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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