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full list of powers for the seven dwarven rings of power
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<blockquote data-quote="Celebrim" data-source="post: 7226372" data-attributes="member: 4937"><p>The primary power of each of the main rings of power was to enhance the wielders native abilities. </p><p></p><p>For RoleMaster, you could just use the published MERPS stats.</p><p></p><p>For D&D, it would depend on how gritty you intended your D&D campaign to be. In other words, is Gandalf a 6th level wizard? Are the Ringwraiths basically just wraiths?</p><p></p><p>As an example for 3e, a typical dwarven ring of power would look something like this:</p><p></p><p>1) +2 insight bonus to the wielders highest ability score, and +2 racial bonus to constitution.</p><p>2) If worn by a dwarf, the racial bonus to constitution increases to +4.</p><p>3) If worn by a dwarf, darkvision increases to 120', and the dwarf has a +4 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. </p><p>4) +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground. This is cumulative with a dwarven wearer's natural stability.</p><p>5) +2 racial bonus on saving throws versus poisons, spells, and spell-like abilities. If worn by a dwarf, their normal racial bonus increases to a +4 racial bonus on saving throws versus poisons, spells, and spell-like abilities.</p><p>6) if worn by a dwarf, +2 racial bonus to hit orcs and goblins, and a +8 racial bonus to AC when facing giants.</p><p>7) +6 enhancement bonus to appraise checks related to stone or metal.</p><p>8) +6 enhancement bonus to craft checks related to stone or metal.</p><p>9) Once per day as a full round action that requires concentration, the wearer becomes aware of the largest mass of metal or metal ore within 3 miles. The wielder can concentrate on a specific metal or mineral. If the specific mineral is within 3 miles, the wearer becomes aware of the direction and distance to the metal or ore, and wielder knows the approximate quantity as well. If more than one deposit of the specified metal or mineral is within range, the wearer becomes aware of the largest previously undetected cache first.</p><p></p><p>Side Effect #1: The wearer of the ring becomes obsessed with treasure and the accumulation of wealth. Whenever treasure is divided, a Will saving throw DC 10 must be made, or the wielder of the ring will insist on receiving the largest or most choice share. If this wish is denied, the wielder becomes enraged and either takes the share by force (if he is capable of doing so), or if he is not then he tries to take the share by subterfuge. Good aligned wearers have a +4 bonus to resist the effect, but the DC of the effect increase by +1 for each year the ring is in the wielder's possession to a maximum of DC 30. </p><p></p><p>Side Effect #2: If the wielder is not a dwarf, every time the above will save is failed, alignment shifts one step toward evil. For example, good aligned characters become neutral, and neutral aligned characters become evil.</p><p></p><p>If worn by a character of at least 12th level, who has used the mineral power successfully to mine or obtain metals, and crafted at least one masterwork metal item while using the ring, the following additional powers are unlocked:</p><p></p><p>10) +2 enhancement bonus to all ability scores.</p><p>12) +4 insight bonus to charisma with respect to dwarves.</p><p>13) The detection power may now also be used to detect gems.</p><p>14) If worn by a dwarf, three times per day, one other spell-like ability appropriate to the family of dwarves from whose heritage the ring is derived may be used as a free action. Choose one of: rage, bull's strength, bear's endurance, augury, detect secret doors, magic vestment, greater magic weapon. Caster level is 15th. </p><p>15) If worn by a dwarf, natural life expectancy is now 150% normal.</p><p></p><p>Sideeffect #3: When these powers are unlocked, the wielder is now also inflicted with wanderlust. He must each month make a will save versus spells at DC 10, or become so despondent that he forsakes his current endeavors and companions and seek out new lands which are and hitherto unexplored and unknown to them. If prevented from doing so, he becomes melancholy and depressed to the point of insanity. Discovering new sources of minerals and crafting a new masterwork item curbs this wanderlust for a period of one year, but the wielder will not return to his former interests and will be obsessed only with his new endeavors. The DC of the save against the wanderlust increases by +1 per year once the wielder unlocks the full powers of the ring, to a maximum of DC 30.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7226372, member: 4937"] The primary power of each of the main rings of power was to enhance the wielders native abilities. For RoleMaster, you could just use the published MERPS stats. For D&D, it would depend on how gritty you intended your D&D campaign to be. In other words, is Gandalf a 6th level wizard? Are the Ringwraiths basically just wraiths? As an example for 3e, a typical dwarven ring of power would look something like this: 1) +2 insight bonus to the wielders highest ability score, and +2 racial bonus to constitution. 2) If worn by a dwarf, the racial bonus to constitution increases to +4. 3) If worn by a dwarf, darkvision increases to 120', and the dwarf has a +4 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. 4) +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground. This is cumulative with a dwarven wearer's natural stability. 5) +2 racial bonus on saving throws versus poisons, spells, and spell-like abilities. If worn by a dwarf, their normal racial bonus increases to a +4 racial bonus on saving throws versus poisons, spells, and spell-like abilities. 6) if worn by a dwarf, +2 racial bonus to hit orcs and goblins, and a +8 racial bonus to AC when facing giants. 7) +6 enhancement bonus to appraise checks related to stone or metal. 8) +6 enhancement bonus to craft checks related to stone or metal. 9) Once per day as a full round action that requires concentration, the wearer becomes aware of the largest mass of metal or metal ore within 3 miles. The wielder can concentrate on a specific metal or mineral. If the specific mineral is within 3 miles, the wearer becomes aware of the direction and distance to the metal or ore, and wielder knows the approximate quantity as well. If more than one deposit of the specified metal or mineral is within range, the wearer becomes aware of the largest previously undetected cache first. Side Effect #1: The wearer of the ring becomes obsessed with treasure and the accumulation of wealth. Whenever treasure is divided, a Will saving throw DC 10 must be made, or the wielder of the ring will insist on receiving the largest or most choice share. If this wish is denied, the wielder becomes enraged and either takes the share by force (if he is capable of doing so), or if he is not then he tries to take the share by subterfuge. Good aligned wearers have a +4 bonus to resist the effect, but the DC of the effect increase by +1 for each year the ring is in the wielder's possession to a maximum of DC 30. Side Effect #2: If the wielder is not a dwarf, every time the above will save is failed, alignment shifts one step toward evil. For example, good aligned characters become neutral, and neutral aligned characters become evil. If worn by a character of at least 12th level, who has used the mineral power successfully to mine or obtain metals, and crafted at least one masterwork metal item while using the ring, the following additional powers are unlocked: 10) +2 enhancement bonus to all ability scores. 12) +4 insight bonus to charisma with respect to dwarves. 13) The detection power may now also be used to detect gems. 14) If worn by a dwarf, three times per day, one other spell-like ability appropriate to the family of dwarves from whose heritage the ring is derived may be used as a free action. Choose one of: rage, bull's strength, bear's endurance, augury, detect secret doors, magic vestment, greater magic weapon. Caster level is 15th. 15) If worn by a dwarf, natural life expectancy is now 150% normal. Sideeffect #3: When these powers are unlocked, the wielder is now also inflicted with wanderlust. He must each month make a will save versus spells at DC 10, or become so despondent that he forsakes his current endeavors and companions and seek out new lands which are and hitherto unexplored and unknown to them. If prevented from doing so, he becomes melancholy and depressed to the point of insanity. Discovering new sources of minerals and crafting a new masterwork item curbs this wanderlust for a period of one year, but the wielder will not return to his former interests and will be obsessed only with his new endeavors. The DC of the save against the wanderlust increases by +1 per year once the wielder unlocks the full powers of the ring, to a maximum of DC 30. [/QUOTE]
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full list of powers for the seven dwarven rings of power
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