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AD&D 2nd Edition » Magical Items

Buckler Ring
Magical Rings
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This wide, heavy ring is always forged from mithril and steel. It is usually plain, but can have faint Dwarven Runes etched around its length. Powers: The wearer can enact a Buckler of Force spell 3 times per day. This power creates a shimmering silver disc of magical energy that appears on the forearm. The Buckler lasts for up to 20 turns, unless otherwise exhausted. It does not hinder the casting of spells and also provides the following benefits: a) Grants a bonus of +2 to Armor Class and Saving Throws. b) Provides limited protection from spells; equal to -1 to every die of damage incurred by fire, acid, cold, electricity, and/or raw magical energy. c) Has the ability to block spells targeted at the caster, with a percentage equal to 5% per level of the caster. Successfully blocking the spell neutralizes the Buckler, as the spell's energies are expended in defending the caster. The wearer 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 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 can enact a Shield of the Righteous 3 times per day. When this power is used a shimmering, bluish-white Shield appears before the caster, having a maximum 10-round-duration. The Shield floats in the air before the caster, moves as he moves, and can be shifted by the mental command of the caster. Once cast the caster need not concentrate on the Shield and it will last until the duration expires, the caster wills it away, or it is the subject of a successful Dispel Magic spell. The Shield deflects all Magic Missiles and provides a +2 bonus to Armor Class against all other attacks. In combat the Shield moves enough to allow the caster to attack or cast spells without penalty. In a given round the Shield can only provide protection from one quadrant; however, from round to round it can move to either side or even behind the caster if necessary. Unless otherwise engaged in the same round, the Shield swings around to protect the caster from a Thief's back stab attack, negating the +4 rear attack/surprise bonus.