Rings bestow magical powers upon their wearers. Only a rare few have charges—most magic rings are permanent and potent magic items. 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: A ring’s ability is usually activated by a spoken command word (a standard action that does not provoke attacks of opportunity) or its effects work continually. Some rings have unusual activations, as mentioned in the ring’s specific description.
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 (see Intelligent Items). Rings with charges can never be intelligent.
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, the | 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 |
A ring of animal friendship always bears some sort of animal-like design in its craftsmanship. On command, this ring affects an animal as if the wearer had cast charm animal.
Requirements Forge Ring, charm animal; Cost5,400 gp
On command, this ring makes the wearer blink, as the blink spell.
Requirements Forge Ring, blink; Cost13,500 gp
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 use the spell disguise self as often as she wants.
Requirements Forge Ring, disguise self, invisibility; Cost6,350 gp
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; Cost1,250 gp
As a 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; Cost5,000 gp
This ring might seem to be a ring of spell storingupon 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 into it again.
Requirements Forge Ring, imbue with spell ability; Cost2,000 gp
One of the many rings of fable, this “genie” ring is useful indeed. It serves as a special gate by means of which a specific djinni can be called from the 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; Cost62,500 gp
All four kinds of elemental commandrings 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 against 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, and 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 commandtakes 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(allowing the wearer to cast meld into stone at will) 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; Cost100,000 gp
Aura faint (minor) or moderate (major or greater) abjuration;CL3rd (minor), 7th (major), or 11th (greater)
Slot ring; Price 12,000 gp (minor), 28,000 gp (major), 44,000 gp (greater); Weight —
This 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, resist energy; Cost6,000 gp (minor), 14,000 gp (major), 22,000 gp (greater)
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; Cost12,500 gp
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, feather fall; Cost1,100 gp
An iron band, this simple ring generates a 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 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, wall of force; Cost4,250 gp
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; Cost20,000 gp
Aura moderate abjuration;CL10th
Slot ring; Price 50,000 gp (for a pair); Weight —
These curious rings always come in pairs. A friend shieldring 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; Cost25,000 gp
By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
Requirements Forge Ring, invisibility; Cost10,000 gp
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; Cost1,250 gp
As a 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; Cost5,000 gp
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; Cost4,000 gp
Aura faint abjuration;CL5th
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 the bonus of the ring; Cost1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)
The ring of the ramis an ornate ring forged of hard metal, usually iron or an iron alloy. It has the head of a ram as its device. The wearer can command the ring to give forth a ram-like 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 is Large and uses the ring’s caster level as its base attack bonus with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on 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 ramalso has the power to open doors as if it were a character with Strength 25. This expends 1 charge. 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.
Requirements Forge Ring, bull’s strength, telekinesis; Cost 4,300 gp
This white gold ring is generally set with a large green sapphire. When worn, the ring continually allows a living wearer to heal 1 point of damage per round and an equal amount of nonlethal damage. In addition, he is immune to bleed damage while wearing a ring of regeneration. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regeneratesit as the spell. In either case, only damage taken while wearing the ring is regenerated.
Requirements Forge Ring, regenerate; Cost45,000 gp
This ring has two modes of operation: one for being in dim light 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 starscan 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 similarly (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 |
---|---|
1 lightning ball | 4d6 points of electricity damage |
2 lightning balls | 3d6 points of electricity damage each |
3 lightning balls | 2d6 points of electricity damage each |
4 lightning balls | 1d6 points of electricity damage each |
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 starshas 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.
Requirements Forge Ring, faerie fire, fireball, light, lightning bolt; Cost25,000 gp
A minor ring of spell storingcontains up to three levels of spells (either divine or arcane, or even a mix of both spell types) 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 the 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; Cost9,000 gp
As the minor ring of spell storing,except it holds up to 5 levels of spells.
Requirements Forge Ring, imbue with spell ability; Cost25,000 gp
As the minor ring of spell storing,except it holds up to 10 levels of spells.
Requirements Forge Ring, imbue with spell ability; Cost100,000 gp
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 him.
Requirements Forge Ring, spell turning; Cost50,000 gp
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. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. 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; Cost1,250 gp
This silver ring usually has fish-like designs and motifs 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; Cost1,250 gp
As a ring of 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; Cost5,000 gp
This ring allows the caster to use the spell telekinesis on command.
Requirements Forge Ring, telekinesis; Cost37,500 gp
Aura strong universal or evocation (if miracle is used);CL20th
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; Cost97,500 gp
This ring is often made of coral or bluish metal decorated with wave motifs. It allows the wearer to continually utilize the effects of the spell water walk.
Requirements Forge Ring, water walk; Cost7,500 gp
Aura moderate (wizardry I) or strong (wizardry II–IV) (no school);CL11th (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 Idoubles 1st-level spells, a ring of wizardry IIdoubles 2nd-level spells, a ring of wizardry IIIdoubles 3rd-level spells, and a ring of wizardry IVdoubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Requirements Forge Ring, limited wish; Cost10,000 gp (I), 20,000 gp (II), 35,000 gp (III), 50,000 gp (IV)
On command, this ring gives its wearer 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 of lead blocks the vision.
Using the ring is exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day. The ring must be used in 1-minute increments.
Requirements Forge Ring, true seeing; Cost12,500 gp