Table of Contents
17 Magic Rings            Random Treasure Generator . . . . . . .2-3
                          Mini Quests . . . . . . . . . . . . . . 4
                          Familial Bands. . . . . . . . . . . . . 5
                          Firebane Ring . . . . . . . . . . . . . 6
                          Goodberry Band. . . . . . . . . . . . . 6
                          Ring of Arrest. . . . . . . . . . . . . 6
                          Ring of Concentration . . . . . . . . . 7
                          Ring of Courage . . . . . . . . . . . . 7
                          Ring of Darksight . . . . . . . . . . . 8
                          Ring of Dwarven Friendship. . . . . . . 8
                          Ring of Elven Friendship. . . . . . . . 8
                          Ring of Pacifism. . . . . . . . . . . . 9
                          Ring of Precision . . . . . . . . . . . 9
                          Ring of Restoration & Ruin. . . . . . . 10
                          Ring of Spell-Theft . . . .. . . . . . 10
                          Ring of Telepathy . . . . . . . . . . . 10
                          Ring of Warning . . . . . . . . . . . . 10
                          Spectral Ring . . . . . . . . . . . . . 12
                          Summoner’s Ring . . . . . . . . . . . . 12
                          Wedding Bands . . . . . . . . . . . . . 12
                          Appendix A: Definitions . . . . . . . . 14
                          OGL . . . . . . . . . . . . . . . . . . 23
                          Welcome to 17 Magic Rings, our latest book in the
         Author           17 series from The Le Games
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                                        17 Magic Rings
                         Table: Random Treasure Generator (1d100)
           Minor    Medium   Major    Item                         Market Price
           01-60     01-05      -     Goodberry Band               2,000 gp
           61-85     06-10      -     Ring of Courage              2,000 gp
           86-100    11-20      -     Ring of Precision            4,000 gp
                     21-40   01-05    Ring of Elven Friendship     10,800 gp
                     41-50   06-10    Ring of Pacifism             10,800 gp
                     51-60   11-15    Ring of Darksight            12,000 gp
                     61-70   16-20    Spectral Ring                12,000 gp
                     71-80   21-25    Ring of Restoration & Ruin   13,000 gp
                     81-90   26-30    Ring of Warning              15,000 gp
                     91-95   31-35    Ring of Dwarven Friendship   17,000 gp
                    96-100   36-40    Firebane Ring                20,000 gp
                             41-60    Ring of Concentration        30,000 gp
                             61-75    Summoner’s Ring              30,000 gp
                             76-80    Ring of Arrest               49,000 gp
                             81-85    Ring of Telepathy            75,000 gp
                             86-90    Ring of Spell-Theft          90,000 gp
                             91-95    Wedding Bands                164,000 gp
                             96-100   Familial Bands               194,000 gp
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                                       17 Magic Rings
                        Table: Random Treasure Generator (1d20)
           Minor   Medium   Major   Item                         Market Price
           1-12       1       -     Goodberry Band               2,000 gp
           13-17      2       -     Ring of Courage              2,000 gp
           18-20     3-4      -     Ring of Precision            4,000 gp
                     5-8      1     Ring of Elven Friendship     10,800 gp
                    9-10      2     Ring of Pacifism             10,800 gp
                    11-12     3     Ring of Darksight            12,000 gp
                    13-14     4     Spectral Ring                12,000 gp
                    15-16     5     Ring of Restoration & Ruin   13,000 gp
                    17-18     6     Ring of Warning              15,000 gp
                     19       7     Ring of Dwarven Friendship   17,000 gp
                     20       8     Firebane Ring                20,000 gp
                            9-12    Ring of Concentration        30,000 gp
                            11-15   Summoner’s Ring              30,000 gp
                             16     Ring of Arrest               49,000 gp
                             17     Ring of Telepathy            75,000 gp
                             18     Ring of Spell-Theft          90,000 gp
                             19     Wedding Bands                164,000 gp
                             20     Familial Bands               194,000 gp
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                                              17 Magic Rings
                 Mini Quest
This book lists 18 Magic Rings, their descriptions,
and their creation costs. However, just because the        Additional Info: The stones were stolen by the
creation cost is listed does not mean a player             village elder, Darksir, who plans on using it’s innate
should have access to it.                                  powers to take over the entire region and eventually
                                                           the world!
One way of spicing up your world is by introducing
Recipes. The concept is simple: the recipe for             The First Element: The war between the Neko
creating this magic item may be part of the treasure       kingdom and Mithran kingdom came to an end
you hand out, or part of a quest.                                           nearly 17 years ago. Recently
That’s right, make the players                                              however, Neko has discovered
work for it.                                                                that the Mithran kingdom still
                                                                            keeps many Neko soldiers as
Let’s face it, a sorcerer who                                               prisoners of war. Tensions are
learns to create a new type of                                              escalating    as    Neko    is
helmet isn’t going to just give it                                          demanding the return of their
out for free, not to mention a                                              heroes,    while  Mithran   is
particular recipe may be lost                                               refusing    (and    demanding
over time (requiring it to be                                               compensation for the war).
rediscovered in some lost chest).
                                                                               Additional Info: Your party is
Here are some mini plots you                                                   hired by the Neko kingdom to
can use to spice up your game                                                  penetrate the Mithran capital
and perhaps hand out recipes as                                                and free the dozen or so
rewards.                                                                       soldiers that are prisoners,
                                                                               while    political  negotiations
The Three Stones: The Village                                                  continue. The Neko kingdom
of Bywn has 3 sacred stones                                                    grants you whatever equipment
that is normally kept in the                                                   and manpower you require, but
village square. Someone has                                                    secrecy and stealth is crucial.
stolen the stones! You must find
them and bring them back!
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                                               17 Magic Rings
              Familial Bands
(Major) Similar to wedding bands, these golden
rings are created to allow parents to monitor their
children and look out for their safety. The ring is
placed on the finger of a child in a special naming
or coming of age ceremony and can only be
removed by one of the parents, though the child
can remove it once they reach the age of 18. The
rings    come     in    pairs,   though    additional
guardians/parents can be given rings to match the
pair. For additional rings, just divide the price by
two to get the price for a single ring. This ring can
be worn on the same hand as a wedding band,
without taking up an extra slot. The ring provides a
number of functions that allow the parents the
monitor and protect the child:
   • Three times per day the parent can use a
      shield other effect on the child.
   • Three times per day, the parent or child can
      use a telepathic bond effect. The three uses
      are a pool that can be drawn from by either
      the parent or the child.
   • The parent has a constant status effect on, in
      regard to the child.
   • Once per day, the parent can scry on their
      child.                                                    8). If the save is successful, the child will
   • Once per day, the child can transport                      have used up the ability for the day.
      him/herself to their parent or the child can          •   Similar to above, once per day the parent can
      transport the parent to him/herself. If the               transport him/herself to the child or
      latter is attempted, the parent may refuse to             transport the child to him/herself (no saving
      be teleported on a successful Will save (DC               throw).
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                                                17 Magic Rings
All abilities have an unlimited range (GM’s                  Faint transmutation; CL 5th; Forge Ring, quench.
discretion), though they do not function if the              Market Price: 20,000 gp; cost to create: 10,000 gp +
members of the couple are on different planes.               800 gp.
Strong abjuration, divination, conjuration; CL 17th;
Forge Ring, telepathic bond, refuge, scry, shield
                                                                          Goodberry Band
                                                             (Minor) This strange ring appears to be a small
other, status; Market Price: 194,000; cost to create
                                                             metallic wreath encircling the index finger.
112,000 gp + 7,765 XP. These costs are per pair.
                                                             Attached to the ring are 10 small metal berries.
                                                             When broken off, a metal berry becomes real and
               Firebane Ring                                 acts like a goodberry, as the spell. Each day, the
(Medium) This carved white opal band allows its              ring replenishes 2d4 metal berries. Detached
wearer to combat fire based spells, effects, and             berries lose their potency if not consumed within
creatures. The wearer can put out non-magical fires          an hour of detachment.
by touch. The wearer can also attempt to dispel
existing fire spells by touch, rolling 1d20 + 5              Faint transmutation; CL 1st; Forge Ring, goodberry;
against a DC of 11 + the caster level of the fire            Market Price: 2,000 gp; cost to create: 1,000 gp +
spell. This can be used to counter fire spells as they       40 XP.
are being cast, if the wearer readies an action and
makes the appropriate Spellcraft check. The wearer
can make a melee touch attack as a standard
                                                                           Ring of Arrest
                                                             (Major) This ring appears to be a band of dark
action against creatures of the fire subtype, dealing
                                                             bloodstone. Three times per day, when the wearer
5d6 damage (no save). Finally, the wearer can
                                                             holds the hand with the ring out in a halting
dispel magic items that create or control flames by
                                                             gesture and says the command word, “halt”, they
touch. The item loses all fire-based abilities for 1d4
                                                             can invoke hold onto a single creature within 190
hours unless it succeeds on a Will save (DC 13 +
                                                             ft, as per the hold monster (or halt undead) spell.
half the ring wearer’s level); note that artifacts are
                                                             The nature of the creature is irrelevant, but the
immune to this effect. The wearer takes no damage
                                                             creature is entitled to a Will save (DC 17) to avoid
when touching fire-based creatures, spells, and
                                                             the effect.
items when using this item. She does however take
normal damage when subjected to fire-based
attacks.
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                                                 17 Magic Rings
Moderate enchantment and necromancy; CL 9th;
Forge Ring, halt undead, hold monster; Market
Price: 49,000 GP; cost to create: 24,500 GP + 1960
                                                                           Ring of Courage
                                                              (Minor) This ring allows its wearer to alleviate the
XP.
                                                              fears of others using a remove fear effect. He may
                                                              help up to two people with the ring, granting them
                  Ring of                                     a +4 circumstance bonus on saves against fear for
               Concentration                                  10 minutes. If he uses this on someone under the
                                                              influence of a fear effect, that person gains an
(Major) This coral band aids spellcasters and
                                                              immediate save to resist the effect, with the bonus.
manifests in concentrating on and maintaining
spells and powers. The wearer of the ring receives a
                                                              Faint abjuration; CL 4th; Forge Ring, remove fear;
+5 circumstance bonus on concentration checks. In
                                                              Market Price: 4,000 gp; cost to create: 2,000 gp +
addition, as a move equivalent action the wearer of
                                                              80 XP.
the ring can transfer concentration of a spell or
power over to the ring itself. The ring can maintain
the spell for the same duration as its wearer could.
If something would normally have a chance at
disrupting the spell or power, the ring makes a
concentration check using its wearer’s modifiers.
Essentially, the ring partitions a small portion of its
wearer’s psyche for the sole purpose of
concentrating on spells or powers.
   •   GM’s Option: The GM may wish to penalize
       the ring’s concentration check by 2. When
       the wearer has reached 10th level and 20th
       level, this penalty can be reduced by 1.
Moderate telepathy; ML 8th; Craft Universal Item,
schism, creator must have 5 or more ranks in
concentration; Market Price: 30,000 gp; cost to
create: 15,000 gp + 1200 XP.
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                                                 17 Magic Rings
            Ring of Darksight                                    •   +2 bonus on ability checks made to resist
                                                                     being bull rushed or tripped when standing
(Medium) This onyx ring grants its wearer the
                                                                     on the ground (but not when climbing, flying,
ability to see in all forms of darkness, including
                                                                     riding, or otherwise not standing firmly on
that created by magic. The wearer gains darkvision
                                                                     the ground).
60 ft. and suffers no ill effects from supernatural
darkness. While wearing the ring, the eyes of the                •   Darkvision: The wearer can see in the dark
wearer become completely black and the wearer                        up to 50 feet.
becomes sensitive to bright light (sunlight or a                 •   Stonecunning, as a Dwarf.
daylight spell) like a subterranean creature; they               •   An dwarf who grew up in an dwarven
are blinded for one round and then dazzled for as                    community automatically recognizes the
long as they remain in the light.                                    symbols on the ring. If they have a positive
                                                                     view of their race, they are positively inclined
Faint transmutation; CL 3rd; Forge Ring, darkvision;                 to the wearer. The wearer of the ring receives
Market Price: 12,000 gp; cost to create: 6,000 gp +                  a +2 bonus on all charisma based checks
480 XP.                                                              with dwarves who view the ring positively.
                                                                     This bonus only comes into effect if the ring
                                                                     is visible to people and the dwarf is aware of
               Ring of                                               it.
          Dwarven Friendship
(Medium) This simple steel ring is given to non-                 Faint abjuration, divination, transmutation; CL
dwarves who have performed a great service to                    6th; Forge Ring, creator must be a dwarf; Market
dwarves or dwarven communities. The ring itself                  Price: 17,000 gp; cost to create: 8,500 gp + 680
has markings that only dwarves and other wearers                 XP.
of this ring can identify. The “dwarf-friend” wearing
the ring receives several of the signature abilities of                       Ring of
the dwarves as noted below.
    • +2 bonus on Appraise and Craft checks                               Elven Friendship
       related to stone and metal.                            (Medium) This simple platinum ring is given to non-
    • +2 bonus on saving throws against poison                elves who have performed a great service to elves or
    • +2 bonus on saving throws against spells and            elven communities. The ring itself has markings
       spell-like abilities.                                  that only elves and other wearers of this ring can
                                                              identify. The “elf-friend” wearing the ring receives
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                                                  17 Magic Rings
several of the signature abilities of the elves as
described below.
   • +2 bonus on Spot, Listen, and Search checks.
      Automatically make search checks when
      passing within 5 ft. of a secret door.
   • +2 saving throw bonus against enchantment
      effects. Immunity to all magic sleep effects.
   • Low-Light Vision: The wearer can see twice as
      far as a human in starlight, moonlight,
      torchlight, and other conditions of similar
      illumination. She retains the ability to
      distinguish color and detail under these
      conditions.
   • An elf or half-elf who grew up in an elven
      community automatically recognizes the
      symbol on the ring. If they have a positive
      view of their race, they are positively inclined
      to the wearer. The wearer of the ring receives
      a +2 bonus on all charisma based checks                  surrounded by an aura of peace and calm. The
      with elves and half-elves who view the ring              wearer is surrounded by a constant sanctuary
      positively. This bonus only comes into effect if         effect. In addition, twice per day the wearer can
      the ring is visible to people and the elf or half-       calm emotions as the spell.
      elf is aware of it.
                                                               Faint abjuration and enchantment; CL 3rd; Forge
Faint abjuration, divination, transmutation; CL 6th;           Ring, calm emotions, sanctuary; Market Price:
Forge Ring, creator must be an elf or half-elf;                10,800 gp; cost to create: 5,400 gp + 432 XP.
Market Price: 10,800 gp; cost to create: 5,400 gp +
432 gp.                                                                   Ring of Precision
                                                               (Minor) This simple ivory band increases the
             Ring of Pacifism                                  supernatural precision of those who wear it. The
(Medium) This small ring of braided vines fits over            wearer receives a +2 bonus on all ranged touch
its wearer’s thumb. When worn, its wearer is                   attacks, which stacks with other bonuses.
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                                                17 Magic Rings
                                                             the spell. All variables of the spell function as if it
Faint transmutation; CL     6th; Forge Ring, cat’s           was cast by the wearer. Should the wearer of the
grace; Market Price: 4,000 gp; cost to create: 2,000         ring attempt to dismiss the spell, he must make
gp + 80 XP.                                                  another opposed caster level check. If the check
                                                             fails, the spell is not dismissed and control over it
                                                             reverts back to its originator.
               Ring of
          Restoration & Ruin                                    •   GM’s Option: The GM may wish to limit this
(Medium) This strange ring appears as if half of it                 ring’s usage.
was melted. One half is shiny smooth metal; the
other half looks like melted slag. Three times per           Strong abjuration; CL 13th; Forge Ring, break
day, the wearer of the ring can use make whole as            enchantment; Market Price: 90,000 gp; cost to
per the spell. In addition, three times per day, the         create: 45,000 gp + 3,600 XP.
wearer can use shatter as the spell (DC 13).
Faint evocation and transmutation; CL 3rd; Forge
                                                                         Ring of Telepathy
                                                             (Major) This ring is made of smooth green quartz. It
Ring, make whole, shatter; Market Price: 13,000 gp;
                                                             allows its wielder to communicate telepathically
cost to create: 6,500 gp + 520 XP.
                                                             with any creature within 50 ft. that has a language.
           Ring of Spell-Theft                               Moderate divination; CL 9th; Forge Ring, telepathic
(Major) This ring allows a spellcaster to steal control      bond; Market Price: 75,000 gp; cost to create:
of a spell cast by another caster within line of sight.      37,500 gp + 3,000 XP.
This spell must be one that does not depend on
concentration but still relies on or responds to the
caster’s control. The wearer of the ring need not
                                                                          Ring of Warning
                                                             (Medium) This simple ring has no apparent effects
have the spell in his repertoire or spell list, but
                                                             when first worn. When in the presence of danger
must be aware of the existence and nature of the
                                                             however, its abilities become apparent. The ring
effect. The wearer must sacrifice a spell of at least
                                                             glows faintly when within 60 ft. of certain types of
one level higher than the spell to be stolen. The
                                                             creatures and effects that may threaten the wearer
wearer then makes an opposed caster level check
                                                             as follows:
against the originator of the spell. If the check
succeeds, the wearer of the ring gains control over             • Spectral black light: undead.
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                                                 17 Magic Rings
   •   Black flames: evil outsiders.
   •   Sickly green: poison.
   •   Purple: aberrations.
   •   Bright blue: magical beasts.
   •   Red flames: dragons.
   •   Pure black: death spells and effects.
   •   Light green: illusions
   •   Violet: shapechangers.
   •   White light: good outsiders.
The wearer of the ring must determine what the
different colors mean through trial and error. The
ring provides no indication as to the meanings of
the colors. If more than one type of threat is detect,
ie. poisonous magical beasts, the ring alternates
between the different colors. The strength of the
danger is indicated by the brightness of the glow.
The GM can feel free to add additional colors for
other types of creatures and effects as desired (or
remove them). The wearer is not automatically
aware of the glow unless it is powerful. Unless the
character has reason to be looking at their hand, or
says they are actively looking at it, they must make
a spot check DC 15 to notice the glow (lower if the
glow is brighter). Detecting the presence of a
creature or effect does not in any way make the
character better at fighting or resisting it, though in
the case of some effects (such as illusions), it may
help the character to circumvent or avoid the effect.
Moderate divination; CL 5th; Forge Ring, detect evil,
detect good, detect magic, detect poison, detect
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                                                17 Magic Rings
undead, true seeing; Market Price: 15,000 gp; cost            summon monster III to summon 1d4+1 celestial
to create: 7,500 gp + 600 XP.                                 giant fire beetles, it instead summons 1d4+2.
               Spectral Ring                                  Strong conjuration; CL 12th; Forge Ring, creator
                                                              must be at least 12th level; Market Price: 30,000 gp;
(Medium) When this dark jet ring is first put on, the
                                                              cost to create: 15,000 gp + 1200 XP.
wearer’s hand is immediately surrounded by a
shadowy glove that absorbs all light. Rumor says
that the creators of these rings bound a specter into                       Wedding Bands
the ring, only to let it loose when it suited their           (Major) This pair of platinum rings is placed on the
purposes. The wearer can release the glove from his           fingers of two people during their wedding
hand, sending it forth to deliver touch spells, as per        ceremony. When the words in the ceremony that
the spectral hand spell. The spectral glove borrows           make the union official are spoken, the power of the
some of the life-force of its wearer in order to              bands is activated. The bands are inscribed with
conduct the touch spells through a sympathetic                the names of the couple. They will not function if
link. This ability can be used at will. In addition,          worn by someone else. The bands cannot be
once per day the wearer of the ring can fire a ray of         forcefully removed, short of physically removing the
enfeeblement that inflicts a 1d6+2 strength penalty.          finger upon which they are worn, unless a break
This ability can be used as a ray, or the it can be           enchantment or similar effect is used successfully.
used as a touch attack through the spectral hand.             Should the couple ever break up, they magic of the
                                                              rings is suppressed, though it can be reactivated
Faint necromancy; CL 3rd; Forge Ring, ray of                  with another ceremony. This ring can be worn on
enfeeblement, spectral hand; Market Price: 12,000             the same hand as a familial band, without taking
gp; cost to create: 6,000 gp + 240 XP.                        up an extra slot. The bands provide a number of
                                                              benefits that allow the wedded couple to aid each
            Summoner’s Ring                                   other and maintain their union as described below.
                                                                 • Three times per day, the couple can use a
(Major) This ring of cut turquoise often has an angel
                                                                    shield other effect on each other.
or other creature etched within it, and is a boon to
any summoner who wears it. When casting any                      • Three times per day, the couple can use a
spell with the summoning descriptor that summons                    telepathic bond effect. The uses are a pool
a variable number of creatures, add one to all                      that can be drawn from by either member of
variable rolls for the spell. Thus, when using                      the couple.
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                                               17 Magic Rings
 •   The couple receives a +5 circumstance bonus             All abilities have an unlimited range, though they
     on all will saves that would make them                  do not function if the members of the couple are on
     violate their union.                                    different planes.
 •   The couple has a constant status spell in
     effect in regards to each other.                        Strong abjuration, divination, conjuration; CL 13th;
 •   Once per day, the ring allows one of the                Forge Ring, telepathic bond, refuge, resistance,
     spouses to instantly transport themselves to            shield other, status; Market Price: 164,000 GP;
     the location of the other spouse. If the ability        82,000 gp + 6,560 experience. These costs are per
     is used by one spouse for the day, it cannot            pair.
     be used by the other.
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                                                     17 Magic Rings
APPENDIX A: DEFINITIONS
This sections provides definitions for the various spells,
abilities, and other effects that are used in this book.
This is provided to minimize the need to sift through
different manuscripts.
Break Enchantment
Abjuration
Level: Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one creature per level, all within 30 ft. of
each other
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This    spell    frees    victims   from    enchantments,
transmutations, and curses. Break enchantment can
reverse even an instantaneous effect. For each such
effect, you make a caster level check (1d20 + caster
level, maximum +15) against a DC of 11 + caster level of
the effect. Success means that the creature is free of the
spell, curse, or effect. For a cursed magic item, the DC is
25.If the spell is one that cannot be dispelled by dispel
magic, break enchantment works only if that spell is 5th
level or lower. If the effect comes from some permanent
magic item break enchantment does not remove the
curse from the item, but it does frees the victim from the
item’s effects.
Blinded
The character cannot see. He takes a -2 penalty to
Armor Class, loses his Dexterity bonus to AC (if any),
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                                                   17 Magic Rings
moves at half speed, and takes a -4 penalty on Search            hold of the creature again, provided that its duration
checks and on most Strength- and Dexterity-based skill           has not expired in the meantime.
checks. All checks and activities that rely on vision
(such as reading and Spot checks) automatically fail. All        Calm Emotion
opponents are considered to have total concealment               Enchantment (Compulsion) [Mind-Affecting]
(50% miss chance) to the blinded character. Characters           Level: Brd 2, Clr 2, Law 2
who remain blinded for a long time grow accustomed to            Components: V, S, DF
these drawbacks and can overcome some of them.                   Casting Time: 1 standard action
                                                                 Range: Medium (100 ft. + 10 ft./level)
Calm Emotion                                                     Area: Creatures in a 20-ft.-radius spread
Enchantment (Compulsion) [Mind-Affecting]                        Duration: Concentration, up to 1 round/level (D)
Level: Brd 2, Clr 2, Law 2                                       Saving Throw: Will negates
Components: V, S, DF                                             Spell Resistance: Yes
Casting Time: 1 standard action                                  This spell calms agitated creatures. You have no control
Range: Medium (100 ft. + 10 ft./level)                           over the affected creatures, but calm emotions can stop
Area: Creatures in a 20-ft.-radius spread                        raging creatures from fighting or joyous ones from
Duration: Concentration, up to 1 round/level (D)                 reveling. Creatures so affected cannot take violent
Saving Throw: Will negates                                       actions (although they can defend themselves) or do
Spell Resistance: Yes                                            anything destructive. Any aggressive action against or
This spell calms agitated creatures. You have no control         damage dealt to a calmed creature immediately breaks
over the affected creatures, but calm emotions can stop          the spell on all calmed creatures. This spell
raging creatures from fighting or joyous ones from               automatically suppresses (but does not dispel) any
reveling. Creatures so affected cannot take violent              morale bonuses granted by spells such as bless, good
actions (although they can defend themselves) or do              hope, and rage, as well as negating a bard’s ability to
anything destructive. Any aggressive action against or           inspire courage or a barbarian’s rage ability. It also
damage dealt to a calmed creature immediately breaks             suppresses any fear effects and removes the confused
the spell on all calmed creatures. This spell                    condition from all targets. While the spell lasts, a
automatically suppresses (but does not dispel) any               suppressed spell or effect has no effect. When the calm
morale bonuses granted by spells such as bless, good             emotions spell ends, the original spell or effect takes
hope, and rage, as well as negating a bard’s ability to          hold of the creature again, provided that its duration
inspire courage or a barbarian’s rage ability. It also           has not expired in the meantime.
suppresses any fear effects and removes the confused
condition from all targets. While the spell lasts, a             Darkvision
suppressed spell or effect has no effect. When the calm          Darkvision is the extraordinary ability to see with no
emotions spell ends, the original spell or effect takes          light source at all, out to a range specified for the
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creature. Darkvision is black and white only (colors                   Dazzled
cannot be discerned). It does not allow characters to see              The creature is unable to see well because of
anything that they could not see otherwise-invisible                   overstimulation of the eyes. A dazzled creature takes a -
objects are still invisible, and illusions are still visible as        1 penalty on attack rolls, Search checks, and Spot
what they seem to be. Likewise, darkvision subjects a                  checks.
creature to gaze attacks normally. The presence of light
does not spoil darkvision.                                             Goodberry
                                                                       Transmutation
Daylight                                                               Level: Drd 1
Evocation [Light]                                                      Components: V, S, DF
Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3                           Casting Time: 1 standard action
Components: V, S                                                       Range: Touch
Casting Time: 1 standard action                                        Targets: 2d4 fresh berries touched
Range: Touch                                                           Duration: One day/level
Target: Object touched                                                 Saving Throw: None
Duration: 10 min./level (D)                                            Spell Resistance: Yes
Saving Throw: None                                                     Casting goodberry upon a handful of freshly picked
Spell Resistance: No                                                   berries makes 2d4 of them magical. You (as well as any
The object touched sheds light as bright as full daylight              other druid of 3rd or higher level) can immediately
in a 60-foot radius, and dim light for an additional 60                discern which berries are affected. Each transmuted
feet beyond that. Creatures that take penalties in bright              berry provides nourishment as if it were a normal meal
light also take them while within the radius of this                   for a Medium creature. The berry also cures 1 point of
magical light. Despite its name, this spell is not the                 damage when eaten, subject to a maximum of 8 points
equivalent of daylight for the purposes of creatures that              of such curing in any 24-hour period.
are damaged or destroyed by bright light. If daylight is
cast on a small object that is then placed inside or                   Halt Undead
under a light- proof covering, the spell’s effects are                 Necromancy
blocked until the covering is removed. Daylight brought                Level: Sor/Wiz 3
into an area of magical darkness (or vice versa) is                    Components: V, S, M
temporarily negated, so that the otherwise prevailing                  Casting Time: 1 standard action
light conditions exist in the overlapping areas of effect.             Range: Medium (100 ft. + 10 ft./level)
Daylight counters or dispels any darkness spell of equal               Targets: Up to three undead creatures, no two of which
or lower level, such as darkness.                                      can be more than 30 ft. apart
                                                                       Duration: 1 round/level
                                                                       Saving Throw: Will negates (see text)
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Spell Resistance: Yes                                               effect. (This is a full-round action that does not provoke
This spell renders as many as three undead creatures                attacks of opportunity.) A winged creature who is
immobile. A nonintelligent undead creature gets no                  paralyzed cannot flap its wings and falls. A swimmer
saving throw; an intelligent undead creature does. If the           can’t swim and may drown.
spell is successful, it renders the undead creature                 Arcane Focus: A small, straight piece of iron.
immobile for the duration of the spell (similar to the
effect of hold person on a living creature). The effect is          Make Whole
broken if the halted creatures are attacked or take                 Transmutation
damage. Material Component: A pinch of sulfur and                   Level: Clr 2
powdered garlic.                                                    Casting Time: 1 standard action
                                                                    Range: Close (25 ft. + 5 ft./2 levels)
Hold Monster                                                        Target: One object of up to 10 cu. ft./ level
Enchantment (Compulsion) [Mind-Affecting]                           This spell functions like mending, except that make
Level: Brd 4, Law 6, Sor/Wiz 5                                      whole completely repairs an object made of any
Components: V, S, M/DF                                              substance, even one with multiple breaks, to be as
Target: One living creature                                         strong as new. The spell does not restore the magical
This spell functions like hold person, except that it               abilities of a broken magic item made whole, and it
affects any living creature that fails its Will save. Arcane        cannot mend broken magic rods, staffs, or wands. The
Material Component: One hard metal bar or rod, which                spell does not repair items that have been warped,
can be as small as a three-penny nail.                              burned, disintegrated, ground to powder, melted, or
                                                                    vaporized, nor does it affect creatures (including
Hold Person                                                         constructs).
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Sor/Wiz 3                                      Mending
Components: V, S, F/DF                                              Transmutation
Casting Time: 1 standard action                                     Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Range: Medium (100 ft. + 10 ft./level)                              Components: V, S
Target: One humanoid creature                                       Casting Time: 1 standard action
Duration: 1 round/level (D); see text                               Range: 10 ft.
Saving Throw: Will negates; see text                                Target: One object of up to 1 lb.
Spell Resistance: Yes                                               Duration: Instantaneous
The subject becomes paralyzed and freezes in place. It is           Saving Throw: Will negates (harmless, object)
aware and breathes normally but cannot take any                     Spell Resistance: Yes (harmless, object)
actions, even speech. Each round on its turn, the                   Mending repairs small breaks or tears in objects (but
subject may attempt a new saving throw to end the                   not warps, such as might be caused by a warp wood
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spell). It will weld broken metallic objects such as a ring,        apart
a chain link, a medallion, or a slender dagger, providing           Duration: 10 minutes; see text
but one break exists. Ceramic or wooden objects with                Saving Throw: Will negates (harmless)
multiple breaks can be invisibly rejoined to be as strong           Spell Resistance: Yes (harmless)
as new. A hole in a leather sack or a wineskin is                   You instill courage in the subject, granting it a +4
completely healed over by mending. The spell can repair             morale bonus against fear effects for 10 minutes. If the
a magic item, but the item’s magical abilities are not              subject is under the influence of a fear effect when
restored. The spell cannot mend broken magic rods,                  receiving the spell, that effect is suppressed for the
staffs, or wands, nor does it affect creatures (including           duration of the spell. Remove fear counters and dispels
constructs).                                                        cause fear.
Ray of Enfeeblement                                                 Sanctuary
Necromancy                                                          Abjuration
Level: Sor/Wiz 1                                                    Level: Clr 1, Protection 1
Components: V, S                                                    Components: V, S, DF
Casting Time: 1 standard action                                     Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)                              Range: Touch
Effect: Ray                                                         Target: Creature touched
Duration: 1 min./level                                              Duration: 1 round/level
Saving Throw: None                                                  Saving Throw: Will negates
Spell Resistance: Yes                                               Spell Resistance: No
A coruscating ray springs from your hand. You must                  Any opponent attempting to strike or otherwise directly
succeed on a ranged touch attack to strike a target. The            attack the warded creature, even with a targeted spell,
subject takes a penalty to Strength equal to 1d6+1 per              must attempt a Will save. If the save succeeds, the
two caster levels (maximum 1d6+5). The subject’s                    opponent can attack normally and is unaffected by that
Strength score cannot drop below 1.                                 casting of the spell. If the save fails, the opponent can’t
                                                                    follow through with the attack, that part of its action is
Remove Fear                                                         lost, and it can’t directly attack the warded creature for
Abjuration                                                          the duration of the spell. Those not attempting to attack
Level: Brd 1, Clr 1                                                 the subject remain unaffected. This spell does not
Components: V, S                                                    prevent the warded creature from being attacked or
Casting Time: 1 standard action                                     affected by area or effect spells. The subject cannot
Range: Close (25 ft. + 5 ft./2 levels)                              attack without breaking the spell but may use
Targets: One creature plus one additional creature per              nonattack spells or otherwise act.
four levels, no two of which can be more than 30 ft.
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Scrying                                                          Body part, lock of –10
Divination (Scrying)                                             hair, bit of nail, etc.
Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4
Components: V, S, M/DF, F                                        If the save fails, you can see and hear the subject and
Casting Time: 1 hour                                             the subject’s immediate surroundings (approximately 10
Range: See text                                                  feet in all directions of the subject). If the subject moves,
Effect Magical sensor                                            the sensor follows at a speed of up to 150 feet. As with
Duration: 1 min./level                                           all divination (scrying) spells, the sensor has your full
Saving Throw: Will negates                                       visual acuity, including any magical effects. In addition,
Spell Resistance: Yes                                            the following spells have a 5% chance per caster level of
You can see and hear some creature, which may be at              operating through the sensor: detect chaos, detect evil,
any distance. If the subject succeeds on a Will save, the        detect good, detect law, detect magic, and message. If
scrying attempt simply fails. The difficulty of the save         the save succeeds, you can’t attempt to scry on that
depends on how well you know the subject and what                subject again for at least 24 hours. Arcane Material
sort of physical connection (if any) you have to that            Component: The eye of a hawk, an eagle, or a roc, plus
creature. Furthermore, if the subject is on another              nitric acid, copper, and zinc. Wizard, Sorcerer, or Bard
plane, it gets a +5 bonus on its Will save.                      Focus: A mirror of finely wrought and highly polished
Knowledge              Will      Save                            silver costing not less than 1,000 gp. The mirror must
                       Modifier                                  be at least 2 feet by 4 feet. Cleric Focus: A holy water
None1                  +10                                       font costing not less than 100 gp. Druid Focus: A natural
Secondhand        (you +5                                        pool of water.
have heard of the
subject)                                                         Shatter
Firsthand (you have +0                                           Evocation [Sonic]
met the subject)                                                 Level: Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2
Familiar (you know –5                                            Components: V, S, M/DF
the subject well)                                                Casting Time: 1 standard action
1 You must have some sort of                                     Range: Close (25 ft. + 5 ft./2 levels)
connection to a creature you have                                Area or Target: 5-ft.-radius spread; or one solid object or
no knowledge of.                                                 one crystalline creature
Connection             Will      Save                            Duration: Instantaneous
                       Modifier                                  Saving Throw: Will negates (object); Will negates (object)
Likeness or picture –2                                           or Fortitude half; see text
Possession          or –4                                        Spell Resistance: Yes (object)
garment                                                          Shatter creates a loud, ringing noise that breaks brittle,
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nonmagical objects; sunders a single solid, nonmagical            as charm effects, temporary ability damage, level
object; or damages a crystalline creature. Used as an             draining, and death effects, are not affected. If the
area attack, shatter destroys nonmagical objects of               subject suffers a reduction of hit points from a lowered
crystal, glass, ceramic, or porcelain. All such objects           Constitution score, the reduction is not split with you
within a 5-foot radius of the point of origin are smashed         because it is not hit point damage. When the spell ends,
into dozens of pieces by the spell. Objects weighing more         subsequent damage is no longer divided between the
than 1 pound per your level are not affected, but all             subject and you, but damage already split is not
other objects of the appropriate composition are                  reassigned to the subject. If you and the subject of the
shattered. Alternatively, you can target shatter against a        spell move out of range of each other, the spell ends.
single solid object, regardless of composition, weighing          Focus: A pair of platinum rings (worth at least 50 gp
up to 10 pounds per caster level. Targeted against a              each) worn by both you and the warded creature.
crystalline creature (of any weight), shatter deals 1d6           spectral hand
points of sonic damage per caster level (maximum                  status
10d6), with a Fortitude save for half damage. Arcane
Material Component: A chip of mica.                               Spectral Hand
                                                                  Necromancy
Shield Other                                                      Level: Sor/Wiz 2
Abjuration                                                        Components: V, S
Level: Clr 2, Pal 2, Protection 2                                 Casting Time: 1 standard action
Components: V, S, F                                               Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 standard action                                   Effect: One spectral hand
Range: Close (25 ft. + 5 ft./2 levels)                            Duration: 1 min./level (D)
Target: One creature                                              Saving Throw: None
Duration: 1 hour/level (D)                                        Spell Resistance: No
Saving Throw: Will negates (harmless)                             A ghostly, glowing hand shaped from your life force
Spell Resistance: Yes (harmless)                                  materializes and moves as you desire, allowing you to
This spell wards the subject and creates a mystic                 deliver low-level, touch range spells at a distance. On
connection between you and the subject so that some of            casting the spell, you lose 1d4 hit points that return
its wounds are transferred to you. The subject gains a            when the spell ends (even if it is dispelled), but not if the
+1 deflection bonus to AC and a +1 resistance bonus on            hand is destroyed. (The hit points can be healed as
saves. Additionally, the subject takes only half damage           normal.) For as long as the spell lasts, any touch range
from all wounds and attacks (including that dealt by              spell of 4th level or lower that you cast can be delivered
special abilities) that deal hit point damage. The amount         by the spectral hand. The spell gives you a +2 bonus on
of damage not taken by the warded creature is taken by            your melee touch attack roll, and attacking with the
you. Forms of harm that do not involve hit points, such           hand counts normally as an attack. The hand always
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strikes from your direction. The hand cannot flank                   Stonecunning
targets like a creature can. After it delivers a spell, or if        This ability grants a dwarf a +2 racial bonus on Search
the hand goes beyond the spell range, goes out of your               checks to notice unusual stonework, such as sliding
sight, the hand returns to you and hovers. The hand is               walls, stonework traps, new construction (even when
incorporeal and thus cannot be harmed by normal                      built to match the old), unsafe stone surfaces, shaky
weapons. It has improved evasion (half damage on a                   stone ceilings, and the like. Something that isn’t stone
failed Reflex save and no damage on a successful save),              but that is disguised as stone also counts as unusual
your save bonuses, and an AC of at least 22. Your                    stonework. A dwarf who merely comes within 10 feet of
Intelligence modifier applies to the hand’s AC as if it              unusual stonework can make a Search check as if he
were the hand’s Dexterity modifier. The hand has 1 to 4              were actively searching, and a dwarf can use the Search
hit points, the same number that you lost in creating it.            skill to find stonework traps as a rogue can. A dwarf can
                                                                     also intuit depth, sensing his approximate depth
Status                                                               underground as naturally as a human can sense which
Divination                                                           way is up.
Level: Clr 2
Components: V, S                                                     Summon Monster I
Casting Time: 1 standard action                                      Conjuration (Summoning) [see text]
Range: Touch                                                         Level: Brd 1, Clr 1, Sor/Wiz 1
Targets: One living creature touched per three levels                Components: V, S, F/DF
Duration: 1 hour/level                                               Casting Time: 1 round
Saving Throw: Will negates (harmless)                                Range: Close (25 ft. + 5 ft./2 levels)
Spell Resistance: Yes (harmless)                                     Effect: One summoned creature
When you need to keep track of comrades who may get                  Duration: 1 round/level (D)
separated, status allows you to mentally monitor their               Saving Throw: None
relative positions and general condition. You are aware              Spell Resistance: No
of direction and distance to the creatures and any                   This spell summons an extraplanar creature (typically
conditions affecting them: unharmed, wounded,                        an outsider, elemental, or magical beast native to
disabled, staggered, unconscious, dying, nauseated,                  another plane). It appears where you designate and acts
panicked, stunned, poisoned, diseased, confused, or the              immediately, on your turn. It attacks your opponents to
like. Once the spell has been cast upon the subjects, the            the best of its ability. If you can communicate with the
distance between them and the caster does not affect                 creature, you can direct it not to attack, to attack
the spell as long as they are on the same plane of                   particular enemies, or to perform other actions. The
existence. If a subject leaves the plane, or if it dies, the         spell conjures one of the creatures from the 1st-level list
spell ceases to function for it.                                     on the accompanying Summon Monster table. You
                                                                     choose which kind of creature to summon, and you can
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change that choice each time you cast the spell. A
summoned monster cannot summon or otherwise                       Telepathic Bond
conjure another creature, nor can it use any                      Divination
teleportation or planar travel abilities. Creatures cannot        Level: Sor/Wiz 5
be summoned into an environment that cannot support               Components: V, S, M
them. When you use a summoning spell to summon an                 Casting Time: 1 standard action
air, chaotic, earth, evil, fire, good, lawful, or water           Range: Close (25 ft. + 5 ft./2 levels)
creature, it is a spell of that type.                             Targets: You plus one willing creature per three levels,
Arcane Focus: A tiny bag and a small (not necessarily             no two of which can be more than 30 ft. apart
lit) candle.                                                      Duration: 10 min./level (D)
                                                                  Saving Throw: None
Summon Monster II                                                 Spell Resistance: No
Conjuration (Summoning) [see text for summon monster              You forge a telepathic bond among yourself and a
I]                                                                number of willing creatures, each of which must have
Level: Brd 2, Clr 2, Sor/Wiz 2                                    an Intelligence score of 3 or higher. Each creature
Effect: One or more summoned creatures, no two of                 included in the link is linked to all the others. The
which can be more than 30 ft. apart                               creatures can communicate telepathically through the
This spell functions like summon monster I, except that           bond regardless of language. No special power or
you can summon one creature from the 2nd-level list or            influence is established as a result of the bond. Once
1d3 creatures of the same kind from the 1st-level list.           the bond is formed, it works over any distance (although
                                                                  not from one plane to another).
Summon Monster III                                                If desired, you may leave yourself out of the telepathic
Conjuration (Summoning) [see text for summon monster              bond forged. This decision must be made at the time of
I]                                                                casting.
Level: Brd 3, Clr 3, Sor/Wiz 3                                    Telepathic bond can be made permanent with a
Effect: One or more summoned creatures, no two of                 permanency spell, though it only bonds two creatures
which can be more than 30 ft. apart                               per casting of permanency.
This spell functions like summon monster I, except that           Material Component: Pieces of eggshell from two
you can summon one creature from the 3rd-level list,              different kinds of creatures.
1d3 creatures of the same kind from the 2nd-level list,
or 1d4+1 creatures of the same kind from the 1st-level
list.
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                                                      17 Magic Rings
OPEN GAME LICENSE Version 1.0a                                      environments, creatures, equipment, magical or
The following text is the property of Wizards of the                supernatural abilities or effects, logos, symbols, or
Coast, Inc. and is Copyright 2000 Wizards of the Coast,             graphic designs; and any other trademark or registered
Inc ("Wizards"). All Rights Reserved.                               trademark clearly identified as Product identity by the
1.      Definitions:                                                owner of the Product Identity, and which specifically
(a)"Contributors" means the copyright and/or trademark              excludes the Open Game Content;
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distribute;                                                         agreement.
(d)"Open Game Content" means the game mechanic and
includes the methods, procedures, processes and                     2. The License: This License applies to any Open Game
routines to the extent such content does not embody the             Content that contains a notice indicating that the Open
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art and any additional content clearly identified as Open           this License. You must affix such a notice to any Open
Game Content by the Contributor, and means any work                 Game Content that you Use. No terms may be added to
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excludes Product Identity.                                          applied to any Open Game Content distributed using
(e) "Product Identity" means product and product line               this License.
names, logos and identifying marks including trade
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plots, thematic elements, dialogue, incidents, language,            Content You indicate Your acceptance of the terms of
artwork, symbols, designs, depictions, likenesses,                  this License.
formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations;             4. Grant and Consideration: In consideration for
names and descriptions of characters, spells,                       agreeing to use this License, the Contributors grant You
enchantments,        personalities,   teams,      personas,         a perpetual, worldwide, royalty-free, non-exclusive
likenesses and special abilities; places, locations,
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                                                  17 Magic Rings
license with the exact terms of this License to Use, the        8. Identification: If you distribute Open Game Content
Open Game Content.                                              You must clearly indicate which portions of the work
                                                                that you are distributing are Open Game Content.
5.Representation of Authority to Contribute: If You are
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rights conveyed by this License.                                copy, modify and distribute any Open Game Content
                                                                originally distributed under any version of this License.
6.Notice of License Copyright: You must update the
COPYRIGHTNOTICE portion of this License to include              10 Copy of this License: You MUST include a copy of
the exact text of the COPYRIGHT NOTICE of any Open              this License with every copy of the Open Game Content
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7. Use of Product Identity: You agree not to Use any
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Registered Trademark in conjunction with a work
containing Open Game Content except as expressly                13    Termination:     This    License   will   terminate
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                                               17 Magic Rings
15 COPYRIGHT NOTICE                                          owned by Wizards of the Coast and are used according
Open Game License v 1.0 Copyright 2000, Wizards of           to the terms of the D20 System License version 3.0. A
the Coast, Inc.                                              copy    of   this   License   can   be    found    at
System Reference Document Copyright 2000, Wizards of         www.wizards.com/d20.
the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
Skip Williams, based on original material by E. Gary         Product Identification:
Gygax and Dave Arneson.                                      • The following is a listing of Open Game Content: All
                                                                game text.
'D20 System' and the 'D20 System' logo are Trademarks
                                                             Copyright information
                  Available Now:                             • Pocket Sourcebooks, © 2005 The Le. Published by
                                                               The Le Games, www.TheLeGames.com
                                                             • 17 Magic Rings, © 2005 The Le. Published by The Le
                                                               Games, www.TheLeGames.com
                                                             • Images: Some images © 2003-2005 www.clipart.com
                                                             • Images: Character Clip Art & Color Customization
                                                               Studio Copyright 2002. Elmore Productions, Inc.;
                                                               Authors Larry Elmore and Ken Whitman, Art and
                                                               Illustrations by Larry Elmore.
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