Let's Build a d100 Table of Magic Rings for Cairn

I thought it would be fun to kick off the New Year by working together to create one hundred magic rings for the Cairn RPG. After all, the fifth day of Christmas and it’s gift of five golden rings was only a few days ago.

These will be relics in the Cairn RPG terminology. That means that each will grant a spell or power, will have a limited number of uses, and will have some ritual method needed to recharge the relic/magic ring ( Core Rules | Cairn ). Recharges should be limited. Particularly powerful rings should not have recharges and only have a limited number of uses.

To make it interesting for these one hundred magic rings, let’s try to steer way from rings that just grant a number of standard spell uses or static modifiers. Try to design rings that are fantastic, have a sense of whimsy, do something interesting, or are just flat out strange. The recharge conditions should not be trivial, but also should not be impossible. Be creative.

Entries should follow this format:


(#) Name of Magic Ring

Number of charges/uses

  • Description of power granted by the magic ring.
  • Recharge: If rechargeable, method to recharge the ring.

I’ll start…


(1) Ring of Static Discharge

3 charges

  • Discharges a strong static electrical shock to anyone making contact with the wearer. Those affected must make a DEX save or drop what they are carrying.
  • Recharge: Rub the ring in the wool of a black ram.
5 Likes

Here’s another one…


(2) Ring of Distant Whispering

1d4 maximum charges

  • When held between the thumb and index finger, the bearer may whisper through the hole and be heard, clear as day, by a target that they can see through the same hole.

  • Recharge: The bearer must keep the ring in their mouth for one day without speaking to replenish one charge.


2 Likes

Here’s another one…


(3) Ring of Tower Building

3 charges

  • The wearer can stack any assortment of up to twenty objects in any order to form a stable tower that will not fall for 1d4 hours.
  • Recharge: The ring must be dropped by the bearer from a tower that is at least 30 feet high and then recovered by the bearer. If touched by anyone else, it can never be used by the bearer again.

(4) Ring of Suspended Time

2 uses

  • Time stops for 1d4+1 minutes for everyone but the bearer when the ring is taken off and spun on a flat surface.
  • Once depleted, the spinning ring will burrow straight to the core of the world.
2 Likes

(5) Ring of Water Walking

1d4 maximum charges

  • The ring wearer can walk up to 40 ft per charge across water as if walking on dry land.

  • Recharge: While wearing the ring, the bearer must cross running water using seven different bridges to recharge it back to maximum.

How’s this?

(6) Ring of wire-walking

3 charges

  • When a line or wire is threaded through the ring, any creature may run along the line with perfect balance.
  • Recharge: Plummet from a high place while wearing the ring. For example, dive from a cliff into water. Alternatively, the ring may be placed on a sacrificial victim who then falls to their death.
2 Likes

I love it! That’s a great addition.

1 Like

(7) Ring of the Verdant Field

2 charges

  • A field of eight foot tall grass springs up around the wearer for eighty feet in every unobstructed direction. Movement through the grass by the wearer is unimpeded, others must make a WIL save or gain fatigue. Attacks by the wearer in the grass are enhanced, attacks by others are impaired.

  • Recharge: The ring must be sown into a field of wheat and then found in the next season’s harvest.

2 Likes

(8) Ring of Lingering Footprints

3 charges

    • See glowing footprints showing the last hour of movement in the area. Lasts 5 minutes.

    • Recharge: Walk barefoot for a full day without resting.

3 Likes

(9) Ring of the Flourishing Form

1 charge

  • When you clasp your hands above your head you become a tree. Your senses are dim and your thoughts slow. Make a WIL save or lose track of the world outside and drift for d20 hours.
  • Recharge: While wearing the ring, plant 100 acorns in secret places.
2 Likes

(10) Ring of Thieving Wind

3 charges

  • A gust of wind steals a small unattended item and delivers it to you.

  • Recharge: Lose something valuable to the wind.

2 Likes

I can see this very handy for tracking people.

I love the fantastical element of this one.

This is very sneaky. I like it a lot.

(11) Ring of the Acid Tongue

2 charges

  • When the wearer shouts lies through cupped hands about a creature using its true name, the target’s ears burn as if touched by acid. They must make a WIL save or suffer 1 point of damage to their WIL.

  • Recharge: When lies about the wearer come back to haunt them.