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AD&D 2nd Edition » Magical Items

Ring of Eyes
Magical Rings
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This powerful magical item is in the form of a heavy, gold ring set with a blue sapphire in a white base, graven to resemble an open eye. Powers:

  • The wearer gains perfect 20/20 vision when the ring is worn.
  • Grants Infravision to a 120-foot-range when worn.
  • Can enact a Fire-Eyes spell 6 times per day. When this power is called upon the wearer's eyes glow with an eldritch blue flame. For a 6-round-period the wearer can fire a double blast of mystic flames from his eyes once per round. The flames have a 60-foot-range and do 6d6+6 damage, a Save vs. Spells will halve the damage suffered.
  • Can enact a Four Eyes spell 4 times per day. This power 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. Each Eye also has the following special power, usable once each:
    1. Eye One- May hurl a volley of Magic Missiles (10 Missiles, having a 300-foot-range and doing 1d4+1 damage each. The Missiles may be targeted at one or multiple targets and automatically strike, Save vs. Spells for half damage).
    2. 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+10 rounds). 
    3. Eye Three- Emits an azure and silver pulse of magic that acts as a Sleep spell (The pulse effects a 100-foot-radius sphere. Creatures within the area of effect are who fail to Save vs. Spells are instantly placed in a coma-like magical slumber. This slumber lasts 30 rounds. The caster can affect 10d4 Hit Dice of creatures).
    4. Eye Four- Emits an intense flash of light that blinds all creatures (except the caster) within a 30-foot-radius. This effect lasts for 10 rounds and renders those affected blind (Suffers penalties of -4 to hit and on +4 on Armor Class). The caster must concentrate to activate the special abilities of the Eyes.