Rings

Ring of Defence

Chakra: 
Recharge: 
6+
Description: 

Free action; reduce the damage taken by 10

Quirk: 
Stubborness

Ring of Glory

Chakra: 
Default Bonus: 
+1
Description: 

Aura of Status for wearer: This brilliant, gem-encrusted ring gives you an aura of status (and whatever that entails).  Everyone can see it, even if they don't know why.  

Quirk: 
Imposter Syndrome

Ring of Poor Choices

Chakra: 
Default Bonus: 
--
Recharge: 
11+
Description: 
This ring allows 
you to subtly influence the choices made by your enemies. When 
you use it, make a Charisma + Level attack vs. MD against one 
nearby enemy. If you hit, you may suggest a poor choice for the 
target’s next action. The course of action you suggest must be 
relatively reasonable – stabbing an ally for no reason is a terrible 
decision, not a poor one. You could, however, suggest that the 
enemy engage the raging barbarian instead of the unarmored 
and wounded wizard, or that the city guard chasing you try 
climbing the outside of the building instead of following you up 
the stairs. The GM has final say over the victim’s actions – this 
ring lets you influence people, not mind-control them.
Quirk: 
Self-deluded and blind to own faults

Ring of Runes

Chakra: 
Default Bonus: 
None.
Recharge: 
+16
Description: 

At the start of battle, you instinctively trace a magic rune in the air that flashes and brands itself on one item carried by a nearby ally. This magic rune has the same effects as a normal rune (see the 13th Age rulebook, page 284). You may choose what item you target with the rune, but may not target the same item twice. There are three versions of this ring, one for each tier of play, and each one produces rune effects of the appropriate tier.

The dwarven runesmiths believe that this ring enables the bearer to see the spark of glory within each item, and that the rune is the soul of the weapon being made temporarily manifest. They claim to be able to foretell the future in the shape of the rune, and in the random rune effects it generates. If a rune causes a weapon to gain a bonus to opportunity attacks, then clearly great opportunity awaits the weapon’s wielder. If an implement gives a bonus to spells targeting a single enemy, then obviously the spellcaster’s attention is divided, and their implement is warning them to focus on what is important.

(By the standards of dwarven prophets and soothsayers, the runesmiths are considered reliable compared to the crackseers, who seek meaning in the patterns of cracks and flaws in stone, or the holy ale-questers, who seek divine guidance at the bottom of ale tankards.)

Quirk: 
Believes that rune effects foretell the future, and acts on the wisdom revealed by the Random Rune Effect tables.

The Ring of Honeyed Words

Chakra: 
Default Bonus: 
+6 to persuasion rolls
Recharge: 
None
Description: 

 This signet ring bears the symbol of the Diabolist,  and  is  just  large  enough  to  be  noticed  from  across a room. While wearing it, you get a +6 bonus to skill tests to convince  someone  to  aid  you  in  some  fashion.  Your  target  is magically compelled to look favorably on your case and think of  you  as  eloquent,  interesting  and  more  than  a  little  sexy. However, it has the opposite effect on every other witness to the conversation, including the other PCs  - they believe that you’re deceitful, manipulative and crass, no matter what you say or do. Oh well, it’s not like they can cause any problems later on.You  could  try  getting  around  the  ring’s  restriction  by insisting  on  a  private  conference.  That  won’t  make  anyone suspicious  or  paranoid  in  the  slightest.

Quirk: 
Incapable of speaking without prevaricating

Thief's Eye

Chakra: 
Default Bonus: 
None
Description: 

While the ring is on your finger, if you shut both eyes and concentrate, you can see through the ring, allowing you to peer around corners and such.

Quirk: 
You're always prying into things that should maybe be left shut; doors, topics of conversation, taboos...
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