feet, with a maneuverability of good. 
  This speed drops to 40 feet if the wearer wears 
  medium or heavy armor, or carries a medium or 
  heavy load. 
  Moderate transmutation; CL 10th; Forge Ring, fly; 
  Price 54,000 gp. EL 18. Total Value: 54,000 gp. 
  90. Cusps of Charming Glances 
  APPEARANCE 
  This pair of concave lenses is small, not 
  much wider than the length of a fingernail. 
  The outer surface of the lens is covered with 
  minute facets, but the inside is smooth. Each 
  lens is no thicker than a sheet of fine-grade 
  paper. 
  HISTORY 
  The gnome bard Spellbindle designed these lenses 
  to make her travels easier, particularly when 
  dealing 
  with 
  tight-fisted 
  tavernkeepers 
  and 
  truculent patrons.  
  PROPERTIES 
  These small curved lenses are worn directly on the 
  eyes, in the manner of contact lenses. When 
  donned, the wearer’s eyes glitter faintly with 
  iridescent colors and the cusps function as eyes of 
  charming. 
  Moderate enchantment; CL 7th; Craft Wondrous 
  Item, Heighten Spell, charm person; Price 56,000 
  gp for the pair. EL 19. Total Value: 56,000 gp. 
  91. Ring of Spell Immunity 
  APPEARANCE 
  A large, thumbnail-sized translucent red gem 
  has been set into this otherwise unadorned 
  gold ring. The gem has a dark flaw running 
  through its heart like a vein of shadow. 
  HISTORY 
  Sudi 
  Benicar, 
  “The Desert Rat,” 
  was a notorious 
  crypt 
  robber 
  known primarily 
  for his cowardice. 
  This ring was one 
  of his most prized 
  possessions, looted from a tomb when he was a 
  youth, and he was never seen without it. He finally 
  disappeared just a few years ago; how he became 
  separated from his ring is unknown.   
  PROPERTIES 
  This ring grants immunity to a single spell of up to 
  4th level. To function, the word “Benicarius” must 
  be spoken and the spell to be protected against cast 
  with the ring as its target. Thereafter the wearer 
  gains unbeatable SR against that specific spell. 
  The ring provides no protection against spells that 
  ignore spell resistance. 
  Moderate abjuration; CL 7th; Forge Ring, spell 
  immunity; Price 56,000 gp. EL 19. Total Value: 
  56,000 gp. 
  
   
   
  39 
  92. Casque of the Senses 
  APPEARANCE 
  Floral patterns have been painted onto the 
  smooth ceramic surface of this decorative 
  horned helm. The device appears to fit over 
  the face and head, lending one the 
  appearance of a faun or satyr. The piece 
  seems designed for display rather than actual 
  wear, though, as it lacks any holes for eyes. 
  Tiny gems line the periphery of the helm and 
  the horns have been fashioned from ivory. 
  HISTORY 
  Manufactured to his exacting specifications, 
  Maddox the Magnificent would wear this casque 
  when performing one of his inspiring and 
  imaginative pastoral theatrical events. Maddox 
  was also known for his sybaritic revels, surreal 
  feasts to which an eclectic array of nobles, 
  performers, and even ordinary citizens would be 
  invited, hand-picked by Maddox to enhance 
  whatever mood he desired to create.  
  The mask was stolen from Maddox’s home 
  towards the end of his life, after he had given up 
  live performance in favor of writing long, 
  overblown poems.  
  PROPERTIES 
  Despite its appearance, this casque is designed to 
  be worn. Even though there are no eyeholes, the 
  wearer can still see as well as if the casque were 
  not worn. In addition the wearer gains blindsight 
  40 feet and a +5 competence bonus to Listen 
  checks.  
  The casque takes up both the helm and eye slots 
  for the purposes of magic items that can be worn. 
  Strong transmutation; CL 12th; Craft Wondrous 
  Item, caster must have blindsight and 5 ranks in 
  Listen; Price 62,500 gp. EL 19. Total Value: 
  62,500 gp. 
  93. Ring of Armoring 
  APPEARANCE 
  This odd bit of jewelry looks like a fanciful 
  set of metal plates and guards fashioned of 
  mithral, designed to fit over a single finger, 
  like a tiny portion from a suit of armor.  
  HISTORY 
  Priests of a god of protection and defense created 
  this item to be worn by their high priest, Benedict. 
  The ring was lost when his temple was overrun by 
  soldiers from a rival faction of the same god, 
  though rumors hint that it may still be located 
  somewhere in the crypts beneath the ruins, 
  cleverly hidden and well-guarded by perilous 
  dweomer. 
  PROPERTIES 
  This ring girds its wearer in invisible armor of 
  force, granting a +8 armor bonus to AC. 
  Strong conjuration; CL 16th; Forge Ring, mage 
  armor, spell’s caster must be at least 16th level; 
  Price 64,000 gp. EL 19. Total Value: 64,000 gp. 
  94. Ring of the Archwizard 
  APPEARANCE 
  A faint but visible halo of light surrounds 
  this silver and gold signet ring bearing the 
  image of a starburst inside a circle. 
  HISTORY 
  Olshan the Brilliant, a famed archwizard over 200 
  years past, crafted and first wore this ring. Upon 
  his passing, the ring became a hotly contested 
  property. It first fell into the clutches of the 
  Brotherhood of the Silver Weir, and later passed 
  on to a member of the Circle of Faath. Most 
  recently it was seen on the finger of Olshan the 
  Younger, a purported descendant of its creator and 
  member of the adventuring group known as the 
  Champions of Light. 
  PROPERTIES 
  This is a ring of wizardry III. The halo of light it 
  produces 
  is 
  the 
  equivalent 
  brightness 
  of 
  candlelight. It is a constant effect present even 
  when the ring is not worn. 
  Strong (no school); CL 17th; Forge Ring, limited 
  wish; Price 70,000 gp. EL 19. Total Value: 
  70,000 gp. 
  
   
   
  40 
  95. Amulet of the Inner Planes 
  APPEARANCE 
  Various bright jewels have been set around 
  the circumference of this large, flat amulet. 
  The interior of the disc is of shimmering gray 
  material and a clear stone has been set at the 
  amulet’s center. A fine gold chain is affixed 
  to the amulet at one end by a small pin. 
  HISTORY 
  The 
  lich 
  Shavryn 
  designed this amulet 
  to assist her efforts to 
  consolidate 
  power 
  over the Transelemental 
  Vertex, a focus of 
  interplanar 
  energies 
  where she hoped to 
  build a fortress and 
  draw great quantities 
  of elemental power to 
  herself. Her lair was 
  invaded by champions 
  of a god of light and her plan fouled before it 
  could be completed; rumors persist that she 
  survived the invasion and is even now plotting her 
  revenge, after which she no doubt intends to renew 
  her bid for control of the Vertex. 
  PROPERTIES 
  This amulet functions exactly as an amulet of the 
  planes, save that it only allows travel between the 
  prime, ethereal, and inner planes. 
  Strong conjuration; CL 15th; Craft Wondrous 
  Item, plane shift; Price 80,000 gp. EL 20. Total 
  Value: 80,000 gp. 
  96. Amulet of Spell Conversion 
  APPEARANCE 
  This large rectangular amulet is suspended 
  on a chain of copper plaques the size of a 
  grown man’s thumbnail. The medallion at 
  the end is made up of a complex knotwork of 
  silver and copper strands that clasp together 
  around a central lattice of gold, forming the 
  image of a pair of interlocked dragons facing 
  one another. The coppery dragon has a tiny 
  emerald for an eye, while the silvery dragon 
  has a like sapphire as its eye. It appears that 
  the heart of this pendant can open in a 
  manner similar to a locket.  
  HISTORY 
  The theurge Mordekai Falcion crafted this amulet 
  as a gift for his trusted cohort, the holy warrior 
  Cedric of Winedusk Hill. The amulet allowed 
  Cedric to undertake missions for his friend and 
  have a flexible source of arcane or divine support 
  at his command.  
  PROPERTIES 
  If a scroll containing a spell of level 4 or less is 
  placed into the amulet’s compartment, once per 
  day the wearer of the amulet can cast that spell at 
  13th caster level as if he were a member of the 
  appropriate class. The wearer needs to pay any XP 
  cost over 300 experience points, and must provide 
  any focus needed, as well as any costly material 
  component worth more than 500 gp.  
  Strong universal; CL 13th; Craft Wondrous Item, 
  imbue with spell ability, limited wish; Price 83,550 
  gp. EL 20. Total Value: 83,550 gp. 
  97. Vampiric Ring 
  APPEARANCE 
  This ring has been sculpted from bone or 
  ivory of the purest white. A series of tiny 
  bloodstones, seven in all, have been set in the 
  bone running around the outer surface of the 
  ring.  
  HISTORY 
  The vampire lord Abbas Abraxis crafted this ring 
  for his most powerful living servitor, an elite ogre 
  named Gorrathok, to give him incredible lasting 
  power when in battle against intruders.  
  PROPERTIES 
  Whenever the wearer of this ring damages a living 
  creature with a slashing or piercing melee weapon, 
  the wearer is healed an amount equal to half of the 
  damage inflicted as the ring absorbs some of the 
  energy of the wound. The ring can only absorb and 
  heal 30 hit points in a single round by this method.  
  Strong necromancy; CL 16th; Forge Ring, 
  vampiric touch; Price 96,000 gp. EL 20. Total 
  Value: 96,000 gp. 
  
   
   
  41 
  98. Ring of Spell-Charging 
  APPEARANCE 
  A flat, glassy olive green gem the size of a 
  robin’s egg is secured to an oval mount on 
  this wide mithral ring. Elven runes are 
  graven into the tapering sides of the band.  
  HISTORY 
  This ring represents the most successful creation 
  of the elven arcanist Aelwyne Sassonavarre, a high 
  wizard and defender of his people. Known for his 
  highly experimental magical craftings, most of his 
  efforts resulted in badly flawed or even cursed 
  items. This device, however, was a resounding 
  success; sadly, he did not live to see it employed in 
  his nation’s defense and like many of his final 
  creations it was plundered by enemies of the elves 
  soon after.  
  PROPERTIES 
  Aelwyne designed this ring to add power to the 
  wearer’s evocations. It can be activated three times 
  per day. When activated, it builds up a 
  concentration of magical energy that can be used 
  to infuse cast evocations, making them more 
  potent.  
  Activating the ring is a standard action that does 
  not provoke an attack of opportunity. However, in 
  the first round as it begins to gather a charge, it 
  provides no benefit to its wearer. 
  The second round of its activation, if the ring is 
  triggered (as a swift action) in conjunction with 
  the casting of an evocation spell of any level, that 
  spell is augmented with the benefits of the 
  Empower Spell feat. 
  If the ring is triggered in the third round of its 
  activation in conjunction with an evocation spell, 
  the spell instead benefits from the Maximize Spell 
  feat. 
  If triggered in the fourth round, the evocation spell 
  is affected by both Empower spell and Maximize 
  spell. 
  Once the ring’s charge is triggered, it becomes 
  nonfunctional for one minute per round it was 
  activated. 
  If the ring has not been triggered by the fifth round 
  of being charged, it overloads, unleashing a burst 
  of force that inflicts 5d8 damage to its wearer and 
  all within 10 feet. The wearer gets no save against 
  this damage, but those nearby are allowed a DC 15 
  Reflex save for half damage. As this is a force 
  effect, the damage bypasses the normal miss 
  chance for incorporeal creatures.  
  Strong (no school); CL 17th; Forge Ring, 
  Empower Spell, Maximize Spell; Price 97,250 gp. 
  EL 20. Total Value: 97,250 gp.  
  99. Ring of Firth Anaar 
  APPEARANCE 
  The symbol of an oil lamp of Eastern design 
  adorns the front of this fine brass ring. Two 
  words have been engraved within in an 
  exotic, flowing script. 
  HISTORY 
  After offending her caliph, the genie Firth Anaar 
  was bound into this ring for a thousand years and a 
  day and required to serve whoever owns it. The 
  ring was then sent out from the genie court to be 
  found by a suitable mortal.  
  Over the years it has passed through the hands of 
  over two score owners, many of whom had no idea 
  of the value of what they held. Occasionally it 
  would end up worn by a wizard, explorer, or 
  aristocrat, who would use the power of the ring for 
  their own ends. Most of those wearers suffered a 
  gruesome fate engineered by a rival though in 
  some cases the ring was stolen and disappeared 
  from view once again.  
  PROPERTIES 
  This is a ring of djinni calling. It calls a specific 
  djinni named Firth Anaar, whose name is scribed 
  on the inside of the band in Auran. 
  Firth Anaar has resented her enslavement to the 
  ring. At first she did her best to prove herself to 
  her masters, hoping they’d find a way to free her; 
  when she finally lost hope in such a deliverance, 
  she became angry, and did her best to sabotage the 
  ringbearer’s wishes.  
  As the years and centuries have rolled by, Firth 
  Anaar has become resigned to her fate. She now 
  serves 
  dutifully, 
  doing 
  work 
  quickly 
  and 
  efficiently. She has a default attitude of Unfriendly 
  toward any new wielder; efforts at Diplomacy to 
  improve her attitude suffer a -10 circumstance 
  penalty due to her lack of hope in gaining a 
  reprieve.  
  Firth Anaar currently has 263 years remaining 
  before she is freed. Should anyone manage to free 
  
   
   
  42 
  her from the ring (and blunt the 
  inevitable 
  wrath 
  of 
  her 
  Empress), 
  she 
  would 
  be 
  extremely grateful, serving out 
  of loyalty and friendship for as 
  long as she was treated in kind 
  for the remaining lifespan of 
  the former ring wearer.  
  Firth Anaar, Large female 
  outsider (genie [djinni] [air, 
  extraplanar]): CR 5; HD 
  7d8+14; hp 58; Init +9; Spd 20 
  ft., fly 60 ft. (perfect); AC 17 (-
  1 size, +5 Dex, +3 natural), 
  touch 
  14, 
  flat-footed 
  12; 
  BAB/Grap +7/+15; Attack 2 
  slams +10 melee (1d8+4); SA 
  Air mastery, spell-like abilities, 
  whirlwind; SQ Darkvision 60 
  ft., immunity to acid, plane 
  shift, telepathy 100 ft.; AL CN; 
  SV Fort +7, Ref +10, Will +4; 
  Str 18, Dex 20, Con 14, Int 14, 
  Wis 
  9, 
  Cha 
  18. 
   
  Skills: Appraise +12, Concentration +12, Craft 
  (jewelry) +4, Diplomacy +6, Escape Artist +15, 
  Knowledge (the planes) +12, Listen +9, Move 
  Silently +15, Sense Motive +9, Spellcraft +12, 
  Spot +9, Use Rope +5 (+7 with bindings). 
  Feats: Combat Casting, Combat Reflexes, Dodge, 
  Improved Initiative (b). 
  Note that the save DCs of her spells are 2 greater 
  than normal due to her higher-than-average 
  Charisma. 
  Appearance: Firth Anaar stands ten feet tall. She 
  appears as an oversized voluptuous human woman 
  clad in exotic patterned silks of vermilion and 
  violet, matching the deep purple hue of her eyes. 
  Her skin is a flawless, dusky brown color, and her 
  hair is thick and black, held back in a ponytail 
  bound by a thick brass band. Matching bracers 
  adorn her wrists and ankles. 
  Strong conjuration; CL 17th; Forge Ring, gate; 
  Price 125,000 gp. EL 20.  
  Total Value: 125,000 gp. 
   
  100. The Rings of Air 
  APPEARANCE 
  No engraving or adornment marks this set of 
  four identical silver rings.   
  HISTORY 
  Xorich of Windermere bore these rings as a sign of 
  his power over the element of air; whether he 
  crafted them himself or collected them in some 
  other way is unknown. He used their power to help 
  guard his keep in Windermere Pass and exact a toll 
  on all who traveled past. His rule of the pass ended 
  some years ago when he and his keep both 
  vanished without a trace.  
  PROPERTIES 
  This set operates as a ring of elemental command 
  (air). All four rings must be worn for this device to 
  function, on one or more hands; however, it counts 
  as only one ring for the purposes of how many 
  magical rings a creature can wear.  
  Strong conjuration; CL 15th; Forge Ring, summon 
  monster VI, feather fall, resist energy, gust of 
  wind, wind wall, air walk, and chain lightning; 
  Price 200,000 gp. EL 20.  
  Total Value: 200,000 gp. 
  
   
   
  43 
  Index 
  Entries are indexed by item number.  Magical items are numbered one through one hundred. The items 
  have been indexed by type of item, body slots, unique magical effects or unusual materials. 
  Items: 
  Anklets/Legbands 
  36, 42, 48, 61, 66 
  Bracelets/Armbands 
  12, 20, 25, 66  
  Brooches/Pins 
  17, 30, 80, 81 
  Earrings/Nose rings 
  5, 34, 39, 47, 70, 77  
  Headpieces 
  43, 67, 69, 92 
  Jewels 
  16, 18, 33, 45, 62, 71, 74 
  Neckpieces 
  22, 23, 24, 37, 38, 44, 49, 52, 63, 95, 96 
  Other 
  13, 15, 35, 90  
  Rings 
  1, 2, 3, 4, 6, 7, 8, 9, 10, 11, 14, 19, 21, 26, 27, 28, 
  29, 31, 32, 40, 41, 46, 50, 51, 53, 54, 55, 56, 57, 
  58, 59, 60, 64, 65, 68, 72, 73, 75, 76, 78, 79, 82, 
  83, 84, 85, 86, 87, 88, 89, 91, 93, 94, 97, 98, 99, 
  100 
  Sets 
  19, 12, 20, 34, 36, 39, 42, 48, 66, 79, 88, 100 
  Miscellaneous: 
  Someone searching for 
  23, 28, 33 
  Unusual Materials 
  24, 44, 55, 56, 72, 73, 82, 87, 89 
   
   
  Body Slots: 
  Head 
  5, 34, 67, 69, 92 
  Eyes 
  35, 90, 92 
  Neck 
  15, 17, 22, 23, 24, 30, 37, 38, 44, 49, 52, 62, 63, 
  80, 81, 95, 96 
  Arms/Wrists 
  12, 20, 25, 66  
  Hands 
  1, 2, 3, 4, 6, 7, 8, 9, 10, 11, 14, 19, 21, 26, 27, 28, 
  29, 31, 32, 40, 41, 46, 50, 51, 53, 54, 55, 56, 57, 
  58, 59, 60, 64, 65, 68, 72, 73, 75, 76, 78, 79, 82, 
  83, 84, 85, 86, 87, 88, 89, 91, 93, 94, 97, 98, 99, 
  100 
  Feet 
  36, 42, 48, 61, 66 
  Uses no slot 
  18, 39, 45, 47, 70, 77 
  More than one possible 
  66, 71, 92 
  Does not apply 
  13, 16, 33, 43, 74 
  Magic: 
  Cursed/Negative Consequences 
  1, 9, 17, 45, 53, 56, 57, 58, 63, 77, 80, 98 
  Intelligent/Empathic 
  56, 77 
  Summon Living Creatures 
  10, 29, 66, 99, 100 
  
   
   
  44 
  Appendix One: Random Item Chart 
   
  Minor 
  Medium 
  Major 
  Item 
  Name 
  EL 
  Cost 
  01 
  — 
  — 
  1 
  Cursed Ring of Invisibility 
  1 
  n/a 
  02 
  — 
  — 
  2 
  Ring of the Sequestered Digit 
  1 
  100 gp 
  03-06 
  — 
  — 
  3 
  Ring of Guidance 
  1 
  200 gp 
  07 
  — 
  — 
  4 
  Ring of Clever Magic 
  1 
  400 gp 
  08 
  — 
  — 
  5 
  Earrings of Acute Hearing 
  1 
  400 gp 
  09 
  — 
  — 
  6 
  Ring of Filching 
  1 
  450 gp 
  10-13 
  — 
  — 
  7 
  Ring of Elemental Endurance 
  2 
  500 gp 
  14 
  — 
  — 
  8 
  Ring of the Artful Dodger 
  2 
  600 gp 
  15-16 
  — 
  — 
  9 
  Apprentice’s Ring 
  2 
  600 gp 
  17 
  — 
  — 
  10 
  Ring of Mice 
  2 
  720 gp 
  18-19 
  — 
  — 
  11 
  Luminos – the Ring of Light 
  3 
  1,000 gp 
  20 
  — 
  — 
  12 
  Bracelets of Armoring 
  3 
  1,000 gp 
  21-24 
  — 
  — 
  13 
  Chronometric Disc 
  3 
  1,000 gp 
  25 
  — 
  — 
  14 
  Dorune's Pearl Ring 
  3 
  1,100 gp 
  26-27 
  — 
  — 
  15 
  Medallion of Sanctum 
  4 
  1,200 gp 
  28 
  — 
  — 
  16 
  Sabra's Tear 
  4 
  1,250 gp 
  29 
  — 
  — 
  17 
  Medallion of Pure Thoughts 
  4 
  1,300 gp 
  30 
  — 
  — 
  18 
  Navel Stone of Bellari 
  4 
  1,300 gp 
  31-32 
  — 
  — 
  19 
  Strangler's Ring 
  4 
  1,350 gp 
  33 
  — 
  — 
  20 
  Bracelets of Balance 
  5 
  1,600 gp 
  34 
  — 
  — 
  21 
  Ring of Venom 
  5 
  1,600 gp 
  35 
  — 
  — 
  22 
  Necklace of Acid Missiles 
  5 
  1,650 gp 
  36 
  — 
  — 
  23 
  Heartstone of Viruja 
  5 
  1,800 gp 
  37 
  — 
  — 
  24 
  Necklace of Poison Resistance 
  6 
  1,890 gp 
  38-41 
  — 
  — 
  25 
  Bellwether Bracelet 
  6 
  2,000 gp 
  42-45 
  — 
  — 
  26 
  Ring of Defense 
  6 
  2,000 gp 
  46 
  — 
  — 
  27 
  Ring of Solar Subsistence 
  6 
  2,000 gp 
  47 
  — 
  — 
  28 
  Ring of Assured Descent 
  6 
  2,200 gp 
  48 
  — 
  — 
  29 
  Ring of Swarming Insects 
  7 
  2,400 gp 
  49 
  — 
  — 
  30 
  Moth Pin of Messaging 
  7 
  2,500 gp 
  50-51 
  — 
  — 
  31 
  Ring of the Linguist 
  7 
  2,500 gp 
  52 
  — 
  — 
  32 
  Botanist's Ring 
  7 
  3,000 gp 
  53 
  — 
  — 
  33 
  Shadow's Heart 
  8 
  3,380 gp 
  54-55 
  — 
  — 
  34 
  Earrings of Subterfuge 
  8 
  3,500 gp 
  56 
  — 
  — 
  35 
  Lens of Swift Reading 
  8 
  3,500 gp 
  57 
  — 
  — 
  36 
  Anklets of Swift Speed 
  8 
  3,600 gp 
  58-60 
  01-05 
  — 
  37 
  Amulet of Evil Warding 
  9 
  4,000 gp 
  
   
   
  45 
  Minor 
  Medium 
  Major 
  Item 
  Name 
  EL 
  Cost 
  61 
  06-07 
  — 
  38 
  Amulet of the Healthful Relict 
  9 
  4,000 gp 
  62 
  08-09 
  — 
  39 
  Earrings of Song-Breaking 
  9 
  4,000 gp 
  63-65 
  10-14 
  — 
  40 
  Ring of Spell Countering 
  9 
  4,000 gp 
  66 
  15-16 
  — 
  41 
  Ring of Enlargement 
  9 
  5,000 gp 
  67 
  17-18 
  — 
  42 
  Tumbler's Anklets 
  9 
  5,000 gp 
  68-69 
  19-22 
  — 
  43 
  The Burial Mask 
  10 
  6,000 gp 
  70 
  23-24 
  — 
  44 
  Collar of Fangs 
  10 
  6,000 gp 
  71 
  25 
  — 
  45 
  The Laughingstone of Jack Kornubel 
  10 
  6,000 gp 
  72-74 
  26-30 
  — 
  46 
  Ring of Rage 
  10 
  6,000 gp 
  75 
  31-32 
  — 
  47 
  Ring of the Bull 
  10 
  6,400 gp 
  76 
  33 
  — 
  48 
  Anklets of Mesmerizing Movement 
  11 
  7,200 gp 
  77-79 
  34-38 
  — 
  49 
  Amulet of Eldritch Reservoir 
  11 
  8,000 gp 
  80-82 
  39-43 
  — 
  50 
  Ring of Mage-Shielding 
  11 
  8,500 gp 
  83 
  44-45 
  — 
  51 
  Ring of the Far Fist 
  11 
  8,600 gp 
  84-86 
  46-50 
  — 
  52 
  Amulet of Missile Interception 
  12 
  9,000 gp 
  87 
  51-52 
  — 
  53 
  Ring of Teeth 
  12 
  9,600 gp 
  88-90 
  53-57 
  — 
  54 
  Ring of Brachiation 
  12 
  10,000 gp 
  91 
  58 
  — 
  55 
  Alestid's Ring of Animal Friendship 
  12 
  10,800 gp 
  92 
  59 
  — 
  56 
  Flit, Ring of Faeriekind 
  12 
  11,000 gp 
  93 
  60-61 
  — 
  57 
  Ring of Sobriety 
  12 
  11,200 gp 
  94 
  62-66 
  01-05 
  58 
  Tattoo Ring of Flames 
  13 
  12,000 gp 
  95-96 
  67-70 
  06-10 
  59 
  Ring of the Angelic Choir 
  13 
  13,500 gp 
  97-98 
  71-74 
  11-15 
  60 
  Ring of the Infernal Dirge 
  13 
  13,500 gp 
  99 
  75-76 
  16-18 
  61 
  Leg Bands of Water-Striding 
  13 
  15,000 gp 
  00 
  77-78 
  19-21 
  62 
  Scarab of Wound Sealing 
  13 
  15,000 gp 
  — 
  79 
  22-23 
  63 
  Amulet of Escapable Location 
  14 
  17,500 gp 
  — 
  80-81 
  24-26 
  64 
  Ring of Missiles 
  14 
  18,000 gp 
  — 
  82 
  27-28 
  65 
  Ring of Holdann Swift Eagle 
  14 
  18,070 gp 
  — 
  83-84 
  29-30 
  66 
  Serpent Bands 
  14 
  19,000 gp 
  — 
  85 
  31-32 
  67 
  Hatpin of Luck 
  15 
  20,000 gp 
  — 
  86-90 
  33-36 
  68 
  Nightingale Ring of Stealthy Assignations 
  15 
  20,000 gp 
  — 
  91 
  37 
  69 
  Tiara of the Maiden's Youth 
  15 
  20,000 gp 
  — 
  92-96 
  38-41 
  70 
  Nose Ring of Scenting 
  15 
  24,000 gp 
  — 
  97 
  42 
  71 
  Crown Jewel of Varann 
  15 
  25,000 gp 
  — 
  98-99 
  43-44 
  72 
  Ring of the Penetrating Gaze 
  15 
  25,000 gp 
  — 
  00 
  45 
  73 
  Jarizikaul’s Bane 
  16 
  28,000 gp 
  — 
  — 
  46 
  74 
  Crystal of Harmonium 
  16 
  30,000 gp 
  — 
  — 
  47-48 
  75 
  Ring of Aquatic Action 
  16 
  30,000 gp 
  — 
  — 
  49-50 
  76 
  Black Ring of Paligarn Blood-Hand 
  16 
  32,000 gp 
  — 
  — 
  51 
  77 
  Jade Earrings of Runecrest (apparent value) 
  (actual value if intelligence is noted) 
  16 
  32,000 gp 
  (53,500 gp) 
  
   
   
  46 
  Minor 
  Medium 
  Major 
  Item 
  Name 
  EL 
  Cost 
  — 
  — 
  52 
  78 
  Ring of Elderon's Doom 
  17 
  32,650 gp 
  — 
  — 
  53-55 
  79 
  Ring of Status Discernment 
  17 
  36,000 gp 
  — 
  — 
  56-60 
  80 
  Amulet of the Adamantine Guard 
  17 
  36,200 gp 
  — 
  — 
  61 
  81 
  Brooches of Augustus Garadini 
  17 
  38,900 gp 
  — 
  — 
  62 
  82 
  Ring of Chains 
  17 
  39,600 gp 
  — 
  — 
  63 
  83 
  Ring of Freedom 
  17 
  40,000 gp 
  — 
  — 
  64-65 
  84 
  Ring of Dimension Hopping 
  18 
  43,200 gp. 
  — 
  — 
  66-67 
  85 
  Ring of Thunderbolt Fells 
  18 
  44,000 gp 
  — 
  — 
  68-71 
  86 
  Ring of Occam’s Hand 
  18 
  50,000 gp 
  — 
  — 
  72-73 
  87 
  Ring of the Starry Sky 
  18 
  50,000 gp 
  — 
  — 
  74-75 
  88 
  Wedding Bands of Sofia Bregman 
  18 
  50,000 gp 
  — 
  — 
  76-77 
  89 
  Dante's Ring of Flight 
  18 
  54,000 gp 
  — 
  — 
  78-79 
  90 
  Cusps of Charming Glances 
  19 
  56,000 gp 
  — 
  — 
  80-81 
  91 
  Ring of Spell Immunity 
  19 
  56,000 gp 
  — 
  — 
  82-83 
  92 
  Casque of the Senses 
  19 
  62,500 gp 
  — 
  — 
  84-87 
  93 
  Ring of Armoring 
  19 
  64,000 gp 
  — 
  — 
  88-90 
  94 
  Ring of the Archwizard 
  19 
  70,000 gp 
  — 
  — 
  91-92 
  95 
  Amulet of the Inner Planes 
  20 
  80,000 gp 
  — 
  — 
  93-94 
  96 
  Amulet of Spell Conversion 
  20 
  83,550 gp 
  — 
  — 
  95 
  97 
  Vampiric Ring 
  20 
  96,000 gp 
  — 
  — 
  96-97 
  98 
  Ring of Spell-Charging 
  20 
  97,250 gp 
  — 
  — 
  98 
  99 
  Ring of Firth Anaar 
  20 
  125,000 gp 
  — 
  — 
  99-00 
  100 
  The Rings of Air 
  20 
  200,000 gp 
   
   
  
   
   
  47 
  Open Game License 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All 
  Rights Reserved. 
   
  1. Definitions: (a)"Contributors" means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed 
  or adapted; (c) "Distribute" means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)"Open Game Content" means the game mechanic 
  and includes the methods, procedures, processes and routines to 
  the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, 
  but specifically excludes Product Identity. (e) "Product Identity" 
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  creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the 
  Open Game Content; (f) "Trademark" means the logos, names, 
  mark, sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) 
  "Use", "Used" or "Using" means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) "You" or "Your" means the licensee in 
  terms of this agreement. 
   
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content may 
  only be Used under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as 
  described by the License itself. No other terms or conditions may 
  be applied to any Open Game Content distributed using this 
  License. 
   
  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
   
  5.Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by 
  this License. 
   
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
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  copyright date, and the copyright holder's name to the 
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  7. Use of Product Identity: You agree not to Use any Product 
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  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
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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 2000-2003, Wizards of 
  the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, 
  Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, 
  based on original material by E. Gary Gygax and Dave Arneson. 
   
  Creature Collection Volume 1 Copyright 2000, Clark Peterson.  
  Modern System Reference Document Copyright 2002, Wizards of 
  the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, based on material by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, 
  John Tynes, Andy Collins, and JD Wiker  
  Monster Manual II Copyright 2002, Wizards of the Coast, Inc.  
  Swords of Our Fathers Copyright 2003, The Game Mechanics.  
  Mutants & Masterminds Copyright 2002, Green Ronin Publishing.  
  Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; 
  Andy Collins, Jesse Decker, David Noonan, Rich Redman.  
  The Hypertext d20 SRD Copyright 2004, Jans W Carton.  
   
  Bits of Magicka: Rings and Jewels.  Copyright 2007, Tabletop 
  Adventures, LLC; Author Greg Ragland. 
   
   
   
  
   
   
  Item Cards 
  How to use these cards: 
  Bits of Magicka Item Cards are prepared specifically so that a GM can hand them to players to use. The 
  cards contain the minimum a player would need to use the magic item in question, including a physical 
  description and its basic magical properties.  
  Efforts have been made to leave out information that a character would not know, such as the value of the 
  item in question or how powerful it is, as given by the caster level of the spells. Names of some cursed or 
  trapped items have been changed to better hide their true nature. It was not possible to leave out all such 
  information and still make the cards usable in play, so it is up to the GM to determine whether players 
  have discovered enough information about an item to be able to use its card.  
  It is expected that characters may attempt to determine the value of an item. Once an appraisal is 
  attempted, the GM can choose to provide the player with the true value of the treasure or a value 
  appropriate to the success of the appraisal. 
  Some pieces with long descriptive text have been divided into two cards. The cards are marked Card A and 
  Card B of the same item number. 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
    Ž Cursed Ring of InvisibilityŽ 01
  Ž Ring of the Sequestered Digit Ž
  02   
    
   
  ITEM APPEARANCE 
  Hundreds of tiny parallel ridges have been 
  stamped into this otherwise featureless 
  brass ring. 
  ITEM PROPERTIES 
  If divination spells are used to discern the functions 
  of this item, it is revealed to be a ring of invisibility 
  that activates by twisting the band on one’s finger.  
   
    
   
  ITEM APPEARANCE 
  Fine runes have been etched into this 
  frosted blue glass or crystal ring.  
  ITEM PROPERTIES 
  This ring “stores” the finger upon which it is worn in 
  a small extradimensional space, and conceals itself 
  and the stump with a minor illusion to make it look 
  as if the finger was severed long ago. 
  The ring can only be used to sequester a finger or 
  similar digit in this manner; it cannot otherwise be 
  used as an extradimensional storage space.  
   
    
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
    
  Ž Ring of Guidance Ž 
  03
  Ž  Ring of Clever Magic  Ž
  04   
    
   
  ITEM APPEARANCE 
  Forged from a steel alloy, this ring bears a 
  polished oval stone with a rippled reddish-
  white translucent luster, into which has 
  been incised the symbol of the god of 
  travel. 
  ITEM PROPERTIES 
  The wearer of this ring can call upon it once per day 
  as an immediate action to gain a +1 competence 
  bonus on a single attack roll, saving throw, or skill 
  check. The ring must be worn for 24 hours before it 
  will function. 
   
    
   
  ITEM APPEARANCE 
  Although the exterior of this silver ring is 
  smooth and featureless, the inside of the 
  band bears two marks: one a bold, twisted 
  rune, the other the symbol of the god of 
  thieves. 
  ITEM PROPERTIES 
  This ring grants its wearer a +2 competence bonus 
  to Use Magic Device skill checks. 
  The second symbol on the inside of the ring is the 
  Draconic symbol for magic.  
   
    
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
   
   
   
   
   
    
   
   
  
   
   
   
   
   
   
   
   
   
   
   
    Ž Earrings of Acute Hearing Ž 05
  Ž   Ring of Filching  Ž 
  06   
    
   
  ITEM APPEARANCE 
  This is a pair of silver earrings, pendant 
  style, set with a series of tiny teardrop-
  shaped emeralds in a leaflike pattern. The 
  silver is a bit tarnished, but the earrings are 
  otherwise in excellent condition. 
  ITEM PROPERTIES 
  These earrings grant the wearer a +2 competence 
  bonus on Listen checks. They occupy the headband 
  slot for the purposes of magic items worn on the 
  body. 
   
    
  ITEM APPEARANCE 
  A bright red gemstone cut in the shape of a 
  heart has been set into a fine gold band 
  polished to a satin finish. The bezel into 
  which the stone has been set is scored by 
  nearly invisible striations. The center of the 
  red stone has been engraved and filled 
  with gold leaf, depicting the image of a 
  hand in a warding or welcoming gesture, 
  palm forward and fingers together. 
  ITEM PROPERTIES 
  At will, the wearer of this ring can attract small, 
  unsecured objects to the hand wearing the ring. 
  These objects must be within 10 feet, and can weigh 
  no more than 1/10 of a pound. If the object is in the 
  possession of another creature, that creature is 
  entitled to a DC 10 Reflex save to avoid the theft, if 
  unaware; for an object that is tightly gripped, roll an 
  opposed Strength check against the ring’s effective 
  Strength score of 1. An attracted object flies to the 
  hand of the wielder, so a successful Sleight of Hand 
  check may be required to avoid notice of this action, 
  when applicable. 
    
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
     Ž Ring of Elemental Endurance Ž 07
  Ž Ring of the Artful Dodger  Ž
  08   
    
   
  ITEM APPEARANCE 
  A trio of three tiny black diamonds has 
  been set in a line along the top of this silver 
  ring. The ring has a dull, matte finish save 
  for a polished band running along each rim 
  around the circumference of the ring. 
  ITEM PROPERTIES 
  This ring protects the wearer from extremes of 
  natural temperature as per the spell endure 
  elements. However, it only functions at night. 
   
    
   
  ITEM APPEARANCE 
  Strung on a three-foot diameter leather 
  thong, this white gold ring has been 
  fashioned to resemble a tightly coiled rope.  
  ITEM PROPERTIES 
  This ring grants its wearer a +1 competence bonus 
  to Balance, Climb, Jump, Swim, and Tumble 
  checks.  
   
   
   
   
    
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
  
   
   
    
  Ž  Apprentice’s Ring  Ž 
  09
  Ž  Ring of Mice   Ž 
  10   
    
   
  ITEM APPEARANCE 
  This simple band of tin is engraved with 
  mystic runes; it looks scuffed and dented, as 
  if it has seen much abuse on the hands of 
  prior wearers. 
  ITEM PROPERTIES 
  This ring grants its wearer the ability to use 
  prestidigitation at will.  
   
     
  ITEM APPEARANCE 
  Four tiny mice have been set into the face of 
  this copper ring in opalescent stone, facing 
  outward from a small faceted amethyst at the 
  center. Each of the mice has been cunningly 
  fashioned from different colors of material to 
  give each a unique appearance.  
  ITEM PROPERTIES 
  The wearer of this ring can conjure forth up to four 
  mice, one at a time or all together, once a day for up 
  to one hour at a time. They are named Chester, Patch, 
  Longtail and Whisker. Though the mice cannot speak, 
  they understand Common to a limited degree and 
  seem to have an empathic connection to the wearer.  
  If a mouse is killed, it takes one week before it can be 
  conjured forth from the ring again. 
   
    
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
     Ž  Luminos-the Ring of Light  Ž 11
  Ž Bracelets of Armoring   Ž
  12   
    
   
  ITEM APPEARANCE 
  A ring of white gold lies nestled in white silk 
  within a small padded white velvet box. 
  The ring, evidently designed for the hand of 
  an elegant lady, bears a large oval 
  moonstone that seems to catch the ambient 
  light and refract it in a faint, luminescent 
  halo. 
  ITEM PROPERTIES 
  When the word “Luminos” is spoken, this ring sheds 
  silver-white light as bright as a torch. If the wearer 
  then commands, “Parthan Mathis,” the wearer of the 
  ring can command the light to leave the ring and 
  move as directed to a distance of up to 100 feet. 
  The light may be directed to follow the wearer at a 
  set distance, or otherwise moved according to 
  mental instruction. No concentration is required to 
  move the light. If the wearer utters “Dei Nocto,” the 
  light winks out until it is again needed.  
   
    
   
  ITEM APPEARANCE 
  Each of these bracelets is formed of eight 
  bone plaques, trimmed with silver and 
  scrimshawed in elaborate whorls across 
  their surface. A strange sigil has been 
  boldly incised into the center of each 
  plaque. 
  ITEM PROPERTIES 
  These bracelets function as bracers of armor +1. 
  Gnolls who see them are allowed an Intelligence 
  check (DC 10, automatic success if a member of the 
  Broken Claw tribe) to note their origin as having 
  come from a gnoll war totem. If this check is made, 
  the gnoll’s reaction to the wearer automatically 
  becomes hostile. 
  The runes are the gnoll symbol for protection. 
   
   
    
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
   
   
   
   
   
    
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
    
  Ž Chronometric Disc  Ž 
  13
  Ž Dorune’s Pearl Ring  Ž 
  14   
    
   
  ITEM APPEARANCE 
  An ornate etched gold disc small enough to 
  comfortably fit in one’s palm has been 
  attached to a fine gold chain the length of a 
  man’s forearm. The disc is smooth and 
  tapers from about a thumb’s breadth at the 
  center to the curved edges. Geometric 
  patterns have been engraved into the 
  surface on either side in a circular pattern. 
  ITEM PROPERTIES 
  When the gold disc is held in hand and the user 
  concentrates, he can tell the exact time of day. 
   
    
   
  ITEM APPEARANCE 
  A white pearl with a faint pinkish hue has 
  been set into this platinum ring. A pair of 
  tiny celestial wings of platinum flanks the 
  pearl.  
  ITEM PROPERTIES 
  The pearl set in this ring is a pearl of power (level 1). 
  The ring itself is otherwise nonmagical, though it is 
  worth 100 gp for its metal and workmanship, and 
  could be used as a focus for the shield other spell. 
   
    
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
     Ž  Medallion of Sanctum   Ž
  15
  Ž   Sabra’s Tear   Ž 
  16   
    
   
  ITEM APPEARANCE 
  The image of a set of merchant’s scales has 
  been inlaid into a circular copper lozenge 
  the size of a child’s palm. The lozenge 
  bears a small loop at one end; evidently it 
  is designed to be worn as a medallion.  
  ITEM PROPERTIES 
  The wearer of this medallion may activate it once per 
  day by mental command. When activated, for three 
  rounds any creature attempting to specifically target 
  the wearer with any form of attack must succeed at a 
  DC 12 Will save. If it fails, that creature cannot 
  follow through with the attack and loses that part of 
  its action, as per the sanctuary spell. If the wearer 
  attacks or performs another hostile action during this 
  time, the protection immediately ends. 
   
    
   
  ITEM APPEARANCE 
  This thumbnail-sized translucent pale blue 
  crystal has been carved and polished in the 
  shape of a tear.  
  ITEM PROPERTIES 
  Anyone holding this aquamarine gemstone or 
  carrying it directly in contact with exposed flesh feels 
  a gentle sorrow. Though this property is not strong 
  enough to have any overt game effect, it does serve 
  to enhance the value of the gem as a curiosity.  
   
    
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
   
   
   
   
   
    
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
     ŽMedallion of Pure Thoughts Ž
  17
  Ž    Navel Stone of Bellari  Ž
  18   
    
  ITEM APPEARANCE 
  This device looks something like a large 
  octagonal button cast in brass. Eight lines 
  radiate from a center cabochon of 
  iridescent stone to the corners, then extend 
  past and taper to backward-curving points 
  like claws.  
  ITEM PROPERTIES 
  This medallion only functions for intelligent living 
  creatures of the humanoid, monstrous humanoid, 
  and giant types. When the medallion is placed on 
  such a creature’s breastbone, the hooked ends flex 
  and the device attaches itself directly to the bearer’s 
  flesh. The medallion inflicts pain upon its wearer if 
  the wearer entertains thoughts not in keeping with a 
  lawful good ethos. The intensity of the pain varies 
  depending on the act contemplated, and how 
  serious the wearer’s desire is to act upon this 
  thought. For example, a random ill-wishing at an 
  annoying clerk might result in a mild spasm of pain, 
  while serious thoughts of murder would result in pain 
  crippling enough to render the wearer helpless and 
  writhing in agony for some minutes. 
    
  ITEM APPEARANCE 
  This small blue stone is flecked with golden 
  motes that catch and glimmer in the light. 
  The stone is round, with one side polished 
  and the remainder slightly rough. It is 
  about the size and shape of a small olive. 
  ITEM PROPERTIES 
  This stone (formed of the finest lapis lazuli) is 
  designed to be worn in one’s navel, and does not 
  use up a body location slot for the purposes of 
  numbers of items that can be worn.  
  Once per day when the wearer performs a dance 
  with the stone visible to the audience, it allows the 
  wearer to produce an effect identical to the 
  hypnotism spell cast at first level on one of the 
  viewers. A DC 11 Will save allows the viewer to 
  avoid this effect. However, if the stone is used in 
  conjunction with a Perform (dance) check that 
  exceeds a DC of 20, the Will save DC for the 
  hypnotism effect rises to 14. 
   
    
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
     Ž  The Strangler’s Ring   Ž 
  19
  Ž    Bracelets of Balance   Ž 
  20   
    
   
  ITEM APPEARANCE 
  This thin, untarnished silver band is set with 
  a rectangular pea-sized black stone on top. 
  A much smaller black stone is set on the 
  under side of the ring. 
  ITEM PROPERTIES 
  This ring provides the wearer a +2 enhancement 
  bonus to Strength, but only for the purposes of 
  determining the results of grapple checks and 
  damage with that hand inflicted unarmed while in a 
  grapple. Although this bonus is not cumulative with 
  other enhancement bonuses to Strength, if a person 
  is wearing both strangler’s rings, the bonuses 
  provided by the two rings do stack.  
  The black stones set into each ring are a high-quality 
  obsidian on top, and a tiny black diamond 
  underneath. If a person is choked to death by a 
  wearer of either ring, the skin of the victim is marked 
  with a small black mark where the black diamond 
  pressed into flesh. 
   
    
   
  ITEM APPEARANCE 
  Fine runes have been embossed upon the 
  surface of this pair of silver bracelets, sized 
  for a slim wrist. 
  ITEM PROPERTIES 
  Both bracelets must be worn to gain their benefit. 
  When using the Balance skill with hands stretched 
  out to either side, the weight of the bracelets shifts 
  back and forth to help the wearer maintain her (or 
  his) balance, granting their wearer a +4 
  circumstance bonus to Balance checks. 
   
   
   
    
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
   
   
   
   
   
    
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
    
  Ž   Ring of Venom    Ž 
  21
  ŽNecklace of Acid MissilesŽ
  22   
    
  ITEM APPEARANCE 
  A fanciful coat of arms bearing a star and a 
  griffin adorns the top of this heavy steel 
  signet ring. It is found with a small glass jar 
  holding milky white liquid that glitters 
  slightly when light is played across its 
  surface. 
  ITEM PROPERTIES 
  The surface coat of arms can be swiveled aside by 
  pressing a hidden catch (Search DC 25 to locate; 
  opening it is a standard action, or a free action with a 
  successful DC 20 Sleight of Hand check). Underneath 
  is a small, hollow needle designed to inject poison into 
  the flesh of a person pricked by the ring. Using the 
  ring in this manner requires a successful unarmed 
  attack roll. The ring itself is nonmagical. 
  Although normally it would hold an injectable poison, 
  it is currently filled with a concentrated liquid that acts 
  as a cure moderate wounds if applied to a creature’s 
  wounds (including a cut made by this ring), healing 
  2d8+3 points of damage. If an undead is the target, it 
  instead suffers 2d8+3 damage, though it is allowed a 
  DC 13 Will save for half damage. The jar holds four 
  more applications of this substance. 
    
   
  ITEM APPEARANCE 
  A pendant shaped like an apple tree 
  dangles from a fine golden chain. The tree 
  has been masterfully sculpted in gold, and 
  bears three tiny red apples, attached by 
  tiny silver links. 
  ITEM PROPERTIES 
  The apple-shaped beads on this necklace may be 
  pulled off and thrown (as a type I necklace of 
  fireballs), save that the red-painted golden fruit 
  explode in a burst of violet, lavender-scented acid 
  instead of flame. 
   
    
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
    
  Ž Heartstone of the Hag  Ž
  23
  Ž Necklace of Poison Resistance Ž 24   
    
   
  ITEM APPEARANCE 
  Roughly the size of a chicken’s egg, this 
  translucent, blood-red jewel darkens to 
  black at its heart. It is attached to a 
  platinum chain adorned with hundreds of 
  tiny, sharp thorns. 
  ITEM PROPERTIES 
  This gem is the heartstone of a night hag; it is worn 
  as a periapt. It instantly cures any disease its wearer 
  contracts, and provides a +2 resistance bonus on all 
  saving throws. It only functions a total of ten times 
  (providing the resistance bonus or curing a disease) 
  before shattering.  
   
    
   
  ITEM APPEARANCE 
  Thirteen ivory plaques have been set 
  around the circumference of a necklace 
  formed of woven rawhide decorated with 
  colorful green and blue ceramic beads. Six 
  of the plaques are jet black, as if dipped in 
  ink. 
  ITEM PROPERTIES 
  Whenever the wearer of this necklace is exposed to 
  poison, the necklace neutralizes it and grants the 
  wearer further immunity to that poison for ten 
  minutes, and one of the plaques turns black. When 
  all the plaques have blackened, the necklace 
  becomes nonmagical; thus, the necklace can 
  function seven more times before its magic fails. 
   
   
   
    
   
   
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  Ž Bellwether Bracelet Ž 
  25
  Ž Ring of Defense  Ž 
  26   
    
   
  ITEM APPEARANCE 
  A smooth, pale blue stone the size of a 
  child’s thumbnail adorns the front of this 
  polished silver wristband. Two smaller 
  stones flank the central jewel, one pale 
  green, the other light pink. The edges of the 
  bracelet are raised and sculpted in a 
  pattern resembling intertwined ivy vines. 
  ITEM PROPERTIES 
  The stones on this bracelet change color as the air 
  temperature, humidity, and other factors in the 
  natural environment change, granting its wearer a 
  +10 circumstance bonus on Survival checks made 
  to predict the weather. The bracelet can only predict 
  natural weather, not that generated by supernatural 
  means. 
   
    
   
  ITEM APPEARANCE 
  A series of tiny ornamental shields adorn 
  the circumference of this copper ring, 
  placed side-to-side and inlaid with colored 
  semiprecious stones in red, blue, green, 
  and white hues. Each shield bears a tiny, 
  fanciful coat of arms, and no two shields 
  are exactly the same in size or shape. 
  ITEM PROPERTIES 
  This ring functions as a ring of protection +1, 
  granting a +1 deflection bonus to the wearer’s 
  armor class. 
   
    
   
   
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    Ž Ring of Solar Subsistence  Ž 27
  Ž Ring of Assured Descent  Ž 28   
    
   
  ITEM APPEARANCE 
  This smooth, black ring is made of a glossy, 
  reflective black substance similar in 
  appearance to obsidian, but with a slightly 
  more resinous texture. 
  ITEM PROPERTIES 
  This ring functions as a ring of sustenance, with two 
  exceptions. First, it needs to be exposed to natural 
  daylight for at least four hours per day, or it goes 
  dormant. Secondly, the wearer can activate the ring 
  by an act of will as a standard action and gain the 
  benefits of a heroes’ feast spell (immune to fear and 
  poison for 12 hours, 1d8+5 temporary hit points, 
  +1 morale bonus on Will saves and attack rolls, and 
  all sickness, disease, and nausea cured). Once this 
  function has been activated, the ring becomes 
  nonfunctional, and needs to be worn for a full week 
  with daylight exposure each day as described above 
  before it becomes functional again. 
   
    
   
  ITEM APPEARANCE 
  This thick jade ring is carved into simple 
  rectangular patterns; a lozenge of 
  glistening dark green stone has been set 
  into its upper face. Raylike inclusions of 
  gold thread their way through this stone’s 
  depths. 
  ITEM PROPERTIES 
  This ring functions as a ring of feather falling: if the 
  wearer falls more than 5 feet, the wearer’s rate of 
  descent is reduced to 60 feet per round, and the 
  wearer takes no falling damage upon landing. 
   
   
    
   
   
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    Ž Ring of Swarming Insects  Ž 29
  ŽMoth Pin of Messaging Ž
  30   
    
   
  ITEM APPEARANCE 
  A spider lies preserved at the heart of the 
  oval amber stone set into this silver ring. 
  The silvery metal is engraved in a barbed 
  spider web pattern. 
  ITEM PROPERTIES 
  Once per day, the wearer of this ring can summon a 
  swarm of spiders as per the summon swarm spell, at 
  a distance of up to 30 feet. 
   
    
   
  ITEM APPEARANCE 
  This decorative pin is capped with a life-
  sized representation of a moth, with white-
  lacquered wings and tiny yellow gemstones 
  for eyes.   
  ITEM PROPERTIES 
  On command, the moth on this pin animates. On a 
  second command it flies off, bearing a message just 
  like a creature affected by an animal messenger 
  spell. If not commanded to bear a message, it 
  moves and acts according to the wishes of the 
  person who activated it, though it has no combat 
  abilities and can carry nothing heavier than 1/50 of 
  a pound (the weight of 1 gold piece). If at least 1 
  point of damage is inflicted on the moth, it 
  reappears attached to the pin, inert, and cannot be 
  reactivated for one hour.  
  The moth can remain active for only 24 hours per 
  week, but the duration need not be continuous. 
   
    
   
   
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  Ž Ring of the Linguist  Ž 
  31
  Ž  Botanist’s Ring  Ž 
  32   
    
   
  ITEM APPEARANCE 
  This attractive golden ring is elegant 
  enough to adorn the hand of the most 
  discriminating noblewoman. Five small 
  sapphires have been set in a circle atop the 
  ring. 
  ITEM PROPERTIES 
  This ring grants its wearer the ability to speak and 
  understand Common, Dwarven, Elven, Gnoll, and 
  Orc. The ring also allows the wearer to read and 
  write in these languages if he or she is already 
  literate. 
   
    
   
  ITEM APPEARANCE 
  The gold band of this thumb ring is 
  adorned with a motif of twining vines. A 
  large emerald green stone has been set in 
  it. 
  ITEM PROPERTIES 
  Crops hand-tended by the wearer of this ring 
  flourish, increasing their yield by one third. To gain 
  this benefit the wearer must tend the crops daily 
  throughout the growing season, requiring at least 
  one hour labor each day per acre.  
  The stone set in the ring is not a true emerald, but a 
  malachite. 
   
   
    
   
   
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  Ž The Shadow’s Heart  Ž 
  33
  Ž  Earrings of Subterfuge  Ž
  34   
    
   
  ITEM APPEARANCE 
  This gemstone is a faceted crystal the size of 
  a man’s fist. Although the crystal is 
  translucent, darkness dwells in its heart, 
  pulsing faintly to an unknown rhythm. 
  ITEM PROPERTIES 
  This gem can produce darkness in the following 
  ways:  
  1. It can radiate darkness on command as per the 
  deeper darkness spell. This use does not expend any 
  charges.  
  2. The gem can send out a ray of black energy up to 
  50 feet. A creature struck by this ranged attack is 
  shaken for 1d4 minutes unless it succeeds at a DC 
  14 Will save. This use expends 1 charge.  
  3. The gem can be commanded to flood a 30-foot 
  cone with utter darkness. Any creature within this 
  area must make a DC 14 Will save or be shaken for 
  1d4 minutes. This use expends 5 charges.  
   
    
   
  ITEM APPEARANCE 
  Secured within a folded piece of cloth is a 
  set of three matching gold stud earrings. 
  The earrings bear no visible adornment on 
  the front, but the clasp of each in back is 
  etched with miniscule arcane runes. 
  ITEM PROPERTIES 
  These earrings are designed to be worn separately, 
  one per person. While worn, a person wearing an 
  earring can point towards any of the other wearers 
  within 130 feet, whisper a message and have it be 
  heard, as per the message spell. The wearers need 
  not have line of sight to each other, but they do 
  need a clear and unobstructed path; the 130-foot 
  range applies to the distance that must be traveled 
  around obstacles between individuals, not to the 
  actual distance between them. These earrings 
  occupy the headband slot for the purposes of magic 
  items worn on the body. 
   
    
   
   
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    Ž  Lens of Swift Reading   Ž
  35
  Ž  Anklets of Swift Speed  Ž
  36   
    
   
  ITEM APPEARANCE 
  A gold monocle attached to a three-foot 
  long gilded chain bears a glittering crystal 
  lens. At the other end of the chain, a fob 
  bears the symbol of three green leaves 
  arranged in a circular pattern with a tiny 
  red gemstone berry between each pair.  
  ITEM PROPERTIES 
  A person reading text through the lens can absorb 
  the information at ten times the normal rate. 
  However, the lens does not speed up the time it 
  takes to use a magical scroll or text, or for wizards to 
  memorize spells. 
   
    
   
  ITEM APPEARANCE 
  These smooth steel anklets are a handspan 
  wide, and curve around in a three-quarter 
  circle. Blue silk cord has been strung 
  through eyelets in the back, to tighten the 
  bands around one’s calves. An elaborate 
  swirling pattern adorns the surface of the 
  polished steel of each anklet. 
  ITEM PROPERTIES 
  These anklets function as boots of speed. They take 
  up the boot slot for the purposes of magic items 
  worn on a person’s body. Unlike boots of speed, 
  these can only be used once per day, for a total 
  duration of 3 rounds. 
   
   
    
   
   
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    Ž Amulet of Evil Warding Ž
  37
  Ž Amulet of the Healthful Relic  Ž
  38   
    
   
  ITEM APPEARANCE 
  This is the holy symbol of a god of 
  protection, fashioned from pale gold. The 
  symbol is attached to a fine silver chain, 
  evidently designed to be worn around the 
  neck. The symbol glows with a very faint 
  white radiance.  
  ITEM PROPERTIES 
  This holy symbol is fashioned of white gold, and is 
  roughly three inches in diameter. If worn as a 
  necklace, it protects its wearer with a limited version 
  of the effects of protection from evil. The wearer 
  gains a +2 deflection bonus to armor class and +2 
  resistance bonus on saves, both bonuses applying 
  only against attacks made or effects created by evil 
  creatures. Furthermore, anytime the wearer fails a 
  save against any attempt to possess or exert mental 
  control over him, the wearer is allowed a second 
  save the following round to attempt to break the 
  effect. This includes enchantment (charm) and 
  enchantment (compulsion) effects (such as dominate 
  person) that grant ongoing control over the subject. 
   
    
   
  ITEM APPEARANCE 
  The silver amulet suspended from this steel 
  chain resembles a sculpture of a primitive 
  humanoid form.  
  ITEM PROPERTIES 
  A tiny compartment is hidden in the back of the 
  silver figure (Search DC 20 to find). If a bit of spittle, 
  blood, hair, nail clipping, or similar item is placed 
  within the compartment and the amulet worn by the 
  being from whom this material was drawn, it 
  functions as an amulet of health +2. It  functions 
  only for humanoid creatures, however. 
   
    
   
   
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    Ž Earrings of Song Breaking Ž 39
  Ž Ring of Spell Countering  Ž 40   
    
   
  ITEM APPEARANCE 
  This pair of earrings resembles a pair of 
  tiny copper chimes, dangling from a stud of 
  obsidian or some other black stone that sets 
  into the earlobe. The chimes sound when 
  they strike together with a faint, pure tone 
  that belies their size.  
  ITEM PROPERTIES 
  The wearer of these earrings is guarded from sonic 
  and language-dependent effects as if under the 
  protection of a bard’s Countersong effect with a 
  Perform score of +6. That is, anytime the wearer is 
  subjected to a language-dependent or sonic effect, 
  the wearer is allowed a save and may make a 
  separate check with a +6 modifier, using the better 
  of the two results as the save result. If the wearer 
  succumbs to an ongoing sonic or language-
  dependent effect, he or she gains a new Perform 
  check each round to break the effect.  
  The earrings do not take up a slot for the purposes 
  of items a creature wears. 
   
    
   
  ITEM APPEARANCE 
  Carved from white horn that has yellowed 
  with age, this ring bears a large oval lapis 
  lazuli stone set in its surface. A delicate 
  network of silver threads has been 
  embossed on the ring’s surface, almost too 
  fine to see by the naked eye.  
  ITEM PROPERTIES 
  This ring functions as a ring of counterspells. It is 
  currently set to block the spell suggestion. 
   
   
    
   
   
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    Ž  Ring of Enlargement   Ž
  41
  Ž Tumbler’s Anklets  Ž 
  42   
    
   
  ITEM APPEARANCE 
  This curiously shaped ring is circular on the 
  inside but square on the outside. Each of the 
  flat sides is engraved with tiny glyphs inlaid 
  in gold. 
  ITEM PROPERTIES 
  The wearer of this ring may increase his size, as per 
  the enlarge person spell, at will. The ring functions 
  for humanoid creatures only. When enlarging, the 
  wearer’s size increases one category; he gains a +2 
  size bonus to Strength and the damage dice of his 
  weapons increase, but he suffers a -2 size penalty to 
  Dexterity, and his attacks and armor class each suffer 
  a -1 size penalty. The size increase also affects 
  grappling, use of the Hide skill, and so on; see the 
  spell description for further details. 
   
    
   
  ITEM APPEARANCE 
  Dozens of bright orange gemstones stud the 
  surface of these circular copper bands. The 
  faceted surfaces of the stones catch the 
  light in a mesmerizing glitter. 
  ITEM PROPERTIES 
  The wearer of this pair of anklets gains a +4 
  competence bonus to Tumble checks and Perform 
  (dance) checks. The anklets are worth 100 gp each 
  from the workmanship and quality of the stones. 
   
    
   
   
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  Ž The Burial Mask  Ž 
  43
  Ž  Collar of Fangs   Ž 
  44   
    
   
  ITEM APPEARANCE 
  This silver mask bears the semblance of a 
  stern human visage. There are no holes in 
  the mask for the eyes or breathing, as if it 
  were intended for décor instead of actual 
  wear. Six black gems have been set into the 
  mask at the top, in an arc above the 
  forehead.  
  ITEM PROPERTIES 
  If placed on the face of a humanoid corpse, the 
  mask preserves the body with a gentle repose spell. 
  A magic aura spell has been cast upon the mask to 
  scare off magic-detecting grave robbers with a false 
  reading, hence the aura of strong necromancy. 
   
    
   
  ITEM APPEARANCE 
  The canine teeth of wolves or some other 
  large predator have been set in a ring 
  around the outside of this supple black 
  leather collar. The collar fastens with a 
  polished bone buckle in the front. 
  ITEM PROPERTIES 
  This collar is designed to be worn by animals, but can 
  be worn by any creature with a neck. It functions as an 
  amulet of mighty fists +1. 
   
   
    
   
   
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    Ž The Laughingstone of Jack Kornubel Ž
  45
  Ž  Ring of Rage    Ž 
  46   
    
   
  ITEM APPEARANCE 
  The size of a walnut, this glistening black 
  faceted stone has been polished to an oily 
  sheen.  
  ITEM PROPERTIES 
  The stone is activated after being carried on one’s 
  person for a period of 24 hours. While active it 
  grants the bearer a constant feeling of euphoria and 
  goodwill so long as it is carried, granting a +5 
  circumstance bonus to saves against effects that 
  produce pain or any strong emotional reaction (such 
  as a fear spell). However, the bearer also suffers a -2 
  circumstance penalty to Wisdom-based skill and 
  ability checks. It remains active for seven days. 
   
    
   
  ITEM APPEARANCE 
  This red iron ring bears a small crystal or 
  glass bulb at the top filled with a bright red 
  liquid of some kind.  
  ITEM PROPERTIES 
  The wearer of this ring may activate it once per day 
  to produce an effect identical to the rage spell that 
  lasts the duration of a single battle, for a maximum 
  of 10 rounds. Activating the ring is a swift action.  
  When the ring is activated, the red liquid in the ring 
  is injected into the wearer’s bloodstream, producing 
  the effect. It takes 24 hours of constant wear to 
  replenish the ring. During this time the wearer does 
  not heal naturally, as all such energies are devoted 
  instead to fueling the ring. 
   
    
   
   
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  Ž Ring of the Bull  Ž 
  47
  Ž Anklets of Mesmerizing Movement Ž
  48   
    
  ITEM APPEARANCE 
  No runes or lines mark the smooth, 
  unadorned surface of this thick golden nose 
  ring. It is approximately the diameter of a 
  plum. 
  ITEM PROPERTIES 
  The wearer of this nose ring gains the benefit of the 
  Improved Bull Rush feat, even if he does not meet the 
  prerequisites for that feat. The item does not use up a 
  body location slot for determining what that creature 
  can wear, except that it cannot be used in conjunction 
  with any other magical nose ring. 
   
    
  ITEM APPEARANCE 
  This pair of fine platinum chains is 
  evidently designed to be worn around the 
  ankles. Each chain is adorned with a dozen 
  tiny bells that jingle with a lovely sound 
  when shaken.  
  ITEM PROPERTIES 
  To function, the wearer of these anklets must make a 
  successful Perform (dance) DC 15 check; the anklets 
  must be visible and incorporated into the dance 
  movements. If the check is successful, all those 
  viewing must make a DC 15 Will save or suffer a -4 
  penalty on their Will saves to resist mind-affecting 
  spells and effects for as long as the viewer sees the 
  dance and five rounds thereafter.  
  If the wearer has the bardic music ability, she may 
  expend uses of her bardic music ability and increase 
  the save DC of the anklets by +1 per use expended. 
  Doing so also raises the DC of the Perform check by 
  1 per use of bardic music expended. The anklets 
  may be activated up to three times per day. 
   
    
   
   
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    Ž Amulet of Eldritch Reservoir  Ž
  49
  Ž Ring of Mage Shielding Ž
  50   
    
   
  ITEM APPEARANCE 
  A helix of purple stone has been attached 
  to the end of a fine golden chain by a 
  simple clasp. [When charged:] The spiral 
  stone glows with a faint light, about as 
  bright as a candle. 
  ITEM PROPERTIES 
  This amulet stores magical energy like a battery, 
  allowing one to tap into it in circumstances when 
  magic is not normally available. When the wearer of 
  the amulet is in such an area (such as an antimagic 
  field or dead magic zone) and only then, the device 
  allows him to cast spells or use spell-like abilities of 
  4th level power or less. Each spell cast drains one 
  charge from the amulet per level of the spell; the 
  amulet can be recharged. 
   
    
   
   
  ITEM APPEARANCE 
  This is a plain, unadorned steel ring. [When 
  activated:] A faintly glowing field of pale 
  blue energy emanates from the ring, 
  extending back over the wearer’s arm; the 
  field is about the size of a small shield. 
  ITEM PROPERTIES 
  This ring functions as a ring of force shield. 
   
    
   
   
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  Ž Ring of the Far Fist  Ž 
  51
   Ž Amulet of Missile Interception Ž
  52   
     
  ITEM APPEARANCE 
  A cameo depicting a ram’s head has been set 
  into this slightly rusted steel ring. The cameo 
  has been carved from a black stone flecked 
  with many points of blood-red inclusions. 
  ITEM PROPERTIES 
  This is a ring of the ram. The cameo is carved from 
  bloodstone. 
   
   
   
   
  ITEM APPEARANCE 
  This amulet is set on a broad-linked silver 
  chain. The central medallion is about the 
  size of a child’s hand, and bears a large 
  reddish crystal at its center, set into a silver 
  mount resembling a five-pointed star. The 
  crystal at the center glows with internal 
  light.  
  ITEM PROPERTIES 
  Whenever magic missiles target the wearer of this 
  amulet, a point of rose-colored light darts from the 
  amulet to intercept and negate each missile. The 
  amulet can counter up to five missiles per round in 
  this manner. 
   
   
    
   
   
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  Ž Ring of Teeth Ž 
  53
  Ž Ring of Brachiation Ž 
  54   
    
   
  ITEM APPEARANCE 
  Engravings of mouths filled with tiny, sharp 
  teeth adorn both the inner and outer 
  surfaces of this platinum ring. 
  ITEM PROPERTIES 
  As a move action, the wearer of this ring can 
  command a set of disembodied jaws composed of 
  pure force to shoot from the ring and bite a 
  designated target within 150 feet. The teeth use the 
  wearer’s base attack bonus +1 to determine if they 
  hit as a melee attack; they inflict 1d8+1 damage if 
  the attack hits. This is considered a force effect, and 
  therefore can hit incorporeal creatures without the 
  usual miss chance, and it ignores any damage 
  reduction the target might have. 
   
    
   
  ITEM APPEARANCE 
  This dark wooden ring has been cunningly 
  carved to resemble a series of overlapping 
  oak leaves around its circumference. 
  ITEM PROPERTIES 
  This ring, carved from darkwood, grants its wearer a 
  +10 competence bonus to the wearer’s Climb 
  checks. 
   
    
   
   
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    Ž Alestid’s Ring of Animal Friendship Ž
  55
  Ž Flit, Ring of Faeriekind  Ž
  56   
    
   
  ITEM APPEARANCE 
  A faint, musky scent wafts from this small 
  loop of fabric, apparently woven from 
  strands of silky white hair.  
  ITEM PROPERTIES 
  This is a ring of animal friendship. 
   
   
    
   
  ITEM APPEARANCE 
  The material from which this ring has been 
  made looks soft and gray as a moth’s wing. 
  The ring feels warm to the touch, as if alive.   
  ITEM PROPERTIES 
  The wearer of this ring gains a +4 competence 
  bonus on Charisma checks and Charisma-based 
  skill checks when dealing with fey. The wearer can 
  speak, read, and understand Fey. The wearer gains 
  a +4 resistance bonus on saves against the spells 
  and abilities of fey. The wearer also gains low-light 
  vision if he or she does not possess it.  
  However, the wearer also becomes more vulnerable 
  to cold iron weapons, taking 1 extra point of 
  damage for each blow that hits, and cold iron 
  weapons overcome any damage reduction the 
  wearer might otherwise possess.  
   
   
    
   
   
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  Ž Ring of Sobriety  Ž 
  57
  Ž Tattoo Ring of Flames Ž
  58   
    
   
  ITEM APPEARANCE 
  Some sort of clear, sticky residue coats the 
  surface of this tarnished silver ring. A thin 
  band of gold runs around the center of the 
  ring, inset slightly from the blackened 
  silver edges. 
  ITEM PROPERTIES 
  The ring negates intoxication, euphoria, and similar 
  effects of use of alcohol and drugs, but does not 
  prevent hangovers or the other negative 
  consequences of ingesting such substances. Once 
  donned the ring cannot be removed without remove 
  curse, break enchantment, miracle or wish. 
   
    
   
  ITEM APPEARANCE 
  A fiery motif has been etched into the 
  periphery of this bright copper ring. [If 
  someone puts it on:] With searing pain akin to 
  that of a branding iron, the ring merges 
  with the finger’s flesh, and where it once 
  was an indelible tattoo of bright red 
  flames now encircles the digit. 
  ITEM PROPERTIES 
  Once this ring has been donned it merges with the 
  hand of the wearer, becoming a tattoo. It then 
  cannot be removed except by means of a break 
  enchantment spell, severing the finger, or the death 
  of the wearer. While worn, the ring/tattoo grants its 
  wearer fire resistance 10. Even in tattoo form it 
  occupies a ring slot for purposes of items worn. 
   
    
   
   
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     ŽRing of the Angelic Choir Ž
  59
   Ž Ring of the Infernal Dirge Ž
  60   
    
  ITEM APPEARANCE 
  The symbol of a god of good has been picked 
  out in tiny sapphires on the face of this bright 
  silver ring.  
  ITEM PROPERTIES 
  This ring functions only for paladins, clerics with access 
  to the Good domain, and bards of good alignment. 
  When worn and activated by an act of will (a swift 
  action), the sound of voices chanting holy psalms issues 
  faintly from the ring, increasing the wearer’s effective 
  caster level by 1 on any spells cast. This chanting may 
  be heard by creatures other than the wearer with a 
  Listen check at a base DC of 5. If the ring is somehow 
  silenced (such as by being brought into the area of a 
  silence spell), the ring’s effects are suspended. The 
  wearer may cause the voices to cease chanting by 
  another act of will. 
   
   
   
  ITEM APPEARANCE 
  A large ebon stone has been set into the 
  band of this golden ring. An inlay upon the 
  stone depicts a twisted golden tree branch 
  bearing tiny gemstone fruits the color of 
  blood.  
  ITEM PROPERTIES 
  This ring functions only for blackguards, clerics with 
  access to the Evil domain, and bards of evil 
  alignment. When worn and activated by an act of 
  will (a swift action), the sound of a grim dirge issues 
  from the ring, increasing the wearer’s effective 
  caster level by 1 on any spells cast. This dirge may 
  be heard by creatures other than the wearer with a 
  Listen check at a base DC of 5. If the ring is 
  somehow silenced (such as by being brought into 
  the area of a silence spell), the ring’s effects are 
  suspended. The wearer may cause the dirge to end 
  by another act of will. 
   
   
    
   
   
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    Ž Leg Bands of Water Striding Ž 61
  Ž Scarab of Wound Healing  Ž
  62   
    
   
  ITEM APPEARANCE 
  These golden bands are a handspan long 
  and are designed to clasp around the 
  wearer’s calves, fastening in the back with 
  a trio of small gold latches. Each has been 
  embossed with stylized wave patterns like 
  an antique seascape.  
  ITEM PROPERTIES 
  These leg bands grant the wearer the ability to 
  traverse water as if wearing a ring of water walking. 
  The bands take up the boot slot for the purposes of 
  magic items wearable. 
   
    
   
  ITEM APPEARANCE 
  A black scarab the size of a child’s palm 
  has been set on a golden medallion. Tiny 
  runes are etched along the rim of the 
  medallion, and a loop at the top shows that 
  it can be strung on a chain or necklace. The 
  scarab reflects bluish highlights when 
  examined in bright light. 
  ITEM PROPERTIES 
  The scarab functions as a periapt of wound closure 
  for its bearer. When the bearer is wounded, the 
  scarab animates and scurries to the wound, 
  secreting a translucent substance from its abdomen 
  that acts as a coagulant, stopping bleeding and 
  sealing wounds. 
   
    
   
   
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     Ž Amulet of Escapable Location  
  Ž
  63
  Ž  Ring of Missiles   Ž 
  64   
    
  ITEM APPEARANCE 
  A thumbnail-sized pale blue gem has been 
  set at the center of this medallion, which 
  has been decorated so the gem resembles 
  the pupil of a great eye. The amulet is 
  suspended on a thick gold chain.  
  ITEM PROPERTIES 
  This amulet functions like an amulet of inescapable 
  location, with one significant exception.  
  The central gem of the amulet can be removed. Any 
  divination effects that attempt to determine the 
  whereabouts of the wearer mistakenly identify the 
  location of the gem instead. Scrying and similar 
  effects that view the wearer remotely make it seem as 
  if the viewer were located wherever the gem is.  
  Although the gem can be removed and left behind, 
  the amulet itself cannot be unless a remove curse 
  spell is applied. The wearer still suffers a -10 penalty 
  to all saves against divination spells. 
   
    
   
  ITEM APPEARANCE 
  This plain gold ring is etched on the inside 
  with a circle of arrows of the type one 
  might fire from a bow, pointing one to the 
  next around the inner rim of the band.  
  ITEM PROPERTIES 
  To activate the ring, one must point at a target, rub 
  the band with one’s thumb, and say, “Fly true!” in 
  Common (a standard action). When this is done, 
  five golden magic missiles fly forth to strike the 
  designated target or targets. The maximum range is 
  800 feet. 
   
   
    
   
   
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    Ž Ring of Holdann Swift Eagle Ž 65
  Ž Serpent Bands  Ž 
  66   
    
  ITEM APPEARANCE 
  Carved from smooth white bone, the face of 
  this ring bears a pattern of intricate 
  knotwork in a simple repeating pattern.  
  ITEM PROPERTIES 
  This is a minor ring of spell storing. It currently holds 
  remove paralysis (CL3) and true strike (CL1). 
   
    
  ITEM APPEARANCE 
  This is a pair of coiled bands designed to 
  be worn on the arms or calves. Each is a 
  coiled band of fine square gold wire woven 
  together and accented with jade, crafted to 
  resemble serpents winding around one’s 
  limbs. One head is set with a pair of tiny 
  purple gemstones for eyes, while the other 
  has eyes of ruby.  
  ITEM PROPERTIES 
  One must wear both bands for either of them to 
  function. Once per day on command, each of these 
  bands can transform into a snake. The purple-eyed 
  band becomes a Large constrictor, while the red-
  eyed serpent becomes a Large viper. If either is slain 
  in snake form, both revert to armbands and cannot 
  be activated again for 24 hours. If not slain, they 
  can remain in serpent form for up to 10 minutes. 
   
    
   
   
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  Ž  Hatpin of Luck   Ž 
  67
  Ž  Nightingale Ring  Ž 
  68   
    
   
  ITEM APPEARANCE 
  Two handspans long, this silver hatpin 
  bears a warm orange stone the size of a 
  little fingernail at the end, set into a 
  baroque silver lozenge. The symbol of the 
  god of good fortune has been sculpted into 
  the reverse side of the lozenge.  
  ITEM PROPERTIES 
  This hatpin functions as a stone of good luck for its 
  wearer. The pin must be properly fastened to a hat 
  or headpiece in order to function. 
   
   
    
  Nightingale Ring of Stealthy Assignations 
  ITEM APPEARANCE 
  Artfully set with emeralds and topaz, this 
  ornate golden ring would not look out of 
  place on the hand of a noblewoman or the 
  wife of a wealthy merchant.  
  ITEM PROPERTIES 
  This ring functions as a ring of invisibility. The 
  compartment within the ring can be used to hide a 
  single dose of concentrated poison (the chamber in 
  this particular ring is empty). 
   
   
   
    
   
   
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    ŽTiara of the Maiden’s Youth Ž 69
  Ž  Nose Ring of Scenting  Ž
  70   
    
   
  ITEM APPEARANCE 
  Rose-red gems and faceted crystals encrust 
  the surface of this elegant lady’s crown, 
  which has been carefully preserved in a 
  padded leather case.  
  ITEM PROPERTIES 
  The tiara grants its wearer a +2 enhancement 
  bonus to Charisma. It also subtly alters the wearer’s 
  appearance, smoothing away wrinkles and hiding or 
  minimizing blemishes according to the wearer’s 
  desires.  
  The red gems set into the tiara (which are more 
  precisely that shade of rosy red known as amaranth) 
  are cut from rare red beryl. 
   
    
   
  ITEM APPEARANCE 
  Designed to be worn through the nose, this 
  sliver of bone measures roughly the length 
  of an index finger and tapers to a point at 
  either end. Delicate runes have been 
  scrimshawed into the bone. 
  ITEM PROPERTIES 
  The bone is 3 inches long and 1/3 inch wide at its 
  center. It is intended to be worn pierced through the 
  center (septum) of one’s nose rather than through 
  either nostril. If properly worn, it grants the wearer 
  the Scent ability. This item does not take up any of 
  the normal item slots; however, the wearer cannot 
  employ more than one magical nose ring at a time. 
   
    
   
   
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    Ž Crown Jewel of Varann  Ž
  71
   
  Ž Ring of the Penetrating Gaze Ž 72   
     
  ITEM APPEARANCE 
  This large, faceted translucent yellow gem has 
  been cut in a disc shape as wide in diameter 
  as a grown man’s palm. One side is smooth 
  and featureless, but the other has a symbol 
  cut into it resembling an upward-curving arc 
  bisected by a single line.  
  ITEM PROPERTIES 
  If this device is worn openly, the wearer gains a +2 
  competence bonus to any Leadership check, as well as 
  a +5 bonus when making a skill check to influence the 
  attitude of others (usually through Diplomacy, 
  Intimidate, or Performance). 
   
   
   
   
  ITEM APPEARANCE 
  Although at first glance this ring appears 
  to be made of fine glass or crystal, on 
  closer inspection it is seen to be made of 
  clear, tangible magical force energy. [If 
  worn:] When the ring is slipped on, the 
  eyes of the wearer become black, faintly 
  glittering as if reflecting the stars of the 
  heavens in their inky depths.  
  ITEM PROPERTIES 
  This is a ring of x-ray vision. Due to the manner of 
  its origin, the ring is immune to being located or 
  scried through divination magic. This defense 
  functions only for the ring, not its wearer.  
   
   
   
   
    
   
   
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  Ž Jarizikaul’s Bane  Ž 
  73
  Ž Crystal of Harmonium  Ž
  74   
    
  ITEM APPEARANCE 
  A thin but deep groove runs around the 
  center of this ring, which appears to have 
  been cut from a dull white chitinous 
  substance. Aside from the groove, no runes 
  or markings adorn the band’s surface. 
  ITEM PROPERTIES 
  This ring grants its wearer cold resistance 20. 
   
    
  ITEM APPEARANCE 
  About the size of a grown man’s fist, this 
  large translucent crystal has been carefully 
  smoothed and polished. No attempt has 
  been made to cut the crystal into a 
  particular shape, but instead it appears to 
  have been worked so as to enhance the 
  crystal’s natural shape. [If touched:] The 
  crystal trembles with a subtle, almost 
  intangible vibration. 
  ITEM PROPERTIES 
  This crystal functions using charges. By expending 
  one charge, one of the following three effects can 
  be produced on command:  
  1. Silence 
  2. Sound Burst 
  3. Sonic Ray (as scorching ray, but sonic damage) 
  The spell effects are generated at caster level 5. 
   
    
   
   
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    Ž Ring of Aquatic Action  Ž
  75
  Ž Black Ring of Paligarn  Ž
  76   
    
  ITEM APPEARANCE 
  The turquoise stone set into the bezel of this 
  steel ring glistens as if coated with a thin film 
  of water. The ring itself has been engraved 
  around its inner circumference with flowing 
  letters along with a symbol of some kind set 
  directly beneath the jewel.  
  ITEM PROPERTIES 
  The wearer of this ring can move freely underwater as 
  if under the effects of a freedom of movement spell. 
  However, it only works to offset aquatic movement 
  penalties; it does not protect against being grappled, 
  ensnared by webs, or any other means of hindering 
  the wearer’s actions.  
   
    
  Black Ring of Paligarn Blood Hand 
  ITEM APPEARANCE 
  A small pair of black prongs or horns jut from the 
  surface of this black metal ring. Twisted runes have 
  been carved deeply into the outer surface. [If worn in 
  a dark environment:] A faint red radiance emanates 
  from deep within the runes like the ruddy glow of 
  dying embers. 
  ITEM PROPERTIES 
  This adamantine ring absorbs energy from bleeding 
  wounds and uses it to heal its wearer on command. 
  To absorb energy it must be placed in contact with 
  an open, bleeding wound on a living creature. The 
  ring absorbs blood from the wound, inflicting 1 
  point of damage per round on the wounded 
  creature and storing that energy, up to its maximum 
  capacity of 100 points. 
  Once at least one point has been absorbed, the 
  wearer of the ring may access the energy as a swift 
  action, gaining fast healing 1 as a supernatural 
  ability for as long as the ring holds points of energy 
  or until the wearer commands the ring to stop. 
    
   
   
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    Ž Jade Earrings of Runecrest Ž 77
  Ž Ring of Elderon’s Doom  Ž
  78   
    
   
  ITEM APPEARANCE 
  Tiny idols of jade the size of peas are set, 
  pendant-style, into this pair of gold 
  earrings.  
  ITEM PROPERTIES 
  These earrings grant the wearer a +4 bonus to 
  Charisma. They do not take up a magic item space 
  on the body. 
   
    
   
  ITEM APPEARANCE 
  A trio of stones adorns the top of this fine 
  golden ring. The center stone is a clear, 
  deep sapphire blue, while the two stones 
  flanking it are black as jet. The remainder 
  of the ring has been crafted with a pleasing 
  arabesque pattern, serving to highlight the 
  three stones to maximum effect.  
  ITEM PROPERTIES 
  This ring once held three wishes; however, two have 
  been used, so only one wish remains. 
   
    
   
   
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    Ž Ring of Status Discernment  Ž 79
  Ž Amulet of the Adamantine Guard  Ž 80   
    
  ITEM APPEARANCE 
  The dark wood tones of this rosewood box 
  almost glow with a warm internal luster 
  when exposed to light. Inside, nestled upon 
  a bed of white crushed velvet, lie a trio of 
  small gemstones—a pale blue amethyst, a 
  lemon yellow garnet, and a dark green 
  peridot. Also present is a golden ring, 
  embossed with elaborate decorative relief, 
  and set with three stones, each of which 
  matches one of the loose stones in hue.  
  ITEM PROPERTIES 
  The wearer of the larger ring with three stones can 
  immediately assess the whereabouts of any creature 
  possessing one of the smaller stones. By touching its 
  mate on the ring and concentrating, the wearer can 
  determine the direction and distance to the matching 
  stone, as well as any conditions affecting a stone’s 
  bearer: unharmed, wounded, disabled, staggered, 
  unconscious, dying, nauseated, panicked, stunned, 
  poisoned, diseased, confused, or the like. The 
  connection does not work across planar boundaries. 
   
    
  ITEM APPEARANCE 
  This device is about the size of a man’s 
  hand with fingers outspread. A series of 
  concentric black metal circles are joined 
  together by a number of rays that emanate 
  from the center. They extend out past the 
  furthest circle and end in razor-sharp in-
  curved claws. A clear brilliant jewel the size 
  of a grape lies nestled at the heart of the 
  device, like a spider in a web. The top of 
  the amulet is smooth, but the undersurface 
  has a tacky, unfinished feeling.  
  ITEM PROPERTIES 
  Once per day on command, the amulet sends 
  hundreds of fine adamantine filaments racing 
  through the wearer’s skin, effectively encasing the 
  wearer in a skin-hugging metallic mesh. This grants 
  the wearer DR 10/adamantine for one hour, or until 
  the mesh has absorbed 70 points of damage.  
   
    
   
   
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    Ž Brooch: Lady with Pearls  Ž 81a
  Ž Ivory Horn Brooch  Ž 
  81b   
    
   
  ITEM APPEARANCE 
  This brooch is fashioned of silver to 
  resemble a beautiful woman in flowing 
  robes in an almost floral motif; black pearls 
  adorn her dress, and her hair is highlighted 
  in gold leaf. 
  ITEM PROPERTIES 
  Grants its wearer a +5 competence bonus on 
  Diplomacy checks. Occupies the amulet slot for the 
  purpose of magical items one can wear.  
   
    
   
  ITEM APPEARANCE 
  This small pin appears to be made from 
  bone or ivory, carved with a spiraling 
  pattern to resemble a tiny unicorn horn.  
  ITEM PROPERTIES 
  The wearer gains a +5 resistance bonus on saves 
  against poison. Occupies the amulet slot for the 
  purpose of magical items one can wear. 
   
    
   
   
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    ŽGold and Sapphire Brooch Ž 81c
  Ž Topaz Lion Brooch  Ž 
  81d   
    
  ITEM APPEARANCE 
  A pair of sapphires is clasped by golden claw 
  mounts, attached barbell fashion by a rod of 
  delicately etched white gold and backed with 
  a golden pin. 
  ITEM PROPERTIES 
  The wearer gains a +5 competence bonus on Sense 
  Motive checks. Occupies the amulet slot for the purpose 
  of magical items one can wear. 
   
    
  ITEM APPEARANCE 
  Fastened to a pin is a lion’s head carved 
  from a single piece of topaz. Fitted in a small 
  compartment in the back is a tiny removable 
  matching lion’s head. 
  ITEM PROPERTIES 
  If the brooch and detachable lion’s head move more 
  than five feet apart from one another, both emit a 
  clearly audible roar. This roaring continues until they 
  are brought back within 5 feet of each other, or the 
  correct command word (“siletta”) is uttered. Occupies 
  the amulet slot for the purpose of magical items one 
  can wear. 
   
   
    
   
   
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    Ž Black Opal Brooch in Brass  Ž 81e
  Ž Copper Battleaxe Brooch  Ž 81f   
    
   
  ITEM APPEARANCE 
  A matte black hemisphere of stone into 
  which a pattern of arcane runes and lines 
  has been carefully incised is set into a 
  frame of brass whose back is concave and 
  has a brass pin attached to fasten it to 
  one’s vestments.  
  ITEM PROPERTIES 
  The wearer is protected by an invisible field of 
  chaotic energies that cause all ranged attacks to 
  miss 20% of the time, as if protected by entropic 
  field. Occupies the amulet slot for the purpose of 
  magical items one can wear. 
   
    
  ITEM APPEARANCE 
  A tiny double-bladed battleaxe has a 
  diamond set where the half-moon blades of 
  copper meet; the haft of the axe appears to 
  be a stickpin.    
  ITEM PROPERTIES 
  The wearer gains a +2 enhancement bonus to natural 
  armor. Occupies the amulet slot for the purpose of 
  magical items one can wear. 
   
    
   
   
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  Ž   Ring of Chains    Ž 
  82
  Ž Ring of Freedom  Ž 
  83   
    
  ITEM APPEARANCE 
  This ring is fashioned of many cunningly 
  forged adamantine chains, each no thicker 
  than a hair from a horse’s mane, braided 
  together in a complex weave. [When 
  activated:] The ends of four of the tiny chains 
  detach from within the woven filaments and 
  extend out slightly, coiling and moving at 
  the mental commands of the wearer.  
  ITEM PROPERTIES 
  Three times per day the wearer of this ring can 
  command chains in a manner similar to a chain 
  devil. Up to four chains within 20 feet can be 
  controlled, moving and attacking as the wearer 
  wishes. The wearer can make the controlled chains 
  grow up to 15 feet in length and sprout barbs, then 
  use them to attack as if wielding them directly, using 
  his own attack bonus and damage bonus for 
  strength. The wielder is considered proficient in their 
  use. Using the chains to attack is a standard action 
  (for a single chain) or a full round action (for two to 
  four chains). The wearer can control the chains for 
  up to 11 minutes before they return to their original 
  state. 
    
   
  ITEM APPEARANCE 
  This ring has been forged in the shape of a 
  pair of intertwining eels facing opposite 
  one another. One eel is made of copper, 
  with a tiny red speck of a gem for an eye, 
  while the other is made from brass, with an 
  eye of blue. 
  ITEM PROPERTIES 
  This is a ring of freedom of movement. Whenever 
  the wearer is exposed to an effect that would 
  constrain the wearer the eels animate, writhing 
  against one another in a perpetual circuit about the 
  wearer’s finger.  
   
   
    
   
   
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    Ž Ring of Dimension Hopping Ž
  84
  ŽRing of Thunderbolt Fells  Ž 85   
    
   
  ITEM APPEARANCE 
  This fat gold signet ring bears as its seal the 
  image of a crumbling tower with a single 
  window at its center. 
  ITEM PROPERTIES 
  Three times per day the wearer of this ring can speak 
  the command word “Kalamazan” and dimension 
  door up to 800 feet away. Using this ability is a 
  standard action that does not provoke attacks of 
  opportunity. 
   
    
   
  ITEM APPEARANCE 
  Jagged runes have been deeply inscribed into the 
  outer surface of this dull steel ring. [If worn:] The ring 
  tingles slightly against the skin when put on, but the 
  sensation soon fades. 
  ITEM PROPERTIES 
  This ring grants its wearer electricity resistance 30. 
   
   
    
   
   
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  Ž Ring of Occam’s Hand  Ž
  86
  Ž Ring of the Starry Sky  Ž
  87   
    
   
  ITEM APPEARANCE 
  The band of this copper ring has been 
  fashioned to resemble a series of hands 
  with splayed fingertips set side-to-side, 
  palm outward. A tiny amber gem is set into 
  each palm, a total of eight in all.  
  ITEM PROPERTIES 
  This ring provides a +5 deflection bonus to its 
  wearer’s AC by conjuring translucent, amber-colored 
  hands that block attacks. 
   
    
   
  ITEM APPEARANCE 
  Made from some unidentifiable resinous 
  stone, this ring bears a large, translucent 
  black oval stone set atop it. Pinpricks of 
  dark energy seem to dance around the 
  gem, flashing into a trail of sparkling star-
  motes if the ring is moved sharply. 
  ITEM PROPERTIES 
  This ring functions as a ring of shooting stars.  
   
   
    
   
   
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  Ž Wedding Bands Ž 
  88
  Ž Dante’s Ring of Flight  Ž
  89   
    
  WEDDING BANDS OF SOFIA BREGMAN 
  ITEM APPEARANCE 
  This is a pair of platinum rings, apparently 
  designed as a matched set for a man and a 
  woman. One has a slightly broader band, and 
  is of smooth, unadorned metal. The other is 
  slimmer, and is set with a small diamond 
  flanked by a tiny pair of rubies.  
  ITEM PROPERTIES 
  This is a matched pair of rings of friend shield. 
   
    
  ITEM APPEARANCE 
  This ring appears to have been woven from 
  white and gray fibers in an intricate pattern 
  of knotwork. A small, polished oval crystal of 
  rose quartz has been set into the ring, carved 
  into a cameo depicting a swan in flight.  
  ITEM PROPERTIES 
  This ring grants its wearer the ability to fly at a speed 
  of 60 feet, with a maneuverability of good. This speed 
  drops to 40 feet if the wearer wears medium or heavy 
  armor, or carries a medium or heavy load. 
   
    
   
   
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    Ž Cusps of Charming Defense  Ž
  90
  Ž Ring of Spell Immunity  Ž
  91   
    
   
  ITEM APPEARANCE 
  This pair of concave lenses is small, not 
  much wider than the length of a fingernail. 
  The outer surface of the lens is covered with 
  minute facets, but the inside is smooth. Each 
  lens is no thicker than a sheet of fine-grade 
  paper. 
  ITEM PROPERTIES 
  These small curved lenses are worn directly on the 
  eyes, in the manner of contact lenses. When donned, 
  the wearer’s eyes glitter faintly with iridescent colors 
  and the cusps function as eyes of charming. 
   
    
   
  ITEM APPEARANCE 
  A large, thumbnail-sized translucent red gem 
  has been set into this otherwise unadorned 
  gold ring. The gem has a dark flaw running 
  through its heart like a vein of shadow. 
  ITEM PROPERTIES 
  This ring grants immunity to a single spell of up to 4th 
  level. To function, the word “Benicarius” must be 
  spoken and the spell to be protected against cast with 
  the ring as its target. Thereafter the wearer gains 
  unbeatable SR against that specific spell. The ring 
  provides no protection against spells that ignore spell 
  resistance. 
   
   
    
   
   
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  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
   
   
   
   
   
    
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
    
  Ž Casque of the Senses Ž 
  92
  Ž  Ring of Armoring  Ž 
  93   
    
  ITEM APPEARANCE 
  Floral patterns have been painted onto the 
  smooth ceramic surface of this decorative 
  horned helm. The device appears to fit over 
  the face and head, lending one the 
  appearance of a faun or satyr. The piece 
  seems designed for display rather than 
  actual wear, though, as it lacks any holes for 
  eyes. Tiny gems line the periphery of the helm 
  and the horns have been fashioned from 
  ivory. 
  ITEM PROPERTIES 
  Despite its appearance, this casque is designed to be 
  worn. Even though there are no eyeholes, the wearer 
  can still see as well as if the casque were not worn. In 
  addition the wearer gains blindsight 40 feet and a +5 
  competence bonus to Listen checks.  
  The casque takes up both the helm and eye slots for 
  the purposes of magic items that can be worn. 
   
    
   
  ITEM APPEARANCE 
  This odd bit of jewelry looks like a fanciful 
  set of metal plates and guards fashioned of 
  mithral, designed to fit over a single finger, 
  like a tiny portion from a suit of armor.  
  ITEM PROPERTIES 
  This ring girds its wearer in invisible armor of force, 
  granting a +8 armor bonus to AC. 
   
    
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
    Ž Ring of the Archwizard  Ž
  94
  Ž Amulet of the Inner Planes  Ž 95   
    
   
  ITEM APPEARANCE 
  A faint but visible halo of light surrounds 
  this silver and gold signet ring bearing the 
  image of a starburst inside a circle. 
  ITEM PROPERTIES 
  This is a ring of wizardry III. The halo of light it 
  produces is the equivalent brightness of candlelight. 
  It is a constant effect present even when the ring is 
  not worn. 
   
    
   
  ITEM APPEARANCE 
  Various bright jewels have been set around 
  the circumference of this large, flat amulet. 
  The interior of the disc is of shimmering 
  gray material and a clear stone has been 
  set at the amulet’s center. A fine gold chain 
  is affixed to the amulet at one end by a 
  small pin. 
  ITEM PROPERTIES 
  This amulet functions exactly as an amulet of the 
  planes, save that it only allows travel between the 
  prime, ethereal, and inner planes. 
   
    
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
   
   
   
   
   
    
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
    ŽAmulet of Spell Conversion Ž 96
  Ž  Vampiric Ring  Ž 
  97   
    
  ITEM APPEARANCE 
  This large rectangular amulet is suspended 
  on a chain of copper plaques the size of a 
  grown man’s thumbnail. The medallion at 
  the end is made up of a complex knotwork 
  of silver and copper strands that clasp 
  together around a central lattice of gold, 
  forming the image of a pair of interlocked 
  dragons facing one another. The coppery 
  dragon has a tiny emerald for an eye, while 
  the silvery dragon has a like sapphire as its 
  eye. It appears that the heart of this 
  pendant can open in a manner similar to a 
  locket.  
  ITEM PROPERTIES 
  If a scroll containing a spell of level 4 or less is 
  placed into the amulet’s compartment, once per day 
  the wearer of the amulet can cast that spell at 13th 
  caster level as if he were a member of the 
  appropriate class. The wearer needs to pay any XP 
  cost over 300 experience points, and must provide 
  any focus needed, as well as any costly material 
  component worth more than 500 gp.  
   
    
   
  ITEM APPEARANCE 
  This ring has been sculpted from bone or 
  ivory of the purest white. A series of tiny 
  bloodstones, seven in all, have been set in 
  the bone running around the outer surface 
  of the ring.  
  ITEM PROPERTIES 
  Whenever the wearer of this ring damages a living 
  creature with a slashing or piercing melee weapon, 
  the wearer is healed an amount equal to half of the 
  damage inflicted as the ring absorbs some of the 
  energy of the wound. The ring can only absorb and 
  heal 30 hit points in a single round by this method.  
   
    
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
    Ž Ring of Spell-Charging  Ž 
  98
  Ž Ring of Firth Anaar  Ž 
  99   
    
  ITEM APPEARANCE 
  A flat, glassy olive green gem the size of a 
  robin’s egg is secured to an oval mount on 
  this wide mithral ring. Elven runes are 
  graven into the tapering sides of the band.  
  PROPERTIES 
  When activated, the ring builds up a concentration 
  of magical energy that can be used to infuse cast 
  evocations, making them more potent. (It can be 
  activated three times per day.) Activating the ring is a 
  standard action that does not provoke an attack of 
  opportunity. However, in the first round as it begins 
  to gather a charge, it provides no benefit to its 
  wearer. 
  The second round of its activation, if the ring is 
  triggered (as a swift action) in conjunction with the 
  casting of an evocation spell of any level, that spell is 
  augmented with the benefits of the Empower Spell 
  feat. If the ring is triggered in the third round of its 
  activation in conjunction with an evocation spell, the 
  spell instead benefits from the Maximize Spell feat. If 
  triggered in the fourth round, the evocation spell is 
  affected by both Empower spell and Maximize spell. 
    
   
  ITEM APPEARANCE 
  The symbol of an oil lamp of Eastern design 
  adorns the front of this fine brass ring. Two 
  words have been engraved within in an 
  exotic, flowing script. 
  ITEM PROPERTIES 
  This is a ring of djinni calling. It calls a specific djinni 
  named Firth Anaar, whose name is scribed on the 
  inside of the band in Auran. 
   
    
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
   
   
   
   
   
    
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
    
  Ž   Rings of Air   Ž 
  100
  Ž                       Ž
  101   
    
  ITEM APPEARANCE 
  No engraving or adornment marks this set of 
  four identical silver rings.   
  ITEM PROPERTIES 
  This set operates as a ring of elemental command 
  (air). All four rings must be worn for this device to 
  function, on one or more hands; however, it counts as 
  only one ring for the purposes of how many magical 
  rings a creature can wear.  
   
    
   
  ITEM APPEARANCE 
   
   
  ITEM PROPERTIES 
   
   
   
    
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
    
  Ž                                   Ž 
  102
  Ž                       Ž
  103   
    
  ITEM APPEARANCE 
   
   
  ITEM PROPERTIES 
   
   
   
    
  ITEM APPEARANCE 
   
   
  ITEM PROPERTIES 
   
   
    
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
  Bits of Magicka: Rings & Jewels   ©2007 Tabletop Adventures™, LLC 
   
   
   
   
   
   
   
    
   
   
   
  
SOURCE: textdata/thevault/Tables & Charts/Curious Details/TAB0212 - Bits of Magicka - Rings & Jewels.pdf