will be dispelled as long as the mage was not above 10th level. Otherwise the ring produces a random illusion. Usually good for a diversion. The ring may be used but twice a week. When used roll a 1d10:
1 Illusionary fireball 3d6 illusionary damage.
2 A wall which fits the surroundings.
3 The wearer becomes invisible.
4 A large serpent which will attack any advesary to the bearer of the ring.
5 Same as number 2
6 The odor of garlic or death will fill the room. 50% chance of either.
7 Illusionary trapdoor appears 5 feet in front of the wearer. 1d10 illusionary damage.
8 Swarm of bats moves towards the nearest exit in site.
9 Dancing lights for 3 rounds
10 Fiery fire on 6 people
Members of the guild may modify this up or down 1.
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