MAGIC ITEMS (RINGS)

 

RINGS

A ring has an AC of 13, 2 hit points, a hardness of 10, and a break DC of 25.

 

Activation

Usually, a ring’s ability is activated by a command word (a standard action that does not provoke attacks of opportunity) or it works continually. Some rings have exceptional activation methods, according to their descriptions.

 

Special Qualities

Roll d%. An 01 result indicates the ring is intelligent, 02-31 indicates that something provides a clue to its function, and 32-100 indicates no special qualities. Intelligent items have extra abilities and sometimes also extraordinary powers and special purposes. Rings with charges can never be intelligent.

 

Rings
Minor Medium Major Ring Market Price
01-05
-
-
Climbing 2,000 gp
06-10
-
-
Jumping  2,000 gp
11-25
-
-
Protection +1 2,000 gp
26-30 
-
-
Warmth 2,100 gp
31-40
-
-
Feather falling 2,200 gp
41-45
-
-
Swimming  2,300 gp
46-50
-
-
Sustenance  2,500 gp
51-55
01-05
-
Counterspells 4,000 gp
56-60
06-10
-
Mind shielding 8,000 gp
61-70
11-20
-
Protection +2 8,000 gp
71-75
21-25
-
Force shield  8,500 gp
76-80
26-30
01 
Ram 8,600 gp
81-85
31-35
02
Animal friendship 9,500 gp
86-90
36-40
03
Chameleon power 12,000 gp
91-95
41-45 
04
Water walking 15,000 gp
96-100
46-50
05-06
Elemental resistance, minor  16,000 gp
-
51-60 
07-10 
Protection +3  18,000 gp
-
61-70
11-15
Invisibility 20,000 gp
-
71-75
16-20
Wizardry (I) 20,000 gp
-
76-80
21-25
Elemental resistance, major 24,000 gp
-
81-82
26-30 
X-ray vision 25,000 gp
-
83-84
31-35
Evasion 25,000 gp
-
85-86
36-40
Blinking  30,000 gp
-
87-88
41-45
Protection +4 32,000 gp
-
89-90
46-50
Wizardry (II) 40,000 gp
-
91-92
51-55 
Freedom of movement 40,000 gp
-
93-94
56-60
Friend shield 50,000 gp
-
95-96
61-65
Protection +5 50,000 gp
-
97-98
66-70
Shooting stars 50,000 gp
-
99
71-75
Telekinesis 75,000 gp
-
100
76-80
Wizardry (III 80,000 gp
-
-
81-84
Spell storing   90,000 gp
-
-
85-87 
Regeneration  90,000 gp
-
-
86-89
Three wishes 97,950 gp
-
-
90-92
Wizardry (IV) 100,000 gp
-
-
93-94
Djinni calling  125,000 gp
-
-
95-96 
Spell turning  150,000 gp
-
-
97
Air elemental command  200,000 gp
-
-
98
Earth elemental command 200,000 gp
-
-
99
Fire elemental command  200,000 gp
-
-
100
Water elemental command 200,000 gp

 

 

RING DESCRIPTIONS

 

Animal Friendship

On command, this ring affects an animal as if the wearer had cast animal friendship. The ring wearer can befriend 12 HD worth of animals (see the spell description). If animal friendship is already on the character’s spell list, this ring allows the character to befriend additional animals.

Caster Level: 6th; Prerequisites: Forge Ring, animal friendship; Market Price: 9,500 gp.

 

Blinking

On command, this ring makes the wearer blink, as with the blink spell.

Caster Level: 7th; Prerequisites: Forge Ring, blink; Market Price: 30,000 gp.

 

Chameleon Power

As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This adds a +15 bonus to the wearer’s Hide checks. As a standard action, the wearer can also command the ring to utilize the spell change self as often as he or she wants.

Caster Level: 3rd; Prerequisites: Forge Ring, change self, invisibility; Market Price: 12,000 gp.

 

Climbing

This ring is actually a magic leather cord that ties around a finger. It continually grants the wearer a +10 competence bonus to Climb checks.

Caster Level: 5th; Prerequisites: Forge Ring, creator must have 5 ranks of the Climb skill; Market Price: 2,000 gp.

 

Counterspells

This ring allows a single spell of 1st through 6th level to be cast into it.  Should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed in it again.

Caster Level: 11th; Prerequisites: Forge Ring, spell turning; Market Price: 4,000 gp.

 

Djinni Calling

This ring serves as a special gate by means of which a specific djinni can be called from the Elemental Plane of Air. When the ring is rubbed, the call goes out, and the djinni appears on the next round. The djinni faithfully obeys and serves the wearer of the ring, but never for more than 1 hour per day. If the djinni of the ring is ever killed, the ring becomes nonmagical and worthless.

Caster Level: 17th; Prerequisites: Forge Ring, gate; Market Price: 125,000 gp.

 

Elemental Command

All four types of elemental command rings are very powerful. Each appears to be nothing more than a lesser magic ring until fully activated (see below), but each has certain other powers as well as the following common properties:

Elementals of the plane to which the ring is attuned can’t attack the wearer, or even approach within 5 feet of him or her. If the wearer desires, he or she may forego this protection and instead attempt to charm the elemental (as charm monster, Will save DC 17). If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made.

Creatures from the plane to which the ring is attuned who attack the wearer suffer a -1 penalty to their attack rolls. The ring wearer makes applicable saving throws from the extraplanar creature’s attacks with a +2 resistance bonus. The wearer gains a +4 morale bonus to all attacks against such creatures. Any weapon the wearer uses bypasses the damage reduction of such creatures, regardless of any qualities the weapon may or may not have.

The wearer of the ring is able to converse with creatures from the plane to which the ring is attuned. These creatures recognize that he or she wears the ring. They show a healthy respect for the wearer if alignments are similar. If alignments are opposed, creatures fear the wearer if he or she is strong. If the wearer is weak, they hate and desire to slay him or her. Fear, hatred, and respect are determined by the DM.

The possessor of a ring of elemental command suffers a saving throw penalty as follows:

 

Element  Saving Throw Penalty
Air  -2 against earth-based effects
Earth -2 against air- or electricity-based effects
Fire -2 against water- or cold-based effects
Water -2 against fire-based effects

 

 

In addition to the powers described above, each specific ring gives its wearer the following abilities according to its type:

Ring of Elemental Command (Air)

The ring appears to be a ring of feather fall until a certain condition is met, such as having the ring blessed, single-handedly slaying an air elemental, or whatever the DM determines necessary to activate its full potential. It must be reactivated each time a new wearer acquires it.

 

Ring of Elemental Command (Earth)

The ring appears to be a ring of meld into stone until the DM established condition is met.

 

Ring of Elemental Command (Fire)

The ring appears to be a major ring of elemental resistance (fire) until the DM established condition is met.

 

Ring of Elemental Command (Water)

The ring appears to be a ring of water walking until the DM established condition is met.

Caster Level: 15th; Prerequisites: Forge Ring, summon monster VI, all appropriate spells; Market Price: 200,000 gp.

 

Elemental Resistance, Minor

This ring continually protects the wearer from damage from one type of energy-fire, cold, electricity, acid, or sonic. When the wearer would normally take such damage, subtract 15 points of damage per round from the total to account for the ring’s effect.

Caster Level: 5th; Prerequisites: Forge Ring, protection from elements; Market Price: 16,000 gp.

 

Elemental Resistance, Major

This iron ring continually protects the wearer from even greater damage from one type of energy-fire, cold, electricity, acid, or sonic. When the wearer would normally take such damage, subtract 30 points of damage per round from the amount before applying. This amount is enough to survive even on the Elemental Plane corresponding to the energy type (if applicable), but it still won’t completely absorb powerful spells or special attacks.

Caster Level: 7th; Prerequisites: Forge Ring, protection from elements; Market Price: 24,000 gp.

 

Evasion

This ring allows the wearer to avoid damage as if he or she had the evasion ability. Whenever the wearer makes a Reflex saving throw to determine whether he or she takes half damage from an attack, a successful save results in no damage.

Caster Level: 7th; Prerequisites: Forge Ring, jump; Market Price: 25,000 gp.

 

Feather Falling

This ring acts exactly like a feather fall spell, activated immediately if the wearer falls more than 3 feet.

Caster Level: 1st; Prerequisites: Forge Ring, feather fall; Market Price: 2,200 gp.

 

Force Shield

This ring generates a large shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a large shield (+2 AC). This special creation, since it can be activated and deactivated at will (a free action), has no armor check penalty or arcane spell failure chance.

Caster Level: 9th; Prerequisites: Forge Ring, wall of force; Market Price: 8,500 gp.

 

Freedom of Movement

This ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Caster Level: 7th; Prerequisites: Forge Ring, freedom of movement; Market Price: 40,000 gp.

 

Friend Shield

These rings always come in pairs. A friend shield ring without its mate is useless. Either wearer of one of a pair of the rings can, at any time, command his or her ring to cast a shield other spell with the wearer of the mated ring as the recipient. There is no range limitation on this effect.

Caster Level: 10th; Prerequisites: Forge Ring, shield other; Market Price: 50,000 gp (for a pair).

 

Invisibility

By activating this ring, the wearer can become invisible, as the spell.

Caster Level: 3rd; Prerequisites: Forge Ring, invisibility; Market Price: 20,000 gp.

 

Jumping

This ring continually allows the wearer to leap about as if a jump spell had been cast upon him or her, adding a +30 bonus to all Jump checks and eliminating the usual maximum distances.

Caster Level: 1st; Prerequisites: Forge Ring, jump; Market Price: 2,000 gp.

 

Mind Shielding

The wearer of this ring is continually immune to detect thoughts, discern lies, and any attempt to magically discern his or her alignment.

Caster Level: 3rd; Prerequisites: Forge Ring, nondetection; Market Price: 8,000 gp.

 

Protection

This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.

Caster Level: 5th; Prerequisites: Forge Ring, shield of faith, caster must be of a level three times that of the bonus of the ring; Market Price: 2,000 gp (ring +1); 8,000 gp (ring +2); 18,000 gp (ring +3); 32,000 gp (ring +4); or 50,000 gp (ring +5).

 

Ram

The wearer can command this ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.

The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring-wearer. (The ram has Strength 25 and is Large.) The ram gains a +1 bonus to the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.

In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with Strength 25. If 2 charges are expended, the effect is equivalent to a character with Strength 27. If 3 charges are expended, the effect is that of a character with Strength 29.

A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.

Caster Level: 9th; Prerequisites: Forge Ring, bull’s strength, telekinesis; Market Price: 8,600 gp.

 

Regeneration

This ring continually allows a living wearer to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Subdual damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it like the spell. In either case, only damage taken while wearing the ring is regenerated.

Caster Level: 15th; Prerequisites: Forge Ring, regenerate; Market Price: 90,000 gp.

 

Shooting Stars

This ring has two modes of operation-at night and underground-both of which work only in relative darkness.

During the night under the open sky, the ring of shooting stars can perform the following functions on command:

The first special function, ball lightning, releases one to four balls of lightning (ring wearer’s choice). These glowing globes resemble dancing lights, and the ring wearer controls them in the same fashion (see the dancing lights spell description). The spheres have a 120-foot range and a duration of 4 rounds. They can be moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature who comes within 5 feet of one causes its charge to dissipate, taking electricity damage in the process according to the number of balls created.

Number of Balls Damage per Ball
4 lightning balls 1d6 points of damage each
3 lightning balls 2d6 points of damage each
2 lightning balls 3d6 points of damage each
1 lightning ball  4d6 points of damage

Once the ball lightning function is activated, the balls can be released at any time before the sun rises. (Multiple balls can be released in the same round.)

The second special function, shooting stars, produces glowing projectiles with fiery trails, much like a meteor swarm. Three shooting stars can be released from the ring each week, simultaneously or one at a time. They impact for 12 points of damage and spread (as a fireball) in a 5-foot-radius sphere for 24 points of fire damage.

Any creature struck by a shooting star takes full damage from impact plus full damage from the spread, unless a Reflex save (DC 13) is made. Creatures not struck but within the spread ignore the impact damage and take only half damage from the fire spread on a successful Reflex save (DC 13). Range is 70 feet, at the end of which the shooting star explodes, unless it strikes a creature or object before that. A shooting star always follows a straight line, and any creature in its path must make a save or be hit by the projectile.

Indoors at night, or underground, the ring of shooting stars has the following properties:

The spark shower is a flying cloud of sizzling purple sparks that fan out from the ring for a distance of 20 feet in an arc 10 feet wide. Creatures within this area take 2d8 points of damage each if not wearing metal armor or carrying a metal weapon. Those wearing metal armor and/or carrying a metal weapon take 4d8 points of damage.

Caster Level: 12th; Prerequisites: Forge Ring, light, faerie fire, lightning bolt, meteor swarm; Market Price: 50,000 gp.

 

Spell Storing

A ring of spell storing contains up to ten levels of spells that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus, or pay an XP cost to cast the spell, and there is no arcane spell failure chance for wearing armor (since the ring user need not gesture)

For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the ten-level limit, ignore that roll; the ring has no more spells in it. (Not every newly discovered ring need be fully charged.)

A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than ten.

The ring magically imparts to the wearer the names of all spells currently stored within it.

Caster Level: Varies (minimum needed to cast each stored spell); Prerequisites: Forge Ring, imbue with spell ability; Market Price: 90,000 gp.

 

Spell Turning

On command, this band automatically reflects spells cast at the wearer, exactly as if spell turning had been cast upon the wearer.

Caster Level: 15th; Prerequisites: Forge Ring, spell turning; Market Price: 150,000 gp.

 

Sustenance

This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to him or herself.

Caster Level: 5th; Prerequisites: Forge Ring, create food and water; Market Price: 2,500 gp.

 

Swimming

This ring continually grants the wearer a +10 competence bonus to Swim checks.

Caster Level: 5th; Prerequisites: Forge Ring, creator must have 5 ranks of the Swim skill; Market Price: 2,300 gp.

 

Telekinesis

This ring allows the caster to use the spell telekinesis on command.

Caster Level: 9th; Prerequisites: Forge Ring, telekinesis; Market Price: 75,000 gp.

 

Three Wishes

This ring is set with three rubies. Each ruby stores a wish spell, activated by the ring. When a wish is used, that ruby disappears. For a randomly generated ring, roll 1d3 to determine the remaining number of rubies. When all the wishes are used, the ring becomes a nonmagical item.

Caster Level: 20th; Prerequisites: Forge Ring, wish or miracle; Market Price: 97,950 gp; Cost to Create: 11,475 gp + 15,918 XP.

 

Warmth

This ring continually keeps the wearer comfortably warm, allowing him or her to withstand cold weather and cold damage as if he or she had endure elements (cold) cast upon him or her (negating 5 points of cold damage per round).

Caster Level: 7th; Prerequisites: Forge Ring, endure elements; Market Price: 2,100 gp.

 

Water Walking

This ring allows the wearer to continually utilize the effects of the spell water walk.

Caster Level: 9th; Prerequisites: Forge Ring, water walk; Market Price: 15,000 gp.

 

Wizardry

This special ring come in four types (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.

Caster Level: 11th (wizardry I), 14th (wizardry II), 17th (wizardry III), or 20th (wizardry IV); Prerequisites: Forge Ring, limited wish (wizardry I-wizardry IV); Market Price: 20,000 gp (wizardry I), 40,000 gp (wizardry II), 70,000 gp (wizardry III), or 100,000 gp (wizardry IV).

 

X-Ray Vision

On command, this ring gives its possessor the ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he or she were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 20 feet of cloth, wood, or similar animal or vegetable material. It can see through up to 10 feet of stone or some metals. Some metals can’t be penetrated at all.

Substance Scanned Round of X-Raying Maximum Thickness
Organic matter (animal) 4 ft 20 ft
Organic matter (vegetable) 2 1/2 ft 20 ft
Stone 1 ft 10 ft
Iron, steel, copper, brass, etc.  1 in 10 in
Lead, gold, platinum Cannot penetrate -

It’s possible to scan an area of up to 100 square feet during 1 round.

Secret compartments, drawers, recesses, and doors are 90% likely to be located by X-ray vision scanning. Using the ring is physically exhausting, causing the wearer 1 point of temporary Constitution damage per minute after the first 10 minutes of use in a single day.

Caster Level: 6th; Prerequisites: Forge Ring, true seeing; Market Price: 25,000 gp.