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AD&D 2nd Edition » Magical Items

Magius- Lost Ring of Iron-star
Magical Rings
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This powerful magic item appears as a glossy-smooth, silvery-blue, plain metal band. It is perhaps a half an inch wide, but magically sizes itself to fit whomever puts it on. It is heavier than its size would suggest and uniformly smooth and rounded. Forged of a Mithril and Dark-steel alloy, it is protected by a Blueshine treatment and further it emits a discordant, six-note metallic chord if forcefully struck. It functions when a power is willed into action. Possesses the following powers:

  • The bearer may enact an Avasir's Lesser Shields spell 4 times per day. When cast it causes one or two 2-foot-diameter shields of magical force to emanate from the caster's hand or hands. These Shields are nearly invisible, presenting only as a vague shimmering, much like the distortion effect of heat on air. The caster can conjure one or two shields, one from each hand; if the caster has only one shield he may cast other spells, while two shields prevents further spell casting (in most cases). The Shields protect against direct magical attack, providing 160 points worth of protection per level of the caster (or 80/80 if the bearer has 2 Shields). The spell requires some concentration if the caster is stunned or knocked out the Shields dissipate. Further, the caster can be made to drop his Shields if he is injured he may lose them. If the caster takes more than 6 hit points of damage from a single attack he has to make a Constitution check or lose his Shields. If the caster has only one Shield up and is attacked he has to make a Dexterity check to block the attack. The caster gains a +6 bonus to his Dexterity check. The Shields are good against magical and mundane physical attacks. 
  • The bearer may enact a Hand-fire spell on himself 6 times per day. When this power is used it causes one of the caster's hands to be surrounded by tiny winking motes of light that resemble a cluster of constantly renewed sparks. These motes of magic are neither hot nor flammable and do no damage to non-living material, but any creature struck by them (successful to hit roll) takes 1d4+3 damage (no Save possible). Undead touched by Hand-fire suffer 2d4+4 points of damage. Hand-fire is bright enough to read by if the writing is very near it (within a distance equal to the length of the caster's longest finger). Hand-fire lasts for two "strikes" (regardless of how long after casting they are delivered) or until willed to dissipate by the caster. The presence of active Hand-fire does not prevent the casting of other spells or alter their effect in any way. A "strike" is automatic on contact with any living or undead being who is not the caster, so Hand-fire can accidentally harm friendly creatures, or harm a thief or an attacker even when the caster is asleep if the active limb is disturbed. Hand-fire can strike twice in the same round, if the caster comes into contact with two different creatures, but cannot be conducted along weapons or tools. Hand-fire that is willed out of existence sputters and fades in seconds, becoming harmless in an instant. If it has struck another being once, its caster can will it to flood into his body as its second "strike," healing 1d4+1 points of any damage suffered by the caster (but does not allow the caster to gain "extra" hit points). A caster can choose the color of his Hand-fire sparks (e.g. for a signal), but he cannot change it once the spell takes effect.
  • The bearer may enact a Silver Motes spell on himself 4 times per day. It creates 20 mystic Motes of silvery light around the caster. The Motes spin and orbit around the caster, but in no way affect him adversely (combat, spell casting, and so forth). Each Mote moves to intercept physical attacks or magical attacks aimed directly at the caster. Each Mote reduces the damage from such an attack by 1d4+1 points. Upon intercepting an attack the Mote will disappear, except for area effect spells, which cause all the remaining Motes to wink out of existence. If not used within 20 turns, any remaining Motes fade out of existence. 
  • The bearer may enact a Slow-spell 3 times per day. This spell can affect an area centered on the caster, another creature, or a stationary area itself. Whether this area is stationary or can move with the caster must be determined during casting. If used to affect an area, Slow-spell protects a 200-foot-radius sphere. A Slow-spell causes spells cast at a protected being or area to be delayed in taking effect, depending on the level of the mage who cast the Slow-spell. The magic will not take effect for one round if the caster is less than 9th level. If greater than 9th level, but less than 13th level, the magic will not take effect for two rounds. If the caster is greater than 13th level the magic takes 3 round to take effect. A powerful caster can choose during casting to shorten the delay. (A 13th-level wizard can choose to cause only a one-round delay). A Slow-spell has no effect on magic cast or wielded by the being it protects, but if cast on an area, a Slow-spell affects all magic in that area, from any source. Once cast the spell remains ready indefinitely. It is activated by contact with appropriate magic. When activated, the spell delays the spell that triggered it and all others it contacts until its duration ends. A Slow-spell lasts 1 round per caster level or 2 rounds after coming into contact with a Dispel Magic.
  • The bearer may cast a Dead Magic Shield spell 3 times per day. This spell creates a shimmering, disc-shaped Shield of force that is 2 feet in diameter and appears affixed to the caster's forearm. The Shield can be used to block magical attacks. A Dead Magic Shield has no effect on Armor Class or physical attacks. However, if successfully interposed between the caster and a spell or spell-like power, the Shield will harmlessly dissipate the spell. Area-of-effect spells can be blocked from affecting the caster and anyone physically shielded by him. Touch spells may be dissipated as well, by forcing the attacker to come into contact with the Shield. To block a spell, the caster must make a Save vs. Spell, with a +5 bonus. Even if a spell is not blocked (the Save fails) and the spell normally allows for a Saving Throw against its effects, the Dead Magic Shield wielder is still entitled to a +2 bonus.
  • The bearer may enact a Maladweomer spell 3 times per day. This spell causes any and all spells/spell-like powers cast or wielded by a target creature, including those of items employed by the target, to be at the nadir of their effectiveness; i.e., damage caused by offensive magic will be the minimum possible, Saving Throws versus such magic are enhanced by a bonus of +4, and spells which are extant (such as magical charms) and ongoing at the time this spell takes effect are altered in efficacy. (For example, a Charmed individual who had previously failed to Save would immediately be allowed another Save, with the +4 bonus).
  • The bearer can enact a Four Eyes spell 3 times per day. This power has a 4-turn duration per use. This spell causes four enchanted eyes to appear around the head of the caster. Each Eye is about the size of an apple and quite agile (Armor Class- 0). Further, each Eye has 4 hit points. If an Eye is destroyed, it passes the excess damage on to the caster. The Eyes give the caster a 360- degree field of vision, which may affect surprise. Further, the Eyes grant Infravision to a 60-foot-range. Each Eye also has the following special power, usable once each: 
    a) Eye One- May hurl a volley of Magic Missiles (20 Missiles, having a range of 600 feet and doing each doing 1d4+1 damage. The Missiles may be targeted at one or multiple targets and automatically strike, Save vs. Spells for half damage). 
    b) Eye Two- Emits a multi-hued beam that "Holds" the person struck (The Beam has a range of 60 feet and automatically strikes unless the target Saves vs. Spells. If the target fails its Saving Throw it is held frozen and immobile for 1d4+20 rounds). 
    c) Eye Three- Emits an azure and silver pulse of magic that acts as a Sleep spell (The pulse effects a 200-foot-radius sphere. Creatures within the area of effect who fail to Save vs. Spells are instantly placed in a coma-like magical slumber. This slumber lasts 90 rounds. The caster can affect 20d4 Hit Dice of creatures). 
    d) Eye Four- Emits an intense flash of light that blinds all creatures (except the caster) within a 20-foot-radius. This effect lasts for 20 rounds and renders those affected blind (Suffers penalties of -4 to hit and on +4 on Armor Class). The bearer must concentrate to activate the special abilities of the Eyes.
  • Can enact a Spell Blast 3 times per day. This spell disrupts the spell of one enemy wizard. The caster must have better initiative than the wizard whose spell he wants to disrupt. No saving throw is allows for the Spell Blast. The Spell Blast has a range of 200 feet and may affect only one spell caster. The casting wizard is aware who destroyed his spell. The wizard still expends the power needed to cast the spell, but it is effectively shorted out-the spell structure is disrupted and crumbles in a shower of sparks and crackling energy.
  • The bearer can enact a Holy Star spell 2 times per day. This spell brings into being a twinkling blue-white mote of light that hangs beside on shoulder of its caster and moves as he does. It is not blinding in its brightness and is actually quite beautiful. It has three functions that the caster can decide between at the beginning of each round of its existence (once set, the choice cannot be changed until the next round):
    a) The Holy Star can reflect any one spell 100% back to its source.
    b) Can block any one attack, magical or physical, absorbing all of its effects harmlessly.
    c) Can emit a stabbing bolt of force at a single target within 90 feet of the caster. The attack strikes as if the caster were a Fighter of equal level. If the beam hits the target is burned internally for 6d6+6 points of damage (no Save possible). A Holy Star can emit 2 such beams, but the firing of the second beam ends the spell.