Ring of Myrkul

Post/Author/DateTimePost
#1

paulstrait

Oct 02, 2014 19:22:30

I posted this elsewhere, but I thought it would be useful to put it here.  I modified an old 2e item for 5e.  It is a little powerful for my level 4 PCs (level 3 when they found it), but it has some drawbacks, and ultimately it is a plot hook for some adventuring in the Mere of Dead Men...

 

Ring of Myrkul

 

RingofMyrkul.png

 

 

The ring consists of a gold band painted black and adorned with the white skull of Myrkul.  It glows faintly in the presence of a detect evil spell.  

 

Requires attunement.

 

 

Properties:

 

 

**The wearer may Walk Among The Dead (all mindless undead and intelligent undead with 6 hit dice or less will not attack the ring wearer unless the wearer attacks them first).

 

 

**Moreover, if the wearer can make spell attacks, he or she may cast:

 

-Chill Touch (as per PHB p. 221) 3/day;

 

 

-Ghoul Touch 1/day --- Range: Touch; Duration: 1 minute; Effect:  Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell. Make a melee spell attack against a humanoid within your reach. If you hit, the target is paralyzed for the duration of the spell or until it succeeds on a Constitution saving throw. The target may attempt a saving throw once per round at the end of its turn. While paralyzed, it exudes a carrion stench that causes any living creature (except the caster) within a 25 foot cube (from the center of the target's body, aka within 2 squares) to become poisoned until it succeeds on a Constitution saving throw, which it may attempt at the end of any turn if it has moved outside the zone.

 

 

**Sufficiently evil intelligent creatures within 90 feet are drawn to the ring, with a strong desire to touch and possess it.  The compulsion to touch the object can be overpowering; a DC 15 Wisdom save releases an affected creature from the compulsion.  A creature that successfully saves must repeat the saving throw 1d6x10 minutes later if they are still within range.

 

**Wearing the ring causes one's body temperature to drop several degrees cooler, and over time one's voice becomes more like a raspy whisper unless the wearer consciously decides to speak normally.

 

 

**Before the Time of Troubles, if the ring wearer was a Myrkulite priest, he could invoke a number of other effects, but these greater necromantic powers vanished when Myrkul died.

 

 

**Some other situational powers to the ring may exist, that are tied to specific locations especially (un)holy to Myrkul, or to proximity with other Myrkulite relics.