RING OF SPELL TURNING
RING OF SPELL TURNING
This ring distorts the three normal dimensions with respect to magic spells directed at its wearer.
Any spell cast at an individual will usually rebound, in part or perhaps in whole, upon the spell caster.
The distance between, and area occupied by, the victim (the ring wearer) and the spell caster are not as they seem when the magic activates the spell turning ring.
Three important exceptions must be noted:
Spells which affect an area, and which are not cast directly at the ring wearer, are not turned by the ring.
Spells which are delivered by touch are not turned.
Magic contained in devices (rods, staves, wands, rings, and other items) which are triggered without spell casting are not turned. Note: A scroll spell is not considered a device.
When a spell is cast at an individual wearing a ring of spell turning, percentile dice are rolled and rounded to the nearest decimal, i.e. 1-5 is dropped, 6-9 adds 10, so 05 equals 0%, but 96 equals 100%. The score of the percentile dice indicates what portion of the spell has been turned back upon its caster.
Damage is determined and awarded proportionately. Saving throws (for both opponents) are adjusted upwards by +1 for each 10% below 100%, i.e. 80% = +2, 70% = +3,... 10% = +9. Even with such adjustments in saving throw, it is possible that both target individual and spell caster will end up polymorphed into bullfrogs!
Note Regarding Ring of Spell Turning: Unless the percentile dice score for the turning effect is 09 or less or 91 or more, this ring will allow a saving throw against spells which normally have none. The effect of the save will be to negate or inflict half normal damage as appropriate to the spell in question. For each 10% of the spell turned, allow a 5% chance (1-in-20) to save. Thus, if 11-19 is rolled, a roll of 20 saves, 20-29 allows a 19-20 to save, 30-39 allows 18-20, and so on.
Example: An illusionist casts a maze spell upon a fighter wearing a ring of spell turning. The maze spell normally allows no saving throw, but the ring turns 34% of the spell effect. The fighter has a 15% chance to save against the spell (34% on the turning); otherwise it will take full normal effect. The illusionist must also save (100% - 34% = 66%, or 6 10% increments, which converts to a 30% chance to save) by rolling a 15-20 or be mazed also. Saving in this case will negate spell effect.
This special saving throw is NOT modified by race, magic items, or any other condition, including existing spells.
Spells which affect a certain number of levels which are aimed at the ring wearer must be able to affect as many levels as the wearer and the spell caster combined. If this condition is fulfilled, then the procedure above applies to ultimate effect determination.
In the case of the ring wearer desiring to receive a spell, he or she must remove the spell turning ring to be able to do so.
Psionic attacks are not considered as spell casting.
If the spell caster and spell recipient both wear spell turning rings a resonating field is set up, and one of the following results will take place: