Ring of Clumsiness: This cursed ring typically radiates an aura like another, beneficial, ring to disguise a baneful nature. The possible secondary powers are:

D100 Roll
Secondary Power
01-10
Free action
11-20
Feather falling
21-35
Invisibility
36-50
Jumping
51-60
Swimming
61-80
Warmth
81-100
Water walking

The secondary power works normally, except when the wearer is under stress—combat, stealth, delicate activity, and the like—at which time the clumsiness takes effect. Dexterity is lowered to half normal, rounded down. Chances for stealth and precise actions are also lowered by one-half, rounded down. Any attempt at spellcasting that requires the handling of a material component or the accomplishment of a somatic component will succeed only if the wearer rolls a successful saving throw vs. spell; otherwise, the spell is botched and annulled.

The ring can be taken off only by a successfully cast dispel magic spell (vs. 12th-level magic). Success destroys both the primary and secondary power of the ring.

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