Gasha Rings

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While there can be Magical Tools in the form of rings, the Rings listed in this section are of a special variant, since they have been grown instead of crafted and bestow its wearer unique magical effects. To differentiate between regular magical rings and grown Rings, the latter are commonly called Gasha Rings.

Characters can have as many Gasha Rings as they can carry (occupying Tool slots in the pouch as normal), but can only effectively equip one at the same time. To do so, a character must get "attuned" to it by taking an Extended Rest and, at the end of it, deciding on which of the Gasha Rings the character possesses they should attune to. Once attuned to a Gasha Ring, they occupy a "Gasha Ring" slot and no longer occupy the Tool slot in the character's pack as long as they're attuned to it. Gasha Rings will automatically fit the character's finger perfectly once attuned, so there's no need to make sure it's the right size during crafting.

Some Gasha Rings must be activated before their effect can be unleashed, noted by (Activated) behind the Gasha Ring's name. Unless otherwise stated, activating a Gasha Ring takes a Free Action to do so.

Rank 0 Gasha Rings count as Rank 1 Gasha Rings for effects, but after attuning to them, they crumble to dust at the end of the next Extended Rest.

Crafting a Gasha Ring costs 1 Gem and 3 Metals of the Gasha Ring's Rank and requires a cooking vessel. You may only craft a Gasha Ring of a Rank equal to (your Enchanting / 2), rounded down, and all Materials used must be of a Rank equal to the Gasha Ring's Rank or higher. Once crafted, the character gains a Gasha Seed with a color and Rank corresponding to the Gem used. The Seed must be planted in soft soil. Once done so, the Seed instantly sprouts and after a number of days equal to (Gasha Ring's Rank + 1), the sprout becomes a small tree carrying a Gasha Nut. Picking the Gasha Nut makes the tree disappear into the ground, as if its growth would suddenly reserve rapidly. The soft soil becomes usable again. Then, the Gasha Nut can be simply cracked open to reveal the crafted Gasha Ring.

Gasha Seeds must be planted in the same biome as the Gem used for crafting it would normally be found (for example, if an Opal has been used, a character should seek out soft soil on beaches or next to rivers). If the Gasha Seed has been planted in an ill-suited environment, the sprout instead takes a number of weeks equal to (Gasha Ring's Rank + 1) to grow into a tree.

The market value for Gasha Rings is the same as for Mundane Tools. Gasha Seeds have half that market value, but you don't know what Gasha Ring will sprout from it if bought - you only know the Gem used for crafting and the Rank of the Gasha Ring inside. Several people have been tempted by a cheap high-ranking Gasha Seed only to get a useless Cursed Ring in return, so beware.

List of Gasha Rings

  • Armor Ring: Decrease Damage you receive and decrease Damage dealt by your Attacks, Techniques or Spells by (Rank / 2) each.
  • Blast Ring: Increase Damage dealt by Bombs you throw by (Rank / 2).
  • Blue Holy Ring: Reduce Damage received from Chilfos' Javelin by (Rank).
  • Blue Joy Ring: Whenever you take a Short or Extended Rest, gain (Rank / 2) Temporary Magic.
  • Blue Luck Ring: You have (Rank) Resistance against damage that directly originates from Traps that are neither Blade Traps nor Statues.
  • Blue Ring (Activated): Reduce received Blunt Damage by (Rank / 2). Whenever you do, temporarily reduce this ring's Rank by 1, and if it reaches Rank 0 after reducing damage, the Ring ceases to function. Refresh the Ring whenever you take a Short or Extended Rest.
  • Bomber's Ring (Activated): When you throw a Bomb, you may throw two one-handed Bombs at the same time as long as their Burst ranges don't overlap, even if the second bomb is in your pack. You can activate this Ring up to (Rank) times before requiring an Extended Rest.
  • Bombproof Ring: Reduce Damage receive from Bombs you throw by (Rank).
  • Bright Ring (Activated): Emit a Bright Light within Burst (Rank / 2) for 1 minute. May be deactivated prematurely with a Free action. You can activate this Ring up to (Rank) times before requiring an Extended Rest.
  • Charge Ring: Decrease the Damage and the Stamina cost of your Spin Attacks by (Rank / 2).
  • Climber's Ring (Activated): While climbing, you may move an additional square OR move one square while having only one hand free. You can activate this Ring up to (Rank) times before requiring an Extended Rest.
  • Cursed Ring: Decrease Damage you deal and increase Damage you receive by (Rank). This Ring only has a quarter of its market value, if it can find a buyer in the first place.
  • Dark Ring (Activated): Reduce the level of Light within Burst (Rank / 2) by one step for 5 minutes (Bright Light becomes Fair, Fair Light becomes Dim, Dim Light becomes Total Darkness). May be deactivated prematurely with a Free action. You can activate this Ring up to (Rank) times before requiring an Extended Rest.
  • Dim Ring (Activated): Emit a Dim Light within Burst (Rank / 2) for 10 minutes. May be deactivated prematurely with a Free action. You can activate this Ring up to (Rank) times before requiring an Extended Rest.
  • Discovery Ring: A soft sound only audible to you emits whenever soft soil or Food material of Rank (Rank) or lower is within 10 spaces of you. Further, when harvesting Food, you get (Rank - Food Material's Rank; minimum 0) Materials more.
  • Element Ring When using the Elemental Chaff attack, the user may treat the enchanted weapon as Arcane, Melee, or Ranged to determine its Range. You can use this Ring's effect up to (Rank) times before requiring an Extended Rest.
  • Energy Ring: Your Spin Attacks may have a Range of Projectile (Rank + 1) instead of Burst 1. If you use it with Projectile Range, it costs 4 Stamina less.
  • Fair Ring (Activated): Emit a Fair Light within Burst (Rank / 2) for 5 minutes. May be deactivated prematurely with a Free action. You can activate this Ring up to (Rank) times before requiring an Extended Rest.
  • Fist Ring: Your Attacks with an empty hand, but not natural weapons, deal (Rank) additional Damage.
  • Gerudo Ring (Activated): Once activated, you ignore all Ranks of Coldsnap and Heatwave weather for one turn in combat, or one minute outside of it. You can activate this Ring up to (Rank) times before requiring an Extended Rest.
  • Glider's Ring (Activated): While gliding, you may move (Rank / 2) additional squares. After activating it, you cannot activate this Ring again until you land.
  • Gold Joy Ring: Whenever you take an Extended Rest, gain (Rank / 2) Temporary Health, Magic and Stamina.
  • Gold Luck Ring: Reduce Damage received from falling by (Rank). At Rank 5, gain Immunity to Damage from Bottomless Pits.
  • Gold Ring (Activated): Reduce Damage received from unarmed attacks or natural weapons by (Rank / 2). Whenever you do, temporarily reduce this ring's Rank by 1, and if it reaches Rank 0 after reducing damage, the Ring ceases to function. Refresh the Ring whenever you take a Short or Extended Rest.
  • Goron Ring (Activated): Once activated, you become Off-Balance until the beginning of your next turn, but your Defense increases by (Rank). You can activate this Ring once before requiring an Extended Rest.
  • Green Holy Ring: Reduce Damage received from Plasmarine's Orb by (Rank).
  • Green Joy Ring: Whenever you take a Short or Extended Rest, gain (Rank / 2) Temporary Stamina.
  • Green Luck Ring: You have (Rank) Resistance against damage that directly originates from Traps of the Blade Trap category.
  • Green Ring (Activated): Reduce received Piercing Damage by (Rank / 2). Whenever you do, temporarily reduce this ring's Rank by 1, and if it reaches Rank 0 after reducing damage, the Ring ceases to function. Refresh the Ring whenever you take a Short or Extended Rest.
  • Heart Ring (Activated): When you are in Peril, gain (Rank / 2) Health. You can activate this Ring once before requiring an Extended Rest.
  • Hylian Ring (Activated): Once activated, you ignore your elemental Weakness according to your race until the beginning of your next turn. You can activate this Ring up to (Rank) times before requiring an Extended Rest.
  • Light Ring: You can use Sword Beams even if you are up to (Rank) Health below your Full Health (you must still have learned the Technique beforehand), but its Stamina cost is increased for every two points of Health missing. You cannot use Sword Beams that way if you are in Peril.
  • Pegasus Ring (Activated): When Sprinting, you may move (Rank / 2) additional squares. You cannot activate this Ring when you were Sprinting during your last turn (even if you didn't activate the Ring's effect).
  • Power Ring: Increase Damage dealt by your Attacks, Techniques or Spells and increase Damage you receiv by (Rank / 2).
  • Quicksand Ring: You don't sink into Quicksand until you've spend ((Rank / 2) + 1) full turns on it.
  • Red Holy Ring: Reduce Damage received from Zola's Fireball by (Rank).
  • Red Joy Ring: Whenever you take a Short or Extended Rest, gain (Rank / 2) Temporary Health.
  • Red Luck Ring: You have (Rank) Resistance against damage that directly originates from Traps of the Statue category.
  • Red Ring (Activated): Reduce received Sharp Damage by (Rank / 2). Whenever you do, temporarily reduce this ring's Rank by 1, and if it reaches Rank 0 after reducing damage, the Ring ceases to function. Refresh the Ring whenever you take a Short or Extended Rest.
  • Rito Ring (Activated): Once activated, Updrafts count as having twice the speed for you and you can ascend an Updraft up to (Rank / 2) spaces above its maximum height. until the beginning of your next turn. You can activate this Ring up to (Rank) times before requiring an Extended Rest.
  • Roc's Ring: When moving on a Slick surface, add (Rank / 2) to your Agility roll. At Rank 5, if you rolled a total of 15, treat a failed roll on Severily Slick surfaces as if they were Slightly Slick.
  • Sandshoe Ring (Activated): You walk through deep sand and other sand-based Difficult Terrain as if it were normal terrain for 5 turns in combat, or 5 minutes outside of it. You can activate this Ring up to (Rank) times before requiring an Extended Rest.
  • Sheikah Ring (Activated): Once activated, you become Invisible as long as you are sneaking. The Invisibility is broken when you make an attack, are struck, or at the beginning of your next turn. You can activate this Ring up to (Rank) times before requiring an Extended Rest.
  • Snowshoe Ring (Activated): You walk through deep snow and other snow-based Difficult Terrain as if it were normal terrain for 5 turns in combat, or 5 minutes outside of it. You can activate this Ring up to (Rank) times before requiring an Extended Rest.
  • Spin Ring: Increase the Damage and the Stamina cost of Spin Attacks by (Rank / 2).
  • Steadfast Ring: While being the target of an effect that would get you Pushed or Knocked Prone, add (Rank / 2) to your Vitality.
  • Swimmer's Ring (Activated): While swimming, you may move (Rank / 2) additional squares. After activating it, you cannot activate this Ring again as long as you are swimming.
  • Whimsical Ring: When rolling To-Hit with an attack that deals Damage, if your roll (without bonuses) is even, increase Damage by (Rank / 2). Otherwise, decrease Damage by (Rank / 2).
  • Whisp Ring: While being the target of Bubble's Touch, add (Rank / 2) to your Concentration.
  • Zora Ring (Activated): Once activated while holding your breath, you can hold your Breath for (Rank) more turns, or (Rank) more minutes outside of combat, as long as you don't breathe. You can activate this Ring once before requiring an Extended Rest.

  • Knack Ring (Activated): When created, choose a single trait and a specific usage of that trait (like Intimidate while showing off with a weapon) and name the Ring to reflect the choices made. Whenever you do the chosen activity outside of combat, you have a Knack for it. You can activate this Ring up to (Rank) times before requiring an Extended Rest.
  • Transform Ring (Activated): You create a magical illusion that makes you appear as a member of a different race or even as a monster, the transformation lasting until the end of a Scene or an Encounter, or until cancelled with a Free Action. The transformation is predetermined when this Ring is generated and the Ring's name should reflect what it transforms the user into, but the transformation itself will always look like the "average" member of that race or monster. For the duration of the transformation, items in your hand become sheated, you cannot use items and you cannot attack or use Techniques and Spells. At Rank 3 and below, the transformation is only visual, you still sound, smell and feel like your usual self. At Rank 4 and 5, you also sound, smell and feel like the transformation. You can activate this Ring up to (Rank) times before requiring an Extended Rest.


New Feats

Gasha Ring Wizard
3 Tokens
Learn Requirement: Arcana 6
Effect: You now have two Gasha Ring slots. You can still only attune yourself to one Gasha Ring during a single Extended Rest and you cannot use the same type of Gasha Ring in multiple slots (different versions of Knack Rings and Transform Rings don't count as the same type).

Gasha Ring Warlock
6 Tokens
Learn Requirement: Arcana 9, Gasha Ring Wizard
Effect: Your Gasha Ring Wizard feat now supports three Gasha Ring slots.


Gasha Seed Expert
3 Tokens
Learn Requirement: Insight 3
Effect: You can roll Insight against 5 plus twice the Gasha Seed's Rank to find out if it contains a Cursed Ring or not.

Gasha Seed Scholar
3 Tokens
Learn Requirement: Gasha Seed Expert
Effect: If your Insight roll to check for a Cursed Ring in Gasha Seeds exceeds the DC by 5, you know the exact Ring within the seed.


Gasha Tree Gardener
3 Tokens
Learn Requirement: Nature 3
Effect: Gasha Seeds crafted by you now take half the time to grow into trees carrying Gasha Nuts.


Gasha Rings made by SirAston, the Goron Bard