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Ring of the Lucii

He who holds the Ring communes with the Lucii and commands great power.

It is a symbol of the power of the kings of Lucis and is handed down from generation to generation. The collective power and wisdom of the past kings is contained within it, and it only grants its immense magical strength to those it deems worthy. According to legend, the Ring of the Lucii was bestowed upon the kings of Lucis by the gods of Eos. The Ring allows its wearer to channel the power of Insomnia’s crystal. When worn, the ring will take those not of royal blood to an astral dimension where the wearer speaks with the old kings. There, the previous kings will harshly judge the wearer to see if they are fit to bear the power the ring confers. If rejected, the wearer is burned alive. If accepted, the ring bestows the following powers with a price:

  • Death: The wearer of the ring can drain a creature into death, bestowing health upon the wearer. The wearer can target any creature within 60 feet and it must make a Fortitude save (DC 25) or die, healing the wearer 5 hit points per hit dice the target had. On a successful save, the creature takes 10 points of shadow damage per HD of the wearer instead. If the wearer has a MP pool, it drains MP equal to the HD of the creature targeted. If the wearer does not have a MP pool, but has an alternate pool of resources (Ki pool, Arcane reservoir, etc.), it drains that resource pool equal to half of the HD of the creature targeted. If the wearer has none of the above, it drains hit points instead, equaling to double the HD of the creature targeted and the wearer does not gain any health. If the wearer lacks the resources to perform the drain, it dribbles down from MP to alternate resource pool to hit points. If the wearer lacks all of the above and attempts to use the ring to use Death, it kills the wearer, no save.
  • Holy: The wearer of the ring can blast a creature with holy who attempts to attack the wearer. When struck in melee combat, as an immediate action, the wearer can blast the creature with 1d6 points of holy damage per HD of the wearer, a Reflex save (DC 25) for half damage. In addition, this negates the attack on the wearer. If the wearer has a MP pool, it drains MP equal to the HD of the creature targeted. If the wearer does not have a MP pool, but has an alternate pool of resources (Ki pool, Arcane reservoir, etc.), it drains that resource pool equal to half of the HD of the creature targeted. If the wearer has none of the above, it drains hit points instead, equaling to double the HD of the creature targeted. If the wearer lacks the resources to perform the drain, it dribbles down from MP to alternate resource pool to hit points. If the wearer lacks all of the above and attempts to use the ring to use Holy, it kills the wearer, no save.
  • Alterna: The wearer of the ring can blast creatures from afar. As a standard action, the wearer can target an area within 100 feet and all creatures within a 30-ft.-radius takes 1d12 points of non-elemental damage per HD of the wearer, a Reflex save (DC 25) for half damage. If the wearer has a MP pool, it drains all MP from the wearer. If the wearer does not have a MP pool, but has an alternate pool of resources (Ki pool, Arcane reservoir, etc.), it drains all resources from that pool. If the wearer lacks all of the above and attempts to use the ring to use Alterna, it kills the wearer, no save.

Aura strong dark, light, and non-elemental; CL 20th; Slot ring; Weight