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 descriptions.
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: 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
47-51
-
Animal friendship 10,800 gp
94-96
50-56
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
Three wishes 97,950 gp
-
-
90-92
Spell turning 98,280 gp
-
-
93-94
Wizardry (IV) 100,000 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
Find topic in: Basics, Characters, Divine, Epic, Equipment, Magic, Monsters, Psionic, Rules of the Game
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