Iron ring with a
bit of fluffy lion mane as padding for the finger. +1 to hit.
Dark gray ring
speckled with green flakes. Once per day, can touch a piece of
writing to blank it out instantly, as though erased. Can work on
engravings, parchments, body writing, etc. Only works on words, not
pieces of art or musical measures.
These rings are
always found in a pair. They are both green and have an ornamental
lock on them, too small to fit any normal key. If the wearer of one
of the rings die, their spirit is trapped in their body. The owner of
the OTHER ring will suddenly spit out a tiny key. You can use this
key to “unlock” the spirit of the other person from their body,
but the ring and key do not have to be used while their corpse is
wearing it. Some people have made businesses of trapping souls within
corpses, burying them, and then ransoming the relatives to end the
torment their departed must be feeling while trapped by the insidious
magic ring. More positive uses include keeping someone out of hell
for a bit while you try to figure out a way to fix the situation with
a dead guy. Also if you die while wearing the ring and the other ring
isn't being worn or is on a dead guy, then your corpse starts
projectile vomiting a million tiny keys.
It's pink and
childish. Pull this ring off your finger and drop it on the ground;
you create a “safe” zone of 15 feet in diameter where enemies
cannot enter, attack, or cast spells at in any way. Most enemies will
just leave or wait for the time to run out. Lasts one turn, but you
can't find the ring after you use it since it goes to somebody else
who needs to be “safe”.
This magic ring is
golden and increases the level or HD of whoever wears it by +1. It's
very powerful, but also not fitted for a human hand. It's closer a
fit for a half giant; you could wear the ring as a bracelet. Sadly,
this does not confer it's benefit. Maybe there's a way to shrink it?
Ring of Vee
aesthetic silver ring, which has no apparent effects. If you wear
this ring for two years, you gain magical ability. This only applies
to settings where certain races or beings can't do magic innately,
obviously. Regardless, your newfound magic means you can cast one 1st
level spell once per day, regardless of your class or level. If you
were already a magic user, you advance in spell slots as though you
were one level higher, but all your spells are only as powerful as
they are at your current level. Once this power has been granted to
its wearer, you can take the ring off and somebody else can start to
wear it, but it does take a long time to kick in.
This ring appears
as a thick metal band with a tiny mosaic made of glass of a
butterfly. By touching the hand that this ring is on onto any piece
of glass, you can willingly shatter it. In the instant it is
shattered, the glass shards turn into butterflies. The butterflies
just act like normal butterflies do with the same color as the glass
that was shattered. If the glass was smoked glass then the
butterflies are mildly poisonous and if they land on you to rest you
must save or be poisoned.
Once per day, you
can gesture at a living thing with this hand and cause them
unbearable pain for one round. They must save or be stunned.
Bal Rock Band
stone roughly chiseled and hollowed out into a ring. Wearing this
ring grants +1 AC, but only when both your feet are firmly planted on
the ground. Also, if you are holding a rock that's at least as big as
your head, increase this bonus to +3 AC
Cro Man's Ring
The ring is purple
and feels fragile, much like the chaos desert
wadnering Cro. The
wearer of this ring feels their mind expand, and gains the power to
perform a 1d6 nonlethal psychic attack three times per day at anyone
they can see. Wearing this ring for extended period erodes away a
person's natural empathy or kindness; every year you regularly use
this ring shift your alignment towards Lawful Evil.
ring with the ability to deflect magical songs. Any magical song
within hearing distance is distorted by this rings unusual vibration.
This applies to all magical songs, including the ones used by its
wearer. Masters of magic or name-level Bards can wear this ring and
use it to reverse the effect of any spell-song they sing.
This ring is
bronze, and is so warm it almost feels alive. By putting it on your
finger, you feel a pulse of life energy through your arm. The hand
that holds the ring can be transformed into the head of an animal you
have eaten at least once. You can turn the hand into a wolf head to
do bite attacks, a cobra to spit venom, or a dragon head to breathe
fire. The real challenge of this ring is to find, kill, and safely
eat some flesh from all the creatures you want to turn your hand
into. In game terms; you can make attack rolls by using this hand
like a weapon, copying the natural attack of a specific creature, but
the size of the creature's head you make is limited by your own hand
size; maximum bite attack of 1d6+1
There is no limit
to how long or often you can change this hand, but you can obviously
only transform while wearing the ring. While transformed, your hand
appears as the animal head and has the ring on their tongue inside
the creature's mouth. If the ring is removed or the hand/animal neck
is severed off, the hand will revert to its normal state and you will
no longer have the transformation attack.
ring is a dull yellow gold, giving it a sickly impression. By
pointing ominously at a location or moving object (like a ship) in
the distance, this ring acts as a slow Putrefy
Food & Drink, as the
reversed version of Purify
Food & Drink clerical
spell. This ring ruins 2d6 rations worth of food or drink every turn
you use its magic; over the course of a long chase over the open
ocean during the day, the enemy ship's quartermaster may find their
entire pantry rotten and filled with maggots- spontaneously generated
in the flesh of their only food.
Ring of Dead Seagulls
This is a crude silver ring, flecked with ocean spray. One end has
been hammered flat and on it a small relief of a wing has been
carved. This ring has a minor curse- if you wear this ring, birds
hate you. Eagles will attack you if you climb near their nests
(moreso then usual), ravens flock around your house to make the
neighbors think you are into dark magic, songbirds sing too early and
wake you up all groggy, seagulls will poop on you at the beach, etc.
The longer you wear the ring, the worse the curse gets, but taking it
off means it will slowly fade.
This ring is made with pirate magic. It is one of the only known
artifacts that can make pirates honest- at least until they fulfill
their end of the bargain. When wearing the Ring of Dead Seagulls, you
can enforce magical pirate pacts by having two pirates spit into
their palms and shake hands. You do not have to be a participant in
the agreement, just mediating a meeting between captains and your
ring will work its magic. These magic pacts require both parties to
be fully aware of their part in the agreement, and verbally state
their intentions to each other willingly before shaking on it. Then,
both parties must try to fulfill their side of the agreement,
whatever it may be. If one or both sides try to weasel out of it or
break their agreement- they will begin to feel the wrath of the sea
as the weather turns bad for them on their voyages and sea life
beings to turn against them. It is possible then to avoid fulfilling
your part of a pact by simply moving away from the sea and becoming a
landlubber, but that is a fate few pirates are willing to suffer.
Ring of Red Mornings
This ring is copper, with a fiery red jewel. You have a 5 in 6 chance
to accurately predict the weather each day. You can also tell
whenever the weather was changed due to a magic spell or dance, and
you know exactly what spell it was.
This ring has a creepy fish eye stuck in a stagnant glass bubble
filled with water. Once you put on the ring, you can see out of this
eye. The eye is nearsighted and is blurry, and often gets color
confused, but you can use this to see around corners or look behind
you discretely by turning your hand, etc. This ring also has a secret
ability- if submerged in water for at least one turn, the eye on the
ring begins to glow and anyone wearing it gains underwater night
vision from the magic ring.
This ring looks battered to hell by hammers. Every round, you can
make a d20+2 attack roll vs any target's AC who is in water. The ring
whips up the waves and makes them smash, shove, and pull under the
unfortunate who you are targeting. There's no limit to this power,
but you are not immune to the ring's power if you are in the water
too, and you can only use it on those you can see and motion at.
 Booty Band
This ring is a fat
gold band with several diamonds- it's quite a catch. If you bury
something with this ring on, you will always remember exactly where
it is without need of maps or landmarks. If you aren't wearing the
ring, you forget. If someone else puts the ring on, they can remember
their own treasure hoards but it's specific to each individual.
Pirates constantly fight over this ring to get their treasure-hoards
they buried with it back, and pirate captains have spent fortunes
trying to get freelance magicians to reverse engineer the memories of
other pirates who have worn it; you could potentially unlock a
million treasure hoards all over the world with this ring, which is
why it is so valuable.
magic ring has the appearance of bright blue glass, which is almost
totally transparent. Tiny glittering dust particles float freely
inside of it. The wearer of this ring can channel energy and, once
per day, create a split from their current timeline. Within the new
splinter, they can perform any action or do anything they wish and,
after 20 minutes or 2 exploration turns, time will revert back the
way it was as soon as the ring was used. While all the changes you
made during this time were reset, the timewalk ring wearer and those
who were touching them when they activated the ring will remember
everything that happened in the time splinter, where as everyone else
will forget and will have reverted to that pre-time splinter state.
You can use this to gauge your strength against a foe, or for
scouting, or for any other number of things. With powerful enough
time magic, you could selectively swap timelines over to the
time-splinter, letting you have multiple tries before you create your
perfect series of events in that 20 minute period to keep instead of
returning to normal.
Also, using this
ring more then once totally fucks up the time stream and starts
cosmically marking you for outside forces- your mortal soul looks a
bit weird after this. Every time you use this past the first time, 1
in 20 chance of summoning and Unspeakable.
Ohes Teean's Ring
ring is black and etched with arcane runes that glow green when its
spells are ready. The power in this ring recharges every day at the
peak of the moon, though will not recharge on the nights of the new
moon where no moon is visible in the sky. This ring contains two
spells, both spells can be used twice per charge. The first spell is
which deals 1d6 damage to any target without a to-hit roll, identical
to magic missile but dealing lightning damage. The second spell is
Shock to Flame
which is a magical spell that turns any electrical discharge or
lightning bolt into fire or vice versa. This spell can be cast
somewhat in anticipation for an effect, since most spellcasters won't
be able to react and target a lightning bolt mid flight, but the
spell must be cast in the same round. Upon being changed, any spell
which does fire damage will now do lightning damage and vice versa,
all spells lose one dice worth of damage from the transformation as
some of their momentum is stolen. Spells with effects over time, such
as a Wall of Fire
spell, will instead burst instantly and be over with. Spells that
grant an aura or shield like a Static
spell will instead light those who are affected by the spell on fire.
Finally, you can also use this spell on a normal fire or electrical
substance to change it as well.
Red ring of orange and red metal. It gleams with inner fire. Whoever
wears this ring unlocks the secret of brutal rage at the cost of
their sanity. You can use this rage to gain another use of rage (if
you are a barbarian) or go into a beserk rage; all of your attacks
and damage rolls have advantage on rolls, but you have disadvantage
to saving throws. Every time you use this ring, lower your Wisdom
permanently by 1 point.
Ring of Connections
This ring is white-gold, and is simple and humble like a wedding
ring. Once you have put on this ring, you may declare any connection
to another person you wish to the world; whatever it is, it will be
true in a cosmic and magical sense. The other person is changed
mentally in any way, but whatever connection you declare to them will
be touched by fate. For example, if you claim to be the Son of a long
lost King with many bastard heirs, then as far as anyone knows it
would be true, and you can hold aloft that King's old magic scepter
without being shocked- a sure sign of your lineage. If you declare
yourself to be the bitter rival of someone who barely even knows you
exist, then they will feel the pressure of fate as you quickly
advance to being their greatest enemy.
Ring of Impending
The moment this ring is put on, the wearer feels an incredible sense
of dread and impending doom if they were to remove it. The ring has
no effect, but while worn the wearer gets a +1 to all saving throws
from their paranoia and constant diligence to every little action.
Taking the ring off requires a morale check or saving throw; if you
fail, you can't try to take off the ring for another week as you
build up your courage. The ring isn't known to have any ill effects,
but most prefer to get rid of it as soon as they possibly can.
of a few small twisted twings and leaves. This ring makes the wearer
more monkeyish. They can now use the ability of monkey-see-monkey-do
after watching someone else attempt an action or combat maneuver, and
can do it themselves. The result is always amateurish, and all
modifiers or rolls made for this move are made at a -1 because of the
rough attempt, but it still allows
attempt. Secondly, wearing this ring gives you climbing skills. You
can either climb as a 2nd
level Thief, OR gain a +2 to saving throws to falls or whatever
climbing system you prefer to use in your game.
Spiraled metal ring that has a point connected to a feather in relief
on the band. If you are wearing this ring on the same hand when you
draw back a bowstring, you can magically make the ring unfold and
turn into a straight metal arrow- which has a +1 to hit and damage.
The arrow counts as magical but has no special powers beyond being
able to be stored as a ring. After firing, you'll still have to
retrieve the arrow and bend it back into a circle to make it a ring
When placing this ring on your finger, you may announce a title for
yourself. As long as you wear this ring, everyone who addresses you
must address you with that title, either verbatim, abbreviated, or
even in a mocking way if they don't like you, it still must be used.
Once you have picked a title when putting on this ring, your title as
long as you wear this ring will be that, taking the ring off and
putting it back on will keep the same title for you. This ring makes
it easy to spread your renown.
silver ring is studded with four different gemstones, each of a
diamond cut shape. You may motion with your hand to give yourself or
anyone you wish +1d10 maximum
and current hit points, but this temporary vitality fades after one
season. This can be used instantly as a free action at any time, so
you can use it just as an orc gets a successful hit against your
Wizard with 1 hit point remaining and it will give them a buffer to
survive. After each use, one of the gemstones fades into a dull gray
stone. The stones can only be restored via ritual sacrifice of a
living person; one stone per soul.
Twisted silver in a spiral shape. Fits on forefinger, too long to fit
down the knuckle. If you point the finger wearing this ring out and
slowly circle it around, you can whip up the winds into a twister.
From a small dust devil after 1 turn of circling, which can then be
flung or released to wreck havoc, or by spinning over the course of
several hours to create a mini twister. There's no limit to how much
you can use this ring but it is tiring to use and obviously leaves
you vulnerable while spinning your finger around for hours at a time.
This is a fanciful gold and purple ring that seems to emit an aura of
arrogance and command. You become immune to your own spells. However,
magical creatures such as fairies, certain spirits, chimeras and the
like see you as an ancient archmage who died 300 years ago. This
archmage's image is superimposed onto your own from the ring- and he
had many enemies.
Ring of Rot
This is a cursed ring. Putting it on melds it to your skin. It can
only be removed by finger amputation in the first hour, hand
amputation in the first day, or arm amputation in the first season.
If it goes beyond that, it has infected your whole body and cannot be
amputated without killing you. The infected parts of your body,
spreading from the finger in the time frame explained above, starts
to turn gangrenous while yellow tendrils grow throughout your flesh
like tree roots. Every stage of infection above grants you +1d6
maximum hit points as you become supernaturally vigorous and nearly
immune to pain. However, your natural healing abilities stagnant and
eventually fade. After one week, you no longer heal naturally and can
only heal through doctoring. After one season (3 months), even
medical skills are of no use and you can only heal through magical
healing potions or spells. After a full year of infection, you will
be unrecognizable and go feral, becoming a disease bearer creature.
Assume that each day after one year, you have a 1 in 20 chance, as
you aren't exactly sure when it can strike.
(X HP, +2 To-Hit, +X+2 AC, two attacks of diseased swipe at 1d6+2,
save or be infected with plague on a hit)
Disease Bearer is a creature that has lost its mind after putting on
the Ring of Rot. It now only exists to spread the disease and plague
around it, and seeks to die in such a way that the ring can be found
and put on by someone else to continue the process. The Disease
Bearer has the same HD it had while alive; it's HD is the same as
its host but it retains all the damage it had that was not healed by
the host; going feral did not rejuvenate it. Secondly, the creature
has the same AC as whatever armor the host was wearing, plus 2 from
its newfound toughness. You can cap this at 19 to keep it from being
too excessively powerful. Finally, each attack this creature makes
can infect its target on a hit; they are infected with a skin rotting
plague. The plague is not communicable, you can only catch it from a
Disease Bearer. Finally; use the above infection rates to determine
how quickly the infection spreads, but in this case you lose -1d6
maximum hit points instead of gaining them, and stop being able to
heal at the same rate.
The friend of merchants and quartermasters. It is a humble golden
ring, with a smiling fat face etched on the side. Every time you make
a trade or sale, your profits are boosted by +1d6% worth of coinage
for that season; roll each season. How this ring actually works is a
mystery; tiny coincidences or discounts on things you wouldn't expect
make trade and voyages more profitable- there is no mind controlling
effect of this ring, things just simply work out to make a benefit to
your profits. Maybe you purchase a shipment and the wooden crates can
be reused to patch a hole in the ship, reducing repair costs. Maybe
you sell something to a client and they only have larger coins on
hand and let you keep the change. Those armed with this ring can
quickly become fat merchant lords.
Dull green ring. It's unusually thick and large; most people wear it
around the thumb, or ogres can wear it around the pinkie. Whenever
they wish, the user can make anything they touch with that hand
slimy. Slime has several properties; firstly, it nullifies acid and
protects the object from corrosion- pieces of armor covered in slime
aren't corroded by acid attacks or rusting spells. If you spread the
slime onto your skin; take half damage from acid until the next time
you are washed off. Anything slippery, especially a weapon or the
floor, will require you to spend a round to carefully move over it or
pick it up- if you try to rush save or it slips out of your hand/you
slip and fall on your ass.
Heavy iron ring with a bulging bit of iron slag on one end. You can
pull this ring off and throw it as hard as a sling bullet; 1d4 +
Strength modifier in damage at range. If the target is not wearing a
helmet; save or be stunned one round.
Wearing this ring makes you a master of flight. Note, it does not
actually grant the ability to fly. While riding a flying mount,
piloting a flying ship, after casting a fly spell, or while sitting
on a flying carpet you gain a bonus to skills in navigation of 3d
space. You become as good as a captain of an airship. If you already
were as good as a captain, grant +1 to morale checks to your crew,
mount, or squadron mates. In effect, this ring grants the automatic
ability to navigate 3d space while flying and the ability to ignore
the need for things like handle animal or flight checks during
stressful aeronautic maneuvers. Also, you and/or your craft gain +1
to AC in the air.
This ring has a spike on the inside, that makes it appear as though
you cannot put it on. However, pushing your finger into the ring
makes the spike slide away into the ring. If you wear this ring, you
can once per day command it to inject you with a specific drug,
alchemical substance, or charge or some ichor. The ring will protrude
the spike directly into your finger and inject you with the
substance. This substance can be whatever you wish, but is limited in
scope or power to either 1 turn or 1d6 maximum effect.
This ring is so bland and seemingly worthless you'll barely even
notice it. Once it is slipped onto your finger, everybody else
forgets it exists. The next time you make a solemn vow with the ring
on; a declaration of true love, a vow of revenge, an unbreakable
promise and so on- you can now toss the ring away to break that vow.
The punishment for oath breaking is severe in the eyes of the Gods,
but even they will find the sin mysteriously gone, blanked out, as
though your soul is opaque.
Blue Ring of Valor
Commissioned by the Blue Knights, these rings have proliferated since
their collapse. There are about two dozen of them, one per each of
the great Blue Knights. All of them were made the same; a smooth and
sparsely decorated blue ore ring, so that all members of the Knights
were equals. Wearing this ring grants both yourself and two hirelings
you control automatic success on all morale checks against evil foes
or dark creatures. If more rings are brought together in your party,
the number of people each wearer can command doubles each time. So
with two rings, both wearers can command four people each with this
bonus. With three rings, all three wearers can command eight people,
and so on. The great Blue Knights were once expected to commands
armies of the freedmen against the forces of evil, and that their
rings allowed them to do.
The Splendid Signet
From the moment you put on this ring, you know it's something
special. Those with less then 10 HD, or a partial divine bloodine,
will be disbarred from being able to wear this special ring and
making themselves its master. Those who can master this ring can put
it on, otherwise the ring will not fit someone who is unworthy.
first power of the Splendid Signet is that any magical item the
wearer claims; if it be by their own hand or added to a collection of
theirs, they gain that magical items powers as channeled through the
ring. Note that these powers are based on the magical enchantments or
aura of the items, not the physical parts or construction of the item
itself. So a +1 magic sword wouldn't grant them its damage on a melee
strike, but it could grant them +1 to melee to-hit rolls for the
improved accuracy. Powerful magical items, or magic items with
charges, instead have limited effects. So a wand of fireballs might
let the wearer of the Signet start a candle-fire in their hands. You
do not have to have these magic items on you to channel them through
the ring, but you must own them in some way, so they must be in
storage or adorning your servants, etc. If these items are destroyed
or stolen, the Signet can no longer channel their abilities.
The second power of the Signet is resistance. Anyone who wears the
Signet gets +4 to saving throws against enemy spells, unless those
spells or curses are brought through the signet (ie; trick them into
claiming a cursed magic item).
Wise Man's Band
This ring is made of carved amber. It is always warm and comforting,
but humble in it's luxury. Whoeer wears this ring treats their Wisdom
modifier as +1, and has an air of enlightenment about them. Once per
Season, a random supplicant will approach the wearer of this ring to
seek spiritual guidance, regardless of if the wearer has any wisdom
to actually offer or not.
wears this ring smells a bit like after the ring; an aura of
wearing this magic ring, cast any spell with the words Cloud,
Rain, Storm, Mirror, Odor,
in the name as one caster level higher.
character can ignore exhaustion penalties for a whole day or prepare
one spell (of 2nd
level or less) with a light 20 minute cat nap, or two exploration
turns. You channel some aspects of the cat but aren't especially
graceful or predatory; more like aspects of a fat lazy housecat.
Thin gold ring
that spirals around the finger. After being worn for more then a day,
it starts to twist tighter. The entire person's body gets stronger-
increase your strength modifier by +1. After two days, the ring is
too tight and you can't take it off. After four days, your finger
starts to turn purple and hurt really bad, by the fifth day the ring
twists the finger off and the effect ends.
Grants +2 to
stealth, but the moment you put it on your face scrunches up and gets
ugly. Only reversible with surgery, or a remove curse spell.
Golden Nugget Ring
Gold ring with an appropriately sized raw golden nugget as the
“jewel”. As long as you wear it, you find and can make +10% more
gold from treasure hunting and your various estates and holdings.
This only applies to gold coins earned, meaning it lacks usefulness
for young or poor adventurers seeking copper and silver, is powerful
for gold, but falls off again once you start seeking ancient jewels
or platinum coins as your main treasure source. Also only applies to
the GOLD you earn, NOT the XP you get for gold recovered. It's just
Ring of Power
This magical ring
is made of silver with bumps of quartz crystal. This ring gathers up
energy and can be expended to make a single social order, command, or
gesture as equal to someone as one higher “rank” in your social
group or society- once per day. For example, a lesser noble could sit
next to a group of greater nobles for a grand feast by using this
ring to invite themselves in. For some inexplicable reason, they will
be and nobody will feel like it is unseemly or out of line. Villagers
can be treated as well as the local constable, Kings can command like
an Emperor and so on. For less abstract purposes; once per day get +1
to a reaction roll.
This ring is gold, and has the appearance of a tiny link of chains as
ornaments carved into its surface. This magical ring has the power to
trap spirits within it. These ghosts can only be trapped by a
successful to-hit roll with the hand that has the ring, grasping and
clutching, which will draw them inside. The total amount of HD worth
of spirits this ring can trap is 6 or less. The spirits will
automatically file out of the ring in the order they entered if a new
one is put in over the limit, or whenever the wearer wishes to
release them. Spirits who are released are under no obligation to
obey or not seek revenge against the wearer.
Ring of Houses
ring is made of wood, painted red like a shingle. It's a humble
little ring, with magic well suited for its urban origins. As long as
you wear this ring, you get +2 to stealth checks and can sneak around
really well. Additionally, you can place this ring down in a back
alley, turn around three times with your eyes closed, and walk
forward into a magical alleyway that appears from nothing. This alley
can take you through part of a city- only from a district to
district, and can't pass over major landmarks, but will let you
rapidly evade guards or criminal chasing you. However, the ring
disappears where you left it and will end up on the hand of some
 Inner Beast
This ring cannot be used by animal people. It is a hearty brown ring,
made of some kind of stone that appears as wood, waxed and sanded to
be almost ceramic. Anyone who puts on this ring first knows instantly
what their spirit animal is- animal people are already half (or more)
animal, and as such already know what animal they represent. But for
humans- their animal side is hidden within them, as an animal spirit.
Wearing this ring allows you to call on your animal spirit- you can
restore 1d6 hit points at will AND grants a bonus +2 to hit and
damage for your next attack- but doing so will allow the animal side
to express itself and take over bit by bit. Every time you use this
ring, you gain 1d2 mutations related to your spirit animal. If your
spirit animal is a pig, then you might gain a pig nose, or a pig
tail, or trotters for feet, or pink skin, or a sudden urge to oink
occasionally and so on.
Ring of Lips
magic ring is a lady's ring. Silver, with a fanciful green jewel and
diamonds bordering it. If someone willingly kisses you while you're
wearing this, they become enamored with you, and count as the spell
Even if they discover this spell has been cast on them, they will
still be unable to put aside their feelings. This spell can be broken
with a typical remove curse, killing the person who was kissed, or by
finding and kissing the lips of the filthiest prostitute in town.
is a cruel iron ring with a metal spike pointing outside, giving it
the impression of a weapon. You can wear this ring and point the
spike outwards, which increases your unarmed damage by +1. Secondly,
this ring is enchanted with the knowledge of ancient barbarian
warriors. You have access to 2d4 random Special Moves of 1st