Defrags Realms
Main Menu
Realms News
Realms Stuff
Netbooks
Adventures
PC's/NPC's
Campaigns
RPG Links
CharGen 99
Site Awards
Contact Us
RPG Bookstore


Realms Stuff

Home > Realms Stuff > Sun Rings

Sun Rings
History:  Before the Fall, the Elves of Cormanthyr, among others, found
themselves hunted, persecuted, and imprisoned by the Archmages of Netheril.
 As the elves, who made excellent research "subjects", found themselves
constantly ambushed by Netherese mages, the elves looked for any way to
even the odds.  A group of Bladesingers, led by Wythission Nightbloom (CG
EM F/M-20/20), developed the Sun Rings, made from the rare Sun Stones (see
Elves of Evermeet), that gave them a small, yet strategic weapon to use
against the Archmages.  Specifically these rings amplified small, minute,
excess magical energies all mages possess (commonly utilized in "cantrip
spells"), into additional bolts of energy that could be fired at an enemy.
These bolts were able to be used in addition to other spells used, and if
properly timed, could disrupt a enemy's spell casting.

Nowadays, the only people capable of producing these rings are wizards
within Evermeet, Everska, and a few in the Chondalwood.  In addition
Wythission knows the secret of their creation, but he is currently a
Baelnorn imprisoned beneath Myth Drannor by a Nalfeshee named C'Rankson.
Most of these rings were worn by Bladesingers, and despite their rarity,
many have fallen into other hands.  Mages, Humanoids, Graver...err
Adventurers, have all stumbled upon these rings.  Most Elven High Magi have
at least one.

Appearance:  These rings appear to be made of a bright orange-yellow
stone, and constantly glow with a power equal to a large candle.

Powers:  The rings have several powers, most of which only benefit wizards.

1.  The ring constantly glows with a light bright enough to read by, this
can be covered by gloves, although no other powers will function.

2.  For terms of Level, the rings are considered to be 9+1d12 levels.

3.  For every 5 full Levels of the ring, and every 5 full levels of the
wizard wearer, one Magic Missile (1d4+1) can be called forth from the ring.
 These missiles are in addition to any other memorized by the wizard.
These missiles may be fired in addition to any other actions (spell
casting, melee, etc), the mage takes that round, but only one each round.
The Missiles follow all the rules of that spell, and can disrupt spell
casting.

4.  The ring has a speed factor of 1.

5.  The ring can be worn, and not effect, any other ring that deal directly
with wizardly magic.  e.g. Rings of Spell Storing, Spell Turning, etc.

5.  While a Sun Ring is worn the mage is not capable of casting any
Cantrips, as the Sun Ring stores and enhances that energy into the Missiles.
Thanks to - David L. Neff