Rings

Rings bestow magical powers upon their wearers. Only a rare few have charges. Anyone can use a ring.

A character can only effectively wear two magic rings. A third magic ring doesn’t work if the wearer is already wearing two magic rings.

Physical Description: Rings have no appreciable weight. Although exceptions exist that are crafted from glass or bone, the vast majority of rings are forged from metal— usually precious metals such as gold, silver, and platinum. A ring has AC 13, 2 hit points, hardness 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 s.

Special Qualities: Roll d%. A result of 01 indicates the ring is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Rings with charges can never be intelligent.

Table 15–11: Rings

Minor Medium Major Ring Market Price
01–18 Protection +1 2,000 gp
19–28 Feather falling 2,200 gp
29–36 Sustenance 2,500 gp
37–44 Climbing 2,500 gp
45–52 Jumping 2,500 gp
53–60 Swimming 2,500 gp
61–70 01–05 Counterspells 4,000 gp
71–75 06–08 Mind shielding 8,000 gp
76–80 09–18 Protection +2 8,000 gp
81–85 19–23 Force shield 8,500 gp
86–90 24–28 Ram 8,600 gp
29–34 Climbing, improved 10,000 gp
35–40 Jumping, improved 10,000 gp
41–46 Swimming, improved 10,000 gp
91–93 47–50 Animal friendship 10,800 gp
94–96 51–56 01–02 Energy resistance, minor 12,000 gp
97–98 57–61 Chameleon power 12,700 gp
99–100 62–66 Water walking 15,000 gp
67–71 03–07 Protection +3 18,000 gp
72–76 08–10 Spell storing, minor 18,000 gp
77–81 11–15 Invisibility 20,000 gp
82–85 16–19 Wizardry (I) 20,000 gp
86–90 20–25 Evasion 25,000 gp
91–93 26–28 X-ray vision 25,000 gp
94–97 29–32 Blinking 27,000 gp
98–100 33–39 Energy resistance, major 28,000 gp
40–49 Protection +4 32,000 gp
50–55 Wizardry (II) 40,000 gp
56–60 Freedom of movement 40,000 gp
61–63 Energy resistance, greater 44,000 gp
64–65 Friend shield (pair) 50,000 gp
66–70 Protection +5 50,000 gp
71–74 Shooting stars 50,000 gp
75–79 Spell storing 50,000 gp
80–83 Wizardry (III) 70,000 gp
84–86 Telekinesis 75,000 gp
87–88 Regeneration 90,000 gp
89–91 Spell turning 100,000 gp
92–93 Wizardry (IV) 100,000 gp
94 Three wishes 120,000 gp
95 Djinni calling 125,000 gp
96 Elemental command (air) 200,000 gp
97 Elemental command (earth) 200,000 gp
98 Elemental command (fire) 200,000 gp
99 Elemental command (water) 200,000 gp
100 Spell storing, major 200,000 gp

Ring of Animal Friendship

Aura faint enchantment; CL 3rd
Slot ring; Price 10,800 gp; Weight

On command, this ring affects an animal as if the wearer had cast charm animal.

Requirements Forge Ring, charm animal; Cost 5,400 gp


Ring of Blinking

Aura moderate transmutation; CL 7th
Slot ring; Price 27,000 gp; Weight

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

Requirements Forge Ring, blink; Cost 13,500 gp


Ring of Chameleon Power

Aura faint illusion; CL 3rd
Slot ring; Price 12,700 gp; Weight

As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.

Requirements Forge Ring, disguise self, invisibility; Cost 6,350 gp


Ring of Climbing

Aura faint transmutation; CL 5th
Slot ring; Price 2,500 gp; Weight

This ring is actually a magic leather cord that ties around a finger. It continually grants the wearer a +5 competence bonus on Climb checks.

Requirements Forge Ring, creator must have 5 ranks in the Climb skill; Cost 1,250 gp


Ring of Climbing, Improved

Aura moderate transmutation; CL 5th
Slot ring; Price 10,000 gp; Weight

As ring of climbing, except it grants a +10 competence bonus on its wearer’s Climb checks.

Requirements Forge Ring, creator must have 10 ranks in the Climb skill; Cost 5,000 gp


Ring of Counterspells

Aura moderate evocation; CL 11th
Slot ring; Price 4,000 gp; Weight

This ring might seem to be a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, 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.

Requirements Forge Ring, imbue with spell ability; Cost 2,000 gp


Ring of Djinni Calling

Aura strong conjuration; CL 17th
Slot ring; Price 125,000 gp; Weight

One of the many rings of fable, this “genie” ring is most useful indeed. It 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 (a standard action), 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.

Requirements Forge Ring, gate; Cost 62,500 gp


Ring of Elemental Command

Aura strong conjuration; CL 15th
Slot ring; Price 200,000 gp; Weight

All four kinds of elemental command rings are very powerful. Each appears to be nothing more than a lesser magic ring until fully activated (by meeting a special condition, such as single-handedly slaying an elemental of the appropriate type or exposure to a sacred material of the appropriate element), 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. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (as charm monster, Will DC 17 negates). 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 take a –1 penalty on their attack rolls. The ring wearer makes applicable saving throws from the extraplanar creature’s attacks with a +2 resistance bonus. He gains a +4 morale bonus on all attack rolls against such creatures. Any weapon he 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 his ring is attuned. These creatures recognize that he 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 is strong. If he is weak, they hate and desire to slay him.

The possessor of a ring of elemental command takes 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 kind.

Ring of Elemental Command (Air)

The ring appears to be a ring of feather falling until a certain condition is met 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 established condition is met.

Ring of Elemental Command (Fire)

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

Ring of Elemental Command (Water)

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

Requirements Forge Ring, summon monster VI, all appropriate spells; Cost 100,000 gp


Ring of Energy Resistance

Aura faint (minor or major) or moderate (greater) abjuration; CL 3rd (minor), 7th (major), or 11th (greater)
Slot ring; Price 12,000 gp (minor), 28,000 gp (major), 44,000 gp (greater); Weight

This reddish iron ring continually protects the wearer from damage from one type of energy— acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt.

A minor ring of energy resistance grants 10 points of resistance. A major ring of energy resistance grants 20 points of resistance. A greater ring of energy resistance grants 30 points of resistance.

Requirements Forge Ring, //[[[spells#resist-energy|resist energy]]/; Cost 6,000 gp (minor), 14,000 gp (major), 22,000 gp (greater)


Ring of Evasion

Aura moderate transmutation; CL 7th
Slot ring; Price 25,000 gp; Weight

This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.

Requirements Forge Ring, jump; Cost 12,500 gp


Ring of Feather Falling

Aura faint transmutation; CL 1st
Slot ring; Price 2,200 gp; Weight

This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.

Requirements Forge Ring, //[[[spells#feather-fall|feather fall]]/; Cost 1,100 gp


Ring of Force Shield

Aura moderate evocation; CL 9th
Slot ring; Price 8,500 gp; Weight

An iron band, this simple ring generates a shield-sized (and shieldshaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.

Requirements Forge Ring, //[[[spells#wall-of-force|wall of force]]/; Cost 4,250 gp


Ring of Freedom of Movement

Aura moderate abjuration; CL 7th
Slot ring; Price 40,000 gp; Weight

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

Requirements Forge Ring, freedom of movement; Cost 20,000 gp


Ring of Friend Shield

Aura moderate abjuration; CL 10th
Slot ring; Price 50,000 gp (for a pair); Weight

These curious 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 ring to cast a shield other spell with the wearer of the mated ring as the recipient. This effect has no range limitation.

Requirements Forge Ring, shield other; Cost 25,000 gp


Ring of Invisibility

Aura faint illusion; CL 3rd
Slot ring; Price 20,000 gp; Weight

By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.

Requirements Forge Ring, invisibility; Cost 10,000 gp


Ring of Jumping

Aura moderate transmutation; CL 2th
Slot ring; Price 2,500 gp; Weight

This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Acrobatics checks made to make high or long jumps.

Requirements Forge Ring, creator must have 5 ranks in the Acrobatics skill; Cost 1,250 gp


Ring of Jumping, Improved

Aura moderate transmutation; CL 7th
Slot ring; Price 10,000 gp; Weight

As [#ring-of-jumping|ring of jumping], except it grants a +10 competence bonus on its wearer’s Acrobatics checks made to make high or long jumps.

Requirements Forge Ring, creator must have 10 ranks in the Acrobatics skill; Cost 5,000 gp


Ring of Mind Shielding

Aura faint aburation; CL 3rd
Slot ring; Price 8,000 gp; Weight

This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.

Requirements Forge Ring, nondetection; Cost 4,000 gp


Ring of Protection

Aura faint abjuration; CL 5th
Slot ring; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight

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

Requirements Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)


Ring of Regeneration

Aura strong conjuration; CL 15th
Slot ring; Price 90,000 gp; Weight

This white gold 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.) Nonlethal 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 as the spell. In either case, only damage taken while wearing the ring is regenerated.

Requirements Forge Ring, regenerate; Cost 45,000 gp


Ring of Shooting Stars

Aura strong evocation; CL 12th
Slot ring; Price 50,000 gp; Weight

This ring has two modes of operation, one for being in shadowy darkness or outdoors at night and a second one when the wearer is underground or indoors at night.

During the night, under the open sky or in areas of shadow or darkness, the ring of shooting stars can perform the following functions on command.

  • Dancing lights (once per hour)
  • Light (twice per night)
  • Ball lightning (special, once per night)
  • Shooting stars (special, three per week)

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 electricity damage each
3 lightning balls 2d6 points of electricity damage each
2 lightning balls 3d6 points of electricity damage each
1 lightning ball 4d6 points of electricity 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 produces three shooting stars that 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 fire damage from the spread unless it makes a DC 13 Reflex save. Creatures not struck but within the spread ignore the impact damage and take only half damage from the fire spread on a successful DC 13 Reflex save. 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.

  • Faerie fire (twice per day)
  • Spark shower (special, once per day)

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.

Requirements Forge Ring, faerie fire, fireball, light, lightning bolt; Cost 25,000 gp


Ring of Spell Storing, Minor

Aura faint evocation; CL 5th
Slot ring; Price 18,000 gp; Weight

A minor ring of spell storing contains up to three 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 to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is same as the casting time for the relevant spell, with a minimum of 1 standard action.

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 three-level limit, ignore that roll; the ring has no more spells in it.

A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing.

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

Requirements Forge Ring, imbue with spell ability; Cost 9,000 gp


Ring of Spell Storing

Aura moderate evocation; CL 9th
Slot ring; Price 50,000 gp; Weight

As the minor ring of spell storing, except it holds up to five levels of spells.

Requirements Forge Ring, imbue with spell ability; Cost 25,000 gp


Ring of Spell Storing, Major

Aura strong evocation; CL 17th
Slot ring; Price 200,000 gp; Weight

As the minor ring of spell storing, except it holds up to ten levels of spells.

Requirements Forge Ring, imbue with spell ability; Cost 100,000 gp


Ring of Spell Turning

Aura strong abjuration; CL 13th
Slot ring; Price 100,000 gp; Weight

Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon the wearer.

Requirements Forge Ring, spell turning; Cost 50,000 gp


Ring of Sustenance

Aura faint conjuration; CL 5th
Slot ring; Price 2,500 gp; Weight

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 himself.

Requirements Forge Ring, create food and water; Cost 1,250 gp


Ring of Swimming

Aura faint transmutation; CL 2nd
Slot ring; Price 2,500 gp; Weight

This silver ring has a wave pattern etched into the band. It continually grants the wearer a +5 competence bonus on Swim checks.

Requirements Forge Ring, creator must have 5 ranks in the Swim skill; Cost 1,250 gp


Ring of Swimming, Improved

Aura moderate transmutation; CL 7th
Slot ring; Price 10,000 gp; Weight

As swimming, except it grants a +10 competence bonus on its wearer’s Swim checks.

Requirements Forge Ring, creator must have 10 ranks in the Swim skill; Cost 5,000 gp


Ring of Telekinesis

Aura moderate transmutation; CL 9th
Slot ring; Price 75,000 gp; Weight

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

Requirements Forge Ring, telekinesis; Cost 37,500 gp


Ring of Three Wishes

Aura strong evocation (if miracle is used); CL 20th
Slot ring; Price 120,000 gp; Weight

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.

Requirements Forge Ring, wish or miracle; Cost 97,500 gp


Ring of Water Walking

Aura moderate transmutation; CL 9th
Slot ring; Price 15,000 gp; Weight

This ring, set with an opal, allows the wearer to continually utilize the effects of the spell water walk.

Requirements Forge Ring, water walk; Cost 7,500 gp


Ring of Wizardry

Aura moderate (wizardry I) or strong (wizardry II–IV) (no school); CL 11th (I), 14th (II), 17th (III), 20th (IV)
Slot ring; Price 20,000 gp (I), 40,000 gp (II), 70,000 gp (III), 100,000 gp (IV); Weight

This special ring comes in four kinds (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.

Requirements Forge Ring, limited wish; Cost 10,000 gp (I) gp, 20,000 (II), 35,000 (III), 50,000 (IV)


Ring of X-Ray Vision

Aura moderate divination; CL 6th
Slot ring; Price 25,000 gp; Weight

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 were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet oflead blocks the vision.

Using the ring is physically exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day.

Requirements Forge Ring, true seeing; Cost 12,500 gp