Standard
rings are described below.
Climbing: 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.
Faint transmutatation; CL 5th;
Forge Ring, creator must have 5 ranks in the
Climb skill; Price 2,500 gp.
Climbing, Improved: As
climbing, except it grants a +10 competence bonus on its wearer's
Climb checks.
Faint transmutation; CL 5th;
Forge Ring, creator must have 10 ranks in the
Climb skill
; Price 10,000 gp.
Counterspells: 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.
Djinni Calling: 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.
Elemental Command: 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.
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.
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.
• Soften earth or stone (unlimited use)
• Control water (twice per week)
Energy Resistance: 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.
Faint (minor or major) or moderate (greater) abjuration; CL 3rd (minor), 7th (major), or 11th (greater);
Forge Ring,
resist energy; Price 12,000 gp (minor), 28,000 gp (major), 44,000 gp (greater).
Feather Falling: 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.
Force Shield: 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.
Freedom of Movement: This gold
ring allows the wearer to act as if continually under the effect of a
freedom of movement spell.
Friend Shield: 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 or her ring to cast a
shield other spell with the wearer of the mated
ring as the recipient. This effect has no range limitation.
Invisibility: By activating this simple silver
ring, the wearer can benefit from
invisibility, as the spell.
Jumping: This
ring continually allows the wearer to leap about, providing a +5 competence bonus on all his
Jump checks.
Faint transmutation; CL 2nd;
Forge Ring, creator must have 5 ranks in the
Jump skill
; Price 2,500 gp.
Jumping, Improved: As
jumping, except it grants a +10 competence bonus on its wearer's
Jump check.
Moderate transmutation; CL 7th;
Forge Ring, creator must have 10 ranks in the
Jump skill
; Price 10,000 gp.
Mind Shielding: 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.
Protection: This
ring offers continual magical
protection in the form of a deflection bonus of +1 to +5 to AC.
Faint abjuration; CL 5th;
Forge Ring,
shield of faith, caster must be of a level at least three times greater than the bonus of the
ring; Price 2,000 gp (
ring +1); 8,000 gp (
ring +2); 18,000 gp (
ring +3); 32,000 gp (
ring +4); 50,000 gp (
ring +5).
Ram: The
ring of the ram is 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 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 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 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.
Regeneration: 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.
Shooting Stars: 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.
•
Light (twice per night)
• Ball lightning (special, once per night)
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 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.
• 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.
Spell Storing, Minor: 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, or pay an XP cost 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. (Not every newly discovered
ring need be fully charged.)
The
ring magically imparts to the wearer the names of all spells currently stored within it.
Spell Storing: As the
minor ring of spell storing, except it holds up to five levels of spells.
Spell Storing, Major: As the
minor ring of spell storing, except it holds up to ten levels of spells.
Spell Turning: 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.
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 himself.
Swimming: This silver
ring has a wave pattern etched into the band. It continually grants the wearer a +5 competence bonus on
Swim checks.
Faint transmutation; CL 2nd;
Forge Ring, creator must have 5 ranks in the
Swim skill; Price 2,500 gp.
Swimming, Improved: As
swimming, except it grants a +10 competence bonus on its wearer's
Swim checks.
Moderate transmutation; CL 7th;
Forge Ring, creator must have 10 ranks in the
Swim skill
; Price 10,000 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.
Water Walking: This
ring, set with an opal, allows the wearer to continually utilize the effects of the spell
water walk.
Moderate (
wizardry I) or strong (
wizardry II-IV) (no school); CL 11th (
I), 14th (
II), 17th (
III), 20th (
IV);
Forge Ring,
limited wish; Price 20,000 gp (
I), 40,000 gp (
II), 70,000 gp (
III), 100,000 gp (
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 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 physically exhausting, causing the wearer 1 point of Constitution
damage per minute after the first 10 minutes of use in a single day.
Find topic in: Equipment, Rules of the Game |
|
Potions, dungeons & Ring dragons Equipment Items dnd dungeons 3.5 Items d&d wizards roleplaying SRD Ring Equipment Magic dungeons Equipment Equipment dungeons d&d Potions, Descriptions Potions, srd roleplaying dungeons wizards d&d 3.5 Magic rpg wizards Descriptions |