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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