Thursday, May 19, 2011

The Magic Item Reset (XIII): Rings


With apologies to Geoff Johns...

Ring of Passion - Level 11+ Uncommon Ring 
Lvl 11 (Paragon); Lvl 21 (Epic)
Power(Encounter). Minor Action. Target: one adjacent ally. Effect: Until the target is no longer adjacent to you, you and the target gain 5 temporary hit points at the beginning of the target's turns. If you have reached at least one milestone today, you and the target cannot be pushed, pulled or slid while the effect lasts. 
   Level 21: 8 temporary hit points. 

Ring of Terror - Level 11+ Uncommon Ring 
Lvl 11 (Paragon); Lvl 21 (Epic)
Power(Encounter, Fear). Minor Action. You gain an aura 1 until the end of your next turn. Your enemies treat squares in that aura as difficult terrain. If you have reached at least one milestone today, enemies in the aura grant combat advantage unless they have combat advantage against you. 
   Level 21:  The power gains 'Sustain Minor: The effect persist until the end of your next turn'. 

Ring of the Sentinel - Level 11+ Uncommon Ring 
Lvl 11 (Paragon); Lvl 21 (Epic)
Property: Enemies marked by you or affected by your defender aura take a -3 penalty to damage rolls against your allies. If you have reached at least one milestone today, they also grant combat advantage to you until the end of your next turn whenever they attack an ally. 
   Level 21: –5 penalty. 

Ring of the Frenzied Berserker - Level 11+ Uncommon Ring 
Lvl 11 (Paragon); Lvl 21 (Epic)
Property:  At the start of each of your turns, choose an enemy closest to you. You gain a +2 power bonus to damage rolls against that enemy this turn. If you have reached at least one milestone today, your critical hits against the chosen enemy also deal an extra 2d6 damage. At the end of turn, if you haven't attacked the chosen enemy, you cannot benefit from this damage bonus until the end of the encounter, and you grant combat advantage until the end of your next turn. 
   Level 21: +3 power bonus, 3d6 extra damage on critical hits. 

Ring of Mercy - Level 16+ Uncommon Ring 
Lvl 16 (Paragon); Lvl 26 (Epic)
Property: When you use a power that allows an ally to spend a healing surge, if the ally is bloodied, he or she regains an additional 1d6 hit points. If you have reached at least one milestone today, the ally gains a +1 bonus to all defenses until the end of your next turn. 
   Level 26: An additional 2d6 hit points. 

Ring of Shared Hope - Level 16+ Uncommon Ring 
Lvl 16 (Paragon); Lvl 26 (Epic)
Property: Your allies can reroll attack rolls of 1 against enemies they flank with you. They must use the second result. . 
   Level 26:  Allies adjacent to you can also reroll attack rolls of 1 of any attack made with combat advantage. 

Ring of Covetousness - Level 16+ Uncommon Ring 
Lvl 16 (Paragon); Lvl 26 (Epic)
Power(Encounter). Free action. Trigger: You use an encounter attack power and miss every attack roll. Effect: The power has no effect, and it is not expended. 
   Level 26: Encounter or daily attack power.  

Ring of Death - Level 11+ Rare Ring
Lvl 11 (Paragon); Lvl 21 (Epic)
Power(Encounter). Free action. Trigger: You reduce an enemy to 0 HP, or an enemy adjacent to you is reduced to 0 HP. Target: The triggering enemy. Effect: At the end of the target’s next turn, it stands up with 1 hit point and becomes dominated until the end of its next turn. The target cannot regain hit points while dominated. When the domination effect ends, the target drops to 0 HP. If you have reached at least one milestone today, the power gains 'Sustain Minor: The dominated condition persists until the end of your next turn'.  
    Level 21: The target gains temporary hit points equal to your healing surge value.

Ring of Life - Level 16+ Rare Ring
Lvl 16 (Paragon); Lvl 26 (Epic)
Requires: Extended rest.
Property: You gain an aura 2. Dying creatures within the aura gain resist 10 all.
    Level 26:  Aura 5, and the creatures gain resist 15 all.
Power(At-Will) Free Action. Trigger: A creature within the aura fails a death saving throw. Effect: You spend a healing surge without regaining hit points, and the triggering creature succeeds on the death saving throw.
Power(At-Will) Free Action. Trigger: A dying ally within the aura regains hit points. Effect: The ally stands up.
Power(Daily) No action. Trigger: You or a character within the aura is reduced to 0 hit points. Effect: The triggering character can spend a healing surge.

As usual, any feedback will be greatly appreciated.


8 comments:

  1. All of this looks very nice! I can't find fault with any of the mechanics/power levels on this one. My only regret here would be that no iconic D&D items were preserved: ring of protection, ring of feather fall, ring of regeneration. But the effects of those that jump immediately to mind all seem to be represented in other item slots.

    When this is all done, will we see a compiled PDF document including any revisions you decided on?

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  2. I don't suppose there's any way we can get all these nifty items consolidated into a single PDF or Word Document or something?

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  4. I understand the "Rings are more powerful with milestones" mindset, but I'd advise against things like "If(bloodied) THEN +1 defenses-" on an uncommon. Part of the purpose of rares is not just to be more powerful but, because there are less of them, they can have more complexity. But complexity isn't just "the array of powers" it's also how they all fit together. Or something.

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  5. Also: Shouldn't the Ring of Terror be noted to be a fear effect?

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  6. Ooh, you know what would also be handy? A chart of what items are available per level and rarity. So if I'm generating treasure using the Rules Compendium and roll a level 12 Common or what have you, I can go see what the possibilities are. I'm guessing you probably created something like that when undertaking this project...

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  7. Whoa, lots of issues to discuss here.

    - Iconic Rings. Pretty much what SabreCat said... most of the classic magic effects for a ring (including invisibility!) were better served through items of other slots. In fact, I tried hard to find a common theme for known rings, but these are all over the place... so I came up with a theme of my own, instead.

    - PDF: I did have plans for a compiled PDF with all the items, including any eventual update. I will get to it when I'm finished with the series (i.e. pretty soon). However, I have what I guess should be considered bad news: I was toying with the idea of offering it for a cost. Not a huge cost, mind you - a couple bucks at most-, and it would be more of an experiment in publishing than a serious attempt at turning a profit, but I'm curious about how it would turn out. All source material would remain available (and updated) in the blog, except for perhaps a few exclusive items.

    - Ring of Terror: Good catch, I'm fixing it right now.

    - Treasure generation tables. Count on them, both for parcel generation and for random treasure (which might just work with this collection!). These are still very rough, as the document I work with is an Excel sheet which is not really suitable for public consumption.

    - On Rings, complexity, and power levels. I'm afraid I don't quite understand your point here, Thomas. Could you clarify? Do you feel that Ring of Mercy is too strong, too complex, or both?

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  8. That sounds reasonable to me--I'd pay a few dollars for the convenience and shininess of a compiled PDF. In fact, that gets a huge thumbs-up from me for being exemplary post-copyright sales strategy, a topic of personal interest. Do you know what publishing avenue / storefront you'd use?

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