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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