Ring of Regeneration

The standard ring of regeneration restores 1 point of damage each turn (and eventually replaces lost limbs and organs). It will bring its wearer back from death. (If death was caused by poison, however, a saving throw must be successfully rolled or the wearer dies again from the poison still in his system.) Only total destruction of all living tissue by fire, acid, or similar means will prevent regeneration. Of course, the ring must be worn, and its removal stops the regeneration processes.

A rarer kind of ring of regeneration is the vampiric regeneration ring. This bestows one-half (fractions dropped) of the value of points of damage the wearer inflicts upon opponents in hand-to-hand (melee, nonmissile, nonspell) combat immediately upon its wearer. It does not otherwise cause regeneration or restore life, limbs, or organs. For example, if a character wearing the ring inflicts 10 points of damage, 5 points are added to that character's current hit point total. The creature struck still loses 10 points. In no case can the wearer's hit points exceed the amount the character began with.

In Ravenloft: Undead do not provide healing hit points to the wearer. Instead, they send negative plane energy through the channel created by the ring, inflicting as much damage as they would otherwise have healed. The undead monsters still take normal damage. Each use of this ring requires a Ravenloft powers check, to a maximum of one check per week. (The ring can be used more often, however.) To determine which type of ring is discovered, roll percentile dice:


 
Speed Factor
 
XP Value
Item type
Jewelry / Valuable

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