RINGS, Magic- Descriptions in Aertrea | World Anvil
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RINGS, Magic- Descriptions





Rings- Descriptions

 

BONE RING
  Price (Item Level): 20,000 gp (15th) Body Slot: Ring Caster Level: 12th Aura: Strong; (DC 21) abjuration Activation: — Weight: —
Seemingly fragile and nearly weightless, this ring appears to be a single long finger bone, bleached white and somehow bent into a circle. While wearing a bone ring, you are protected from energy drain and ability drain (but not ability damage). A bone ring has 3 charges that renew at dawn. Each time ability drain is prevent and for each negative level gain prevented, the ring uses 1 charge.  


BRUTE RING

Price (Item Level): 2,300 gp (6th) Body Slot: Ring Caster Level: 12th Aura: Strong; (DC 21) transmutation Activation: Standard (command) Weight: This silver ring is set with a sapphire carved in the form of a crude fist. A brute ring allows you to push another creature away from you with pure force. When you activate the ring, a blast of force issues forth, making a bull rush attack against a single creature up to 30 feet from you. You can use either the ring’s check modifer (+7) or your own bull rush check modifier, whichever is higher. As a force effect, this ability affects incorporeal creatures. A brute ring functions two times per day. Prerequisites: Forge Ring, telekinesis. Cost to Create: 1,150 gp, 92 XP, 3 days.    


JAILER'S DUNGEON RING

PRICE VARIES Jailer’s dungeon ring 16,000 GP
Prisoner’s dungeon ring 250 GP AURA moderate divination CL 8th WEIGHT —
A jailer’s dungeon ring is worked gold, set with carnelians. The ring is magically attuned to one or more iron prisoner’s dungeon rings. When the wearer of a jailer’s ring places a prisoner’s ring on a subject, the prisoner cannot remove the ring without the use of a remove curse, limited wish, miracle, or wish spell. The wearer of the jailer’s ring can also remove a linked prisoner’s ring at any time. The jailer is aware of any wearer of a linked prisoner’s ring as per a constant status spell. Additionally, all wearers of linked prisoner’s rings count as familiar to the jailer for the purposes of spells such as scrying and teleport. CONSTRUCTION REQUIREMENTS COST varies Jailer’s dungeon ring 8,000 GP Prisoner’s dungeon ring 125 GP Forge Ring, scrying, status  

LOCKPICKING RING

Price (Item Level): 3,500 gp (8th) Body Slot: Ring Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — and standard (manipulation) Weight: — Lockpicking ring This large ring is set with a faceted ruby. Closer inspection reveals a tiny trigger near the base of the stone. Hidden below the stone in this ring is a set of tiny prongs, wires, and other small devices that spring out when the trigger is depressed. Using a lockpicking ring grants you a +5 competence bonus on Open Lock checks. This is a continuous effect and requires no activation. In addition, you can activate the ring once per day to use knock. You must touch the ring to the portal you want to open. Prerequisites: Forge Ring, knock. Cost to Create: 1,750 gp, 140 XP, 4 days.  

RING OF ADAMANTINE TOUCH

Price (Item Level): 6,000 gp (10th) Body Slot: Ring Caster Level: 12th Aura: Strong; (DC 21) transmutation Activation: — Weight: — Three strips of adamantine form this simple band. The inner strip has a brushed metal finish, while the outer strips are polished to a shine. While you wear this ring, your melee attacks (whether natural or with a weapon) are treated as adamantine for the purpose of overcoming damage reduction. Prerequisites: Forge Ring, touch of ada- mantine (BoED 110). Cost to Create: 3,000 gp, 240 XP, 6 days.  

RING OF ANIMAL FRIENDSHIP

Aura faint enchantment; CL 3rd Slot ring; Price 10,800 gp; Weight 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. CONSTRUCTION Requirements Forge Ring, charm animal; Cost 5,400 gp


RING OF ANTIVENOM

Price (Item Level): 8,000 gp (11th) Body Slot: Ring Caster Level: 7th Aura: Moderate; (DC 18) conjuration Activation: Immediate (command) Weight: — A tiny, speckled mushroom grows from the tip of this granite ring. Once per day, you can activate the ring to gain the benefit of a neutralize poison effect. Prerequisites: Forge Ring, neutralize poison. Cost to Create: 4,000 gp, 320 XP, 8 days.  


RING OF ARCANE MIGHT

Price (Item Level): 20,000 gp (15th) Body Slot: Ring Caster Level: 8th Aura: Moderate; (DC 19) no school Activation: — Weight: — This bronze ring is forged in the shape of a serpent devouring its own tail. While wearing a ring of arcane might, you gain a +1 bonus to your arcane caster level for the purpose of spell penetra- tion checks, caster level checks, and all level-based variables of any arcane spells you cast. Prerequisites: Forge Ring, limited wish. Cost to Create: 10,000 gp, 1,100 XP, 20 days.  


RING OF ARMING

Price (Item Level): 5,000 gp (9th) Body Slot: Ring Caster Level: 10th Aura: Moderate; (DC 20) transmutation Activation: Standard (command) Weight: — This perfectly smooth adamantine ring bears a massive turquoise carved in the shape of a heavily armored knight. When you activate a ring of arming, any armor or weapons you currently wear disappear and are stored magically within the ring, and any armor or weapons currently stored within the ring appear in the appropriate places on your body (items that must be held appear at your feet if you don’t have free hands). Prerequisites: Forge Ring, shrink item. Cost to Create: 2,500 gp, 200 XP, 5 days.  

RING OF AVOIDANCE

Price (Item Level): 10,000 gp (12th) Body Slot: Ring Caster Level: 15th Aura: Strong; (DC 22) abjuration Activation: Standard (command) Weight: — This solid gold ring is set with emeralds that run all around the outside of its band. A ring of avoidance protects you with a nearly impassable shield of invisible force. Three times per day, upon activating the ring, you gain a +20 deflection bonus to Armor Class that lasts until the beginning of your next turn. Prerequisites: Forge Ring, shield. Cost to Create: 5,000 gp, 400 XP, 10 days.  

RING OF BLINKING

Aura moderate transmutation; CL 7th Slot ring; Price 27,000 gp; Weight — On command, this ring makes the wearer blink, as the blink spell. CONSTRUCTION Requirements Forge Ring, blink; Cost 13,500 gp


RING OF BRIEF BLESSING

Price (Item Level): 1,000 gp (4th) Body Slot: Ring Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Swift (command see text Weight: — The clear crystal set into this silver ring glows faintly with a holy light. A ring of brief blessing, which functions only if you are good-aligned, allows your attacks to pierce the defenses of evil foes. When you activate this ring, choose a single melee weapon you hold (or your unarmed strike). Until the end of your turn, that weapon is considered both magic and good-aligned for the purpose of overcoming the damage reduction of an evil creature, as well as for the purpose of affecting incorporeal evil creatures. A ring of brief blessing functions once per day. Once it is activated, its glow fades. However, while wearing the ring you can expend a channel energy use as a standard (command) action to recharge it (which also restores its glow). Prerequisites: Forge Ring, bless weapon. Cost to Create: 500 gp, 40 XP, 1 day.    

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 use the spell disguise self as often as she wants. CONSTRUCTION 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. CONSTRUCTION Requirements Forge Ring, creator must have 5 ranks in the Climb skill; Cost 1,250 gp  

RING OF CLIMBING, IMPROVED

Aura faint transmutation; CL 5th Slot ring; Price 10,000 gp; Weight — As a ring of climbing, except it grants a +10 competence bonus on its wearer's Climb checks. CONSTRUCTION Requirements Forge Ring, creator must have 10 ranks in the Climb skill; Cost 5,000 gp  

RING OF COMMUNICATION

Price (Item Level): 2,000 gp (6th) Body Slot: Ring Caster Level: 5th Aura: Faint; (DC 17) divination Activation: Free (mental) Weight: — Each of these identical silver rings is inscribed with the Draconic word for friendship. When you activate a ring of communication, for the next minute you can clearly hear any words spoken by anyone within 1 mile who is wearing another ring of communication to which you are attuned. The volume of the speech and the background noise at either end make no difference; whispers are audible above even the sounds of combat. Any two or more ring wearers need only touch their rings together (a stan- dard action) and speak the command word in unison to attune the rings to each other. Any number of rings can become attuned to one another in this manner, so long as all are touched together at the same time. A ring remains attuned to the others until you attune it to a different ring. Prerequisites: Forge Ring, detect thoughts. Cost to Create: 1,000 gp, 80 XP, 2 days.    

RING OF CONTINUATION

PRICE 56,000 GP AURA moderate transmutation CL 7th WEIGHT —This band of braided copper wires throbs ever so slightly in harmony with its wearer’s heartbeat. Whenever the wearer of this ring casts a spell with a range of personal and a duration of 10 minutes per level or longer, that spell remains in effect for 24 hours or until the wearer casts another spell with a range of personal (whichever comes first). Spells that usually only affect one specific action (such as making a particular attack) are expended after that action. This does not reduce the duration of spells that normally last longer than 24 hours. Casting a new spell does not eliminate a previous spell if its normal duration is such that it would still be in effect. However, attempts to dispel or otherwise eliminate a spell kept active by the ring work normally and, if successful, remove the spell from the ring, causing the wearer to lose all enefits from that spell. CONSTRUCTION REQUIREMENTS COST 28,000 GP Forge Ring, mnemonic enhancer  

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 into it again. CONSTRUCTION Requirements Forge Ring, imbue with spell ability; Cost 2,000 gp  

RING OF CURING

PRICE 10,000 GP AURA moderate transmutation CL 8th WEIGHT —
This simple copper ring is a boon to those who spend their lives healing others. Whenever the wearer of a ring of curing casts a conjuration spell of the healing subschool, all maximums to the level-dependent healing provided by that spell increase by 2. For example, cure light wounds would provide a maximum healing of 1d8 + 7 (at 7th caster level), while heal would cure a maximum of 170 points of damage. This ring does not increase the wearer’s actual caster level, nor the amount of level dependent healing provided by any such spell. CONSTRUCTION REQUIREMENTS COST 5,000 GP Forge Ring, Heighten Spell, consecrate 168    

RING OF (THE) DARK HIDDEN

Price (Item Level): 2,000 gp (6th) Body Slot: Ring Caster Level: 3rd Aura: Faint; (DC 16) illusion Activation: — Weight: —
More than a dozen etchings of closed eyes circle this tarnished silver ring. You are invisible to darkvision, although you are fully visible in normal light.
Prerequisites: Forge Ring, invisibility. Cost to Create: 1,000 gp, 80 XP, 2 days.  


RING OF DELAYED DOOM

PRICE 45,000 GP AURA moderate conjuration CL 9th WEIGHT —
Whenever the mind or body of this ring’s wearer first becomes subject to any harmful effect that allows a saving throw to resist or mitigate it, he may, as an immediate action, choose to delay the onset of that effect for 1 minute, after he fails the saving throw but before its effects occur. This activation causes one of the ring’s nine garnets to turn to powder. When that minute passes, the wearer may continue to delay the onset of this harmful effect an additional minute as an immediate action by willing the ring to do so, which destroys another garnet, thus repeating the cycle for another minute. The delayed harmful effect occurs when the wearer falls unconscious, when the ring is removed, or 1 minute after the last time the ring’s power activated; rounds spent delaying the effect do not count toward the effect’s duration (for example, a curse that lasts 5 rounds takes effect for a full 5 rounds, even if the wearer delayed its effect several minutes). Effects that protect against or negate the harmful effect work normally while it is delayed.
The price of the ring is reduced by 5,000 gp for each of its garnets that has been destroyed. CONSTRUCTION REQUIREMENTS COST 22,500 GP Forge Ring, heal, time stop  


Ring of Divergence

Price: 18000 gp, 4th, CL 13th,
This ring provides 10 resistance against an energy type (determined at creation). Once per day, when you are targeted by a spell of 3rd level or lower with the same energy descriptor, you activate the ring as an immediate action to reflect the spell back at the caster, as spell turning.
To create: 1500 gp, 120 xp, 18 days.


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 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; 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 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 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)

  • Feather fall (unlimited use, wearer only)
  • Resist energy (electricity) (unlimited use, wearer only)
  • Gust of wind (twice per day)
  • Wind wall (unlimited use)
  • Air walk (once per day, wearer only)
  • Chain lightning (once per week)
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)

 
  • Meld into stone (unlimited use, wearer only)
  • Soften earth and stone (unlimited use)
  • Stone shape (twice per day)
  • Stoneskin (once per week, wearer only)
  • Passwall (twice per week)
  • Wall of stone (once per day)
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)

  • Resist energy (fire) (as a major ring of energy resistance [fire])
  • Burning hands (unlimited use)
  • Flaming sphere (twice per day)
  • Pyrotechnics (twice per day)
  • Wall of fire (once per day)
  • Flame strike (twice per week)
The ring appears to be a major ring of energy resistance (fire) until the established condition is met.  

Ring of Elemental Command (Water)

  • Water walk (unlimited use)
  • Create water (unlimited use)
  • Water breathing (unlimited use)
  • Wall of ice (once per day)
  • Ice storm (twice per week)
  • Control water (twice per week)
The ring appears to be a ring of water walking until the established condition is met.
CONSTRUCTION Requirements Forge Ring, summon monster VI, all appropriate spells; Cost 100,000 gp  


RING OF ENERGY RESISTANCE

Aura faint (minor) or moderate (major or 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 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. CONSTRUCTION Requirements Forge Ring, resist energy; Cost 6,000 gp (minor), 14,000 gp (major), 22,000 gp (greater)  


RING OF ENTROPIC DEFLECTION

Price (Item Level): 8,000 gp (11th) Body Slot: Ring Caster Level: 3rd Aura: Faint; (DC 16) abjuration Activation: —; see text Weight: —
This platinum
ring is set with a large, hypnotic white opal. A ring of entropic deflection provides a mobile wearer with protection against ranged attacks. At the end of any turn, if you are at least 10 feet from the point where you started your turn, this ring creates a field of warping energy that lasts until the start of your next turn. This field functions as an entropic shield spell. Any ranged attacks directed at you that require an attack roll have a 20% miss chance. This is a continuous effect and requires no activation. If you also wear a magic item that provides a bonus to your speed, the miss chance provided by the ring increases to 50%. Prerequisites: Forge Ring, entropic shield. Cost to Create: 4,000 gp, 320 XP, 8 days.  


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. CONSTRUCTION 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. CONSTRUCTION Requirements Forge Ring, feather fall; Cost 1,100 gp    


RING OF FLOATING

Price (Item Level): 2,000 gp (6th) Body Slot: Ring Caster Level: 1st Aura: Faint; (DC 15) transmutation Activation: — floating on the waves covers this thick drift- wood band. You float upon any liquid or similar surface, and cannot swim below the surface. If you are underwater when you put on a ring of floating, you rise toward the surface at a speed of 30 feet per round. Prerequisites: Forge Ring, float (EPH 108). Cost to Create: 1,000 gp, 80 XP, 2 days.    


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 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. CONSTRUCTIOn Requirements Forge Ring, wall of force; Cost 4,250 gp

RING OF FORCEWALL

Price (Item Level): 5,100 gp (10th) Body Slot: Ring Caster Level: 12th Aura: Strong; (DC 21) transmutation Activation: Standard (command) Weight: —
This ring is carved from clear quartz and is engraved with complex magic sigils. A ring of the forcewall creates a small, nigh-impenetrable barrier. This ring has 3 charges, which are renewed each day at dawn. Spending 1 or more charges creates a 10-foot-square vertical wall of force (as the spell) up to 30 feet away from you. The number of charges spent determines the duration of the wall. 1 charge: 2 rounds. 2 charges: 3 rounds. 3 charges: 4 rounds. Prerequisites: Forge Ring, wall of force. Cost to Create: 2,550 gp, 204 XP, 6 days.    


RING OF FOUR WINDS

Price (Item Level): 2,000 gp (6th) Body Slot: Ring Caster Level: 3rd Aura: Faint; (DC 16) evocation Activation: Immediate (command) Weight: —
Four clouds, each a different shade of green or blue, adorn this simple wooden ring. The faces of four old men puffing up their cheeks are also carved into the sides.
When you activate a ring of the four winds, it creates gusts of wind that grant you a +2 deflection bonus to AC against a single attack.
Alternatively, you can activate it to use a feather fall effect on yourself. This ring functions a total of four times per day.
Prerequisites: Forge Ring, feather fall, gust of wind, shield of faith. Cost to Create: 1,000 gp, 80 XP, 2 days.    


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


RING OF FRIEND SHIELD

Aura moderate abjuration; CL 10th
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. CONSTRUCTION Requirements Forge Ring, shield other; Cost 25,000 gp  


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RING OF FOUR WINDS

Price (Item Level): 2,000 gp (6th) Body Slot: Ring Caster Level: 3rd Aura: Faint; (DC 16) evocation Activation: Immediate (command) Weight: —
Four clouds, each a different shade of green or blue, adorn this simple wooden ring. The faces of four old men puffing up their cheeks are also carved into the sides.
When you activate a ring of the four winds, it creates gusts of wind that grant you a +2 deflection bonus to AC against a single attack.
Alternatively, you can activate it to use a feather fall effect on yourself. This ring functions a total of four times per day.
Prerequisites: Forge Ring, feather fall, gust of wind, shield of faith. Cost to Create: 1,000 gp, 80 XP, 2 days.  


RING OF GREATER COUNTERSPELLS

Price (Item Level): 16,000 gp (14th) Body Slot: Ring Caster Level: 15th Aura: Strong; (DC 22) abjuration Activation: — and immediate (command) Weight: —
s white gold ring is forged in a braided pat- tern. A single ruby set in its center flickers and pulses with magical energy. A ring of greater counterspells can hold a spell of 1st through 6th level, much like a ring of counterspells. You cannot cast a stored spell out of the ring, but should that spell ever be cast upon you, it is immediately countered, as a counterspell action, requiring no action (or even knowledge) on your part. This use causes the ruby stone to flash once and uses up the stored spell. Once it is gone, a new spell (or the same one as before) can be placed into the ring. If you are a spellcaster capable of countering a spell on your own, you can also access the ring’s secondary ability. Once per day as an immediate action, you can attempt to counter a single spell cast by a spellcaster you can see, provided he is within 100 feet. Like the ring’s other ability, this one requires no preparation or knowledge on your part. You need not make a Spellcraft check to identify the spell being cast, and the spell you use to counterspell can be of any level. This counterspell attempt functions like greater dispel magic used to counter a spell, except that you add your caster level to the coun- terspell check (maximum +20). Thus, a 12th-level wizard wearing a ring of greater counterspells would roll 1d20+12 when acti- vating this ability. When you activate this secondary effect, the braids of white gold seem to twist and writhe on your fi nger, and the metal glows faintly is if it were growing hot, although you feel no heat. Prerequisites: Forge Ring, greater dispel magic, imbue with spell ability. Cost to Create: 8,000 gp, 640 XP, 16 days.  


RING OF LIGHTNING FLASHES

Price (Item Level): 11,500 gp (13th) Body Slot: Ring Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: Swift (mental) Weight: —
This ring is crafted from interwoven bands of copper and electrum.
When you activate a ring of lightning flashes, it emits a powerful blast of lightning that deals 5d6 points of electricity damage (Reflex DC 13 half) to all creatures within 5 feet (other than yourself). Any creature that is in physical contact with you at the time (grappling, engulfing, swallowing, or the like) receives no saving throw against the blast.
This ability functions three times per day.
Prerequisites: Forge Ring, lightning bolt. Cost to Create: 5,750 gp, 460 XP, 12 days.  


RING OF INNER FORTITUDE

PRICE VARIES Minor 18,000 GP Major 42,000 GP Greater 66,000 GP AURA moderate conjuration CL 7th WEIGHT —
Alternating diamonds and rubies stud this band of white gold. A minor ring of inner fortitude reduces ability damage or temporary ability penalties the wearer takes by 2 points and ability drain by 1 point. If an effect targets multiple ability scores (for example, exhaustion, fatigue, or touch of idiocy), the ring reduces the damage, drain, or penalty for all ability scores. A major ring of inner fortitude reduces ability damage or temporary penalties by 4 points and reduces ability drain by 2 points. A greater ring of inner fortitude reduces ability damage or temporary penalties by 6 points and reduces ability drain by 3 points. Wearing a ring of inner fortitude ring does not make the wearer immune to conditions such as fatigued or exhausted even if the wearer ignores all ability damage, drain, or penalties from the condition. If the ring prevents any damage, drain, or penalty that are associated with a beneficial effect, it also negates the beneficial effect.
CONSTRUCTION REQUIREMENTS COST varies Minor 9,000 GP Major 21,000 GP Greater 33,000 GP Forge Ring, restoration  


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.
CONSTRUCTION Requirements Forge Ring, invisibility; Cost 10,000 gp  


RING OF JUMPING

Aura faint transmutation; CL 2nd 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. CONSTRUCTION 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 a ring of jumping, except it grants a +10 competence bonus on its wearer's Acrobatics checks made to make high or long jumps. CONSTRUCTION Requirements Forge Ring, creator must have 10 ranks in the Acrobatics skill; Cost 5,000 gp  


RING OF MANIACAL DEVICES

PRICE 5,000 GP AURA faint transmutation CL 3rd WEIGHT —
This elaborately decorated ring is crafted with the design of a fierce dragon wrapped greedily around a shining gemstone. It grants the wearer a +5 competence bonus on all Craft (traps) and Disable Device checks. Even if he has no ranks in these skills, the wearer may make Craft (traps) and Disable Device checks as if he were trained in them.
CONSTRUCTION REQUIREMENTS COST 2,500 GP Forge Ring, fox’s cunning, creator must have 5 ranks in the relevant skill  


RING OF MIND SHIELDING

Aura faint abjuration; 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. CONSTRUCTION Requirements Forge Ring, nondetection; Cost 4,000 gp  


MYSTIC DEFIANCE

Price (Item Level): 7,500 gp (11th) Body Slot: Ring Caster Level: 7th Aura: Moderate; (DC 18) abjuration Activation: Immediate (command) and — Weight: —
This white gold ring bears a square-cut ruby. Arcane runes are inscribed around its band. A ring of mystic defiance protects you from damaging magical effects. When you activate the ring, you ignore up to 10 points of damage dealt by a spell or spell-like ability. You can activate the ring after you learn the damage a spell or spell-like ability will deal to you, but before the damage is actually dealt. This ability functions three times per day.
This ability does not protect you from other magical effects (such as those generated by magic items, unless they specifically mimic spells). For example, the ring wouldn’t protect you from the extra damage dealt by a flaming sword, but it would protect you from a fireball cast from a scroll, wand, or other item. If you also wear a magic item that grants an enhancement bonus to your Intelligence or Charisma, you can add half that item’s bonus as an insight bonus on your Fortitude saves against spells and spell-like abilities (up to a maximum bonus of +3). This is a continuous effect and requires no activation.
Prerequisites: Forge Ring, spell immunity. Cost to Create: 3,750 gp, 300 XP, 8 days.  


RING OF MYSTIC FIRE

Price (Item Level): 7,500 gp (11th) Body Slot: Ring Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation: — and swift (command) Weight: —
This silver ring seems to smolder with an inner heat.
A ring of mystic fire provides a boost to your fire-based spells. When casting spells with the fire descriptor, you gain a +1 competence bonus to caster level. This is a continuous effect and requires no activation.
In addition, this ring has 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants a bonus to the amount of damage you deal with the next fire spell you cast before the end of your turn. (If the fire spell doesn’t normally deal fire damage, this expenditure has no effect).
1 charge: +2d6 fire damage. 2 charges: +3d6 fire damage. 3 charges: +4d6 fire damage. Prerequisites: Forge Ring, fireball or flame strike. Cost to Create: 3,750 gp, 300 XP, 8 days.  


RING OF MYSTIC HEALING

Price (Item Level): 3,500 gp (8th) Body Slot: Ring Caster Level: 5th Aura: Faint; (DC 17) conjuration Activation: — and swift (command) Weight: —
A ring of mystic healing provides a boost to your healing spells. When casting cure spells, you gain a +1 competence bonus to your caster level. This is a continuous effect and requires no activation. In addition, this ring has 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants a bonus to the damage healed by the next cure spell you cast before the end of your turn. 1 charge: +2d6 points of healing. 2 charges: +3d6 points of healing. 3 charges: +4d6 points of healing. Prerequisites: Forge Ring, cure serious wounds. Cost to Create: 1,750 gp, 140 XP, 4 days.  


RING OF MYSTIC LIGHTNING

Price (Item Level): 7,500 gp (11th) Body Slot: Ring Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation: — and swift (command) Weight: —
This copper ring occasionally emits tiny sparks. A ring of mystic lightning provides a boost to your electricity-based spells. When cast- ing spells with the electricity descriptor, you gain a +1 competence bonus to caster level. This is a continuous effect and requires no activation.
In addition, this ring has 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants a bonus to the damage dealt by the next electric- ity spell you cast before the end of your turn. (If the spell doesn’t normally deal electricity damage, this expenditure has no effect).
1 charge: +2d6 electricity damage. 2 charges: +3d6 electricity damage. 3 charges: +4d6 electricity damage.
Prerequisites: Forge Ring, call lightning or lightning bolt. Cost to Create: 3,750 gp, 300 XP, 8 days.  


RING OF NEGATIVE PROTECTION

36000 gp, 17th, CL 12, Aura: strong abjuration.
You can ignore the 1d6 points of damage dealt by negative-dominant planes, such as the Negative Energy Plane, each round. You also cannot gain negative levels. Prerequisites: Forge Ring, protection from negative energy (LM 70).
Cost to Create: 18,000 gp, 1,440 XP, 36 days. -


RING OF NINE LIVES

Price (Item Level): 45,000 gp (17th) Body Slot: Ring Caster Level: 13th Aura: Strong; (DC 21) no school Activation: — and immediate (command) Weight: —
The stylized face of a contemplative cat adorns this ivory ring. Two tiny emeralds glimmer within the cat’s eyes.
If you ever drop to 0 hit points or below, a ring of nine lives expends one of its charges to heal 20 points of damage. This effect triggers automatically, requiring no action on your part.
Also, once per day as an immediate action, you can expend a charge when you fail a saving throw to treat the saving throw as a success.
A ring of nine lives has 9 charges when created, but most are discovered with only 2d4 charges left.
Prerequisites: Forge Ring, heal, limited wish. Cost to Create: 22,500 gp, 1,800 XP, 45 days.  


RING OF PIERCING SPELLS

Price (Item Level): 2,000 gp (6th) Body Slot: Ring Caster Level: 12th Aura: Strong; (DC 21) necromancy Activation: Swift (command) Weight: — This blood-red, metallic signet ring bears the emblem of a black skull with wands crossed beneath it. A ring of piercing spells allows you to deal additional damage with your spells against a nearby, distracted target. When you activate this ring, the next melee touch spell you cast against an enemy you are flank- ing deals an extra 2d6 points of damage. Touch spells that don’t normally deal hit point damage don’t gain any benefit from this ability. If you don’t cast a touch spell that deals hit point damage before the end of your turn, you gain no benefit from the ring. This ability functions three times per day. Prerequisites: Forge Ring, inflict moderate wounds, sneak attack. Cost to Create: 1,000 gp, 80 XP, 2 days.    


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. CONSTRUCTION Requirements Forge Ring, shield of faith, caster must be of a level at least three times 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 THE RAM

Aura moderate transmutation; CL 9th
Slot ring; Price 8,600 gp; Weight —
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 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 ram also 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.
CONSTRUCTION Requirements Forge Ring, bull's strength, telekinesis; Cost 4,300 gp  


RING OF REGENERATION

Aura strong conjuration; CL 15th Slot ring; Price 90,000 gp; Weight —
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 regenerates it as the spell. In either case, only damage taken while wearing the ring is regenerated.
CONSTRUCTION Requirements Forge Ring, regenerate; Cost 45,000 gp  


RING OF RETRIBUTION

PRICE 15,000 GP AURA strong evocation CL 13th WEIGHT —
Once per day, the wearer of this charred bone ring may, as an immediate action, cause it to detonate in a 30-footradius burst that deals 10d6 points of fire damage (Reflex DC 14 half). If the wearer is killed by the detonation, all magical equipment he carries must also save or take fire damage, and all nonmagical equipment takes this damage with no saving throw. This explosion never destroys the ring.
CONSTRUCTION REQUIREMENTS COST 7,500 GP Forge Ring, Quicken Spell, fireball  


RING OF RETURN

PRICE 33,600 GP AURA moderate conjuration CL 7th WEIGHT —
This gold ring is set with three stones: blue, green, and red. Three times per day, the wearer of the ring can, as a move action, use it to form a link with the particular 5-foot square she occupies at that moment. This causes one of the stones on the ring to glow. As a swift action, the wearer of the ring can teleport to any unoccupied linked square within 100 feet.
CONSTRUCTION REQUIREMENTS COST 16,800 GP Forge Ring, dimension door  


RING OF SACRED MISTLETOE

PRICE 6,000 GP AURA faint transmutation CL 1st WEIGHT —
This tiny ring of living mistletoe coils about the wearer’s finger of its own accord. The wearer gains a +2 competence bonus on Handle Animal, Knowledge (nature), and wild empathy checks, and a wearer with the woodland stride ability can move effortlessly, without harm or impediment, even through magically created or manipulated plants. This does not allow the wearer to move through solid objects or creatures. Furthermore, the wearer can use shillelagh once per day.
CONSTRUCTION REQUIREMENTS COST 3,000 GP Forge Ring, pass without trace, shillelagh  


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


RING OF SILENT SPELLS

Price (Item Level): 2,000 gp (6th) Body Slot: Ring Caster Level: 5th Aura: Faint; (DC 17) illusion Activation: Swift (command) Weight: — Sculpted teeth surround the soft silk padding of this copper band, like a mouth biting down on a gag. When you activate a ring of silent spells, it creates a silence effect, as the spell, centered on you. While this effect lasts, you can cast up to three spells of 3rd level or lower without verbal components (as though using the Silent Spell feat, except that the spells do not require a higher level spell slot or increased casting time). This ability functions once per day.
Prerequisites: Forge Ring, Silent Spell, silence. Cost to Create: 1,000 gp, 80 XP, 2 days.  


RING OF SPELL-BATTLE

Price (Item Level): 12,000 gp (13th) Body Slot: Ring Caster Level: 14th Aura: Strong; (DC 22) abjuration Activation: — and immediate (mental) Weight: —
This simple gold band looks like a tiny armored girdle set with small spheres of silver. A ring of spell-battle informs you of all spell- casting that occurs within 60 feet of you, as well as allowing you to attempt a Spell- craft check (DC 15 + spell level) to identify the spell being cast (even if you can’t see its casting or effect). This is a continuous effect and requires no activation.
Once per day, when you succeed in identifying a spell in this manner, you can activate the ring to counterspell that spell as if with dispel magic, or change the target of the spell to any target within 60 feet of you. If you choose an illegal target (because of the spell’s range limitation or other restrictions), the spell functions normally and the effect is wasted.
Prerequisites: Forge Ring, detect magic, dispel magic, spell turning, Spellcraft 10 ranks. Cost to Create: 6,000 gp, 480 XP, 12 days.


Ring of Spell Storing, Minor

Aura faint evocation; CL 5th Slot ring; Price 18,000 p; Weight —
A minor ring of spell storing contains 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. CONSTRUCTION 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 5 levels of spells. CONSTRUCTION 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 10 levels of spells.
CONSTRUCTION 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 him. CONSTRUCTION Requirements Forge Ring, spell turning; Cost 50,000 gp  


RING OF STRENGTH SAPPING

PRICE 8,000 GP AURA moderate necromancy CL 7th WEIGHT —
This ring is made of black steel and is eerily cold to the touch. Once per day as a swift action, when the wearer hits a living creature with an unarmed attack, the target must succeed at a DC 20 Fortitude saving throw or take 1d4 point of Strength damage in addition to the attack’s normal damage. If the target of the attack takes any Strength damage from this attack, the ring’s wearer gains a +2 enhancement bonus to her Strength for 1 minute.
CONSTRUCTION REQUIREMENTS COST 4,000 GP Forge Ring, bull’s strength, ray of enfeeblement  


RING OF THE SEA STRIDER

14,000 GP AURA moderate conjuration CL 7th WEIGHT —
This ring is made of a single piece of deep blue crystal. The ring grants its wearer a swim speed of 30 feet, as well as a +8 racial bonus on swim checks for having a swim speed. Furthermore, once per day as a swift action, as long as the wearer is in contact with liquid, he can use dimension door as the spell, but its starting and ending points must be connected by a contiguous mass of liquid.
CONSTRUCTION REQUIREMENTS COST 7,000 GP Forge Ring, dimension door, touch of the sea  


RING OF THE SOPHISTICATE

PRICE 11,000 GP AURA moderate transmutation and divination CL 8th WEIGHT —
Often worn on the little finger, this ring grants its wearer a +4 competence bonus on Sense Motive and Knowledge (local) checks. Also, once per day on command, the wearer can use the ring to cast either locate creature or locate object (the wearer’s choice). Furthermore, on command and at will, the wearer can instantly know the direction from herself to the nearest tavern, pub, or similar watering hole as long as that establishment is in a settlement whose population is equivalent to that of a village or greater and that is within 20 miles of the wearer.
CONSTRUCTION REQUIREMENTS COST 5,500 GP Forge Ring, know direction, locate creature, locate object, creator must have at least 4 ranks in both Sense Motive and Knowledge (local)


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


RING OF SWARMING STABS

PRICE 6,000 GP AURA faint transmutation CL 5th WEIGHT —
This ring is crafted of hardened leather strips, into which bits of fur, feathers, bone, and ivory have been woven. Twice per day, when the wearer is flanking an opponent, he can as a swift action deal an additional 1d6 points of damage on a successful melee attack against that opponent. This is a sneak attack for any effects that reduce or negate such damage.
CONSTRUCTION REQUIREMENTS COST 3,000 GP Forge Ring, guidance, creator must be able to sneak attack  


RING OF SWIMMING

Aura faint transmutation; CL 2nd
Slot ring; Price 2,500 gp; Weight —
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. CONSTRUCTION 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 a ring of swimming, except it grants a +10 competence bonus on its wearer's Swim checks. CONSTRUCTION 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. CONSTRUCTION Requirements Forge Ring, telekinesis; Cost 37,500 gp  


RING OF THREE WISHES

Aura strong universal or 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.
CONSTRUCTION Requirements Forge Ring, wish or miracle; Cost 97,500 gp  


RING OF THUNDERCLAPS

Price (Item Level): 6,000 gp (10th) Body Slot: Ring Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: See text Weight: —   This ring is carved from a single piece of lapis lazuli and has a lightning bolt etched along its rim.
You can activate this ring as a swift (com- mand) action to make a melee touch attack before the end of your turn that deals 1d8+5 points of electricity damage if successful. This ability functions three times per day.
Once per day, upon successfully using the ring to damage a target, you can activate a second ability of the ring as a free (command) action to create a powerful thunderclap that mimics a shout spell.
Prerequisites: Forge Ring, shocking grasp, shout. Cost to Create: 3,000 gp, 240 XP, 6 days.  


RING OF VANISHING

Price (Item Level): 30,000 gp (16th) Body Slot: Ring Caster Level: 12th Aura: Moderate; (DC 21) illusion Activation: Swift (command) Weight: —
This object is a featureless, clear glass ring. A ring of vanishing allows you to briefly become almost entirely imperceptible. When you activate this ring, you become invisible (as greater invisibility), as well as undetectable by hearing, scent, blind- sense, blindsight, or tremorsense, for 2 rounds. Spells or effects that detect invisible creatures still function normally.
Cost to create: 15000 gp, 1200 xp, 30 days.  


RING OF VENGEANCE

Price 4500 gp, 4th, CL 15, Aura: strong, abjuration.
Whenever a creature scores a critical hit on you with a melee weapon, this ring unleashes an arc of divine energy that deals 5d6 points of damage to the creature that scored the critical hit. This ability functions three times per day.
Prerequisites: Forge Ring, vengeance halo (BoED 111), good alignment. Cost to Create: 2,250 gp, 180 XP, 5 days.  


RING OF WATER BREATHING

Price (Item Level): 6,000 gp (10th) Body Slot: Ring Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — Weight: — This silver ring is
shaped to depict a fish biting its own tail. The fish has tiny emeralds for eyes. The ring allows you to breath freely underwater.      

RING OF WATER WALKING

Aura moderate transmutation; CL 9th
Slot ring; Price 15,000 gp; Weight —
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. CONSTRUCTION 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.
CONSTRUCTION Requirements Forge Ring, limited wish; Cost 10,000 gp (I), 20,000 gp (II), 35,000 gp (III), 50,000 gp (IV)  

RING OF X-RAY VISION

  Aura moderate divination; CL 6th
Slot ring; Price 25,000 gp; Weight —
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.
CONSTRUCTION Requirements Forge Ring, true seeing; Cost 12,500 gp  

Rings of Force Armor

Price (Item Level): 30,000 gp (16th) Body Slot: Ring; see text Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation: — Weight: —
Each of these black iron rings is set with smooth pieces of jet all around its band. This pair of black iron rings must be worn as a set, one on each hand, to function. When so worn, they sheathe you in a field of magical force, granting you a +5 armor bonus to AC. This bonus applies even against incorporeal touch attacks. The sheath is harmful to the touch, dealing 1d4 points of force damage to any creature that successfully strikes you with a non- reach weapon. In addition, your unarmed strikes deal an extra 1d4 points of damage and can affect incorporeal creatures as if they were force effects.  


SPIRITUALIST RING

PRICE 70,000 GPAURA strong necromancy CL 12th WEIGHT —
These four garish and gaudy rings must be worn on one hand, though they take up only a single ring slot. They grant the wearer the ability to commune with and affect the dead in the following ways.
• The wearer can use speak with dead, as the spell, three times per day. It takes 10 minutes to use this ability. • The wearer can use spectral hand, as the spell, three times per day. • The wearer’s weapons gain the ghost touch weapon special ability while the wearer is wielding the weapons. • The wearer gains a +4 sacred or profane bonus on saving throws against positive and negative energy effects. The bonus depends on the wearer’s alignment—good-aligned wearers gain a sacred bonus, whereas evil-aligned wearers gain a profane bonus. Neutral-aligned wearers pick either a sacred or profane bonus when the ring is first put on, which cannot be changed later .
CONSTRUCTION REQUIREMENTS COST 45,000 GP Forge Ring, speak with dead, spectral hand, plane shift    


STEELHAND CIRCLE

PRICE 12,000 GP
AURA moderate transmutation CL 8th WEIGHT —
When this ring is worn, the wielder’s skin attains a barely perceptible sheen. In practical terms, the wearer ignores the first 5 points of an object’s hardness when performing a sunder combat maneuver or when smashing an object. She also does not take the standard –4 penalty for making a combat maneuver check to disarm while unarmed. Additionally, the ring’s wearer can focus all of the ring’s power, possibly repelling a devastating blow. Once per day, when a critical hit or sneak attack is scored on the wearer, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Using this ability is an immediate action, and the wearer must decide to use it before the critical hit or sneak attack damage is rolled.
CONSTRUCTION REQUIREMENTS COST 6,000 GP Forge Ring, stone fist, stoneskin

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