Rings

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Magic Rings
Lesser Minor Ring Price
Ring of arcane signets 1000
Ring of spell knowledge I 1500
Ring of protection +1 2000
Ring of the grasping grave 2000
Ring of feather falling 2200
Ring of athletics 2500
Ring of sustenance 2500
Ring of ferocious action 3000
Greater Minor Ring Price
Ring of counterspells 4000
Ring of maniacal devices 5000
Ring of sacred mistletoe 6000
Ring of spell knowledge II 6000
Ring of swarming stabs 6000
Lesser Medium Ring Price
Ring of forcefangs 8000
Ring of mind shielding 8000
Ring of protection +2 8000
Ring of strength sapping 8000
Ring of force shield 8500
Ring of the ram 8600
Scholar's ring 8700
Ring of athletics, improved 10000
Ring of curing 10000
Ring of ki mastery 10000
Ring of animal friendship 10800
Ring of transposition 10800
Ring of the sophisticate 11000
Decoy ring 12000
Ring of craft magic 12000
Ring of energy resistance, minor 12000
Ring of the troglodyte 12000
Steelhand circle 12000
Ring of chameleon power 12700
Ring of spell knowledge III 13500
Ring of the sea strider 14000
Ring of retribution 15000
Ring of water walking 15000
Greater Medium Ring Price
Ring of protection +3 18000
Ring of spell storing, minor 18000
Ring of energy shroud 19500
Ring of invisibility 20000
Ring of wizardry I 20000
Ring of spell knowledge IV 24000
Ring of evasion 25000
Ring of x-ray vision 25000
Ring of blinking 27000
Lesser Major Ring Price
Ring of energy resistance, major 28000
Ring of protection +4 32000
Ring of return 33600
Ring of freedom of movement 40000
Ring of wizardry II 40000
Ring of energy resistance, greater 44000
Ring of delayed doom 45000
Greater Major Ring Price
Ring of friend shield 50000
Ring of protection +5 50000
Ring of shooting stars 50000
Ring of spell storing 50000
Ring of continuation 56000
Ring of wizardry III 70000
Spiritualist Rings 70000
Ring of telekinesis 75000
Ring of regeneration 90000
Ring of spell turning 100000
Ring of wizardry IV 100000
Ring of three wishes 120000
Ring of djinni calling 125000
Ring of elemental command 200000
Ring of spell storing, major 200000

Descriptions

Lesser Minor Rings

Ring of arcane signets ( 1000 )
Aura faint universal ; CL 8th
DESCRIPTION
The approximately 1-inch-diameter pentagon of emerald green crystal that dominates this otherwise plain silver ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, she can cause the crystal to adopt any shape she wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of her personality. Once the crystal assumes this initial form, it always takes that form whenever the same wearer puts on the ring. The wearer can, as a standard action, embed this image on any object (as if using arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time she uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell.
CONSTRUCTION
Requirements Forge Ring, arcane mark Cost 500
Ring of spell knowledge I ( 1500 )
Aura moderate (no school) ; CL 7th
DESCRIPTION
"This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters. Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells.

A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class' spell list.

Arcane spells that do not appear on the wearer's class list are treated as one level higher for all purposes (storage and casting).Arcane spells that do not appear on the wearer's class list are treated as one level higher for all purposes (storage and casting).
CONSTRUCTION
Requirements Forge Ring, caster must be able to cast spells of the spell level to be granted Cost 750
Ring of protection +1 ( 2000 )
Aura faint abjuration ; CL 5th
DESCRIPTION
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 1000
Ring of the grasping grave ( 2000 )
Aura faint necromancy ; CL 1st
DESCRIPTION
The wearer of this ring can make a melee touch attack against an undead creature no more than one size category larger than himself, cutting off that creature from undying energy. The wearer never suffers any ill effects that might normally occur from coming into physical contact with an undead creature touched in this way. On a successful hit, the undead cannot be healed or aided by the effects of negative energy for 1d4 rounds. During this duration, positive energy affects the undead creature normally.
CONSTRUCTION
Requirements Forge Ring, sculpt corpse Cost 1000
Ring of feather falling ( 2200 )
Aura faint transmutation ; CL 1st
DESCRIPTION
This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, and activates immediately if the wearer falls more than 5 feet.
CONSTRUCTION
Requirements Forge Ring, feather fall Cost 1100
Ring of athletics ( 2500 )
Aura faint transmutation ; CL 2nd
DESCRIPTION
This silver ring continually grants the wearer a +5 competence bonus on Athletics checks.
CONSTRUCTION
Requirements Forge Ring, creator must have 5 ranks in Athletics Cost 1250
Ring of sustenance ( 2500 )
Aura faint conjuration ; CL 5th
DESCRIPTION
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer only needs to 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 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 1250
Ring of ferocious action ( 3000 )
Aura faint transmutation ; CL 5th
DESCRIPTION
This ring allows its wearer to persevere through physical or mental trauma that hampers his actions. The ring has 5 charges, which are renewed each day. Once per day, when the wearer gains the staggered condition from an enemy’s attack, she can ignore that condition for up to 5 rounds. This does not prevent her from gaining the staggered condition again, and it doesn’t protect her if she gained the staggered condition multiple times.
CONSTRUCTION
Requirements Forge Ring, haste, stabilize Cost 1500

Greater Minor Rings

Ring of counterspells ( 4000 )
Aura moderate evocation ; CL 11th
DESCRIPTION
Upon first examination, this ring seems to be a ring of spell storing. 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 2000
Ring of maniacal devices ( 5000 )
Aura faint transmutation ; CL 3rd
DESCRIPTION
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 Forge Ring, fox's cunning, caster must have 5 ranks in the relevent skill Cost 2500
Ring of sacred mistletoe ( 6000 )
Aura faint transmutation ; CL 1st
DESCRIPTION
"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 Forge Ring, pass without trace, shallelagh Cost 3000
Ring of spell knowledge II ( 6000 )
Aura moderate divination ; CL 8th
DESCRIPTION
"This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters. Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells.

A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class' spell list.

Arcane spells that do not appear on the wearer's class list are treated as one level higher for all purposes (storage and casting).A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class' spell list."
CONSTRUCTION
Requirements Forge Ring, creater must be able to cast spells of the spell level to be granted. Cost 3000
Ring of swarming stabs ( 6000 )
Aura faint transmutation ; CL 2nd
DESCRIPTION
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 Forge Ring, guidance, creater must be able to sneak attack Cost 3000

Lesser Medium Rings

Ring of forcefangs ( 8000 )
Aura moderate evocation ; CL 9th
DESCRIPTION
This band negates any force spell or force spell-like ability targeted at the wearer. Doing so gives the ring a number of charges equal to the spell level of the incoming force effect. The ring can hold a maximum of 9 charges. If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring's charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round.
CONSTRUCTION
Requirements Forge Ring, Heighten Spell, magic missile Cost 4000
Ring of mind shielding ( 8000 )
Aura faint abjuration ; CL 3rd
DESCRIPTION
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 4000
Ring of protection +2 ( 8000 )
Aura faint abjuration ; CL 6th
DESCRIPTION
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 higher than the bonus of the ring Cost 4000
Ring of strength sapping ( 8000 )
Aura moderate necromancy ; CL 7th
DESCRIPTION
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 Forge Ring, bull's strength, ray of enfeeblement Cost 4000
Ring of force shield ( 8500 )
Aura moderate evocation ; CL 10th
DESCRIPTION
This 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 4250
Ring of the ram ( 8600 )
Aura moderate transmutation ; CL 9th
DESCRIPTION
"A ring of the ram has a setting crafted to resemble a ram's head. 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 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 a Strength score of 25. This usage expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with a Strength score of 27. If 3 charges are expended, the effect is that of a character with Strength score of 29. A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item."
CONSTRUCTION
Requirements Forge Ring, scrying, status Cost 4300
Scholar's ring ( 8700 )
Aura moderate conjuration ; CL 5th
DESCRIPTION
"A scholar's ring grants complete understanding of any written text or spoken language, even one that the wearer has never encountered before (as the comprehend languages spell), as well as a +5 competence bonus on Knowledge (history) checks. In addition, once every 5 days the wearer can invoke a legend lore spell related to a subject that she has been studying in the previous week, if she has attempted a Knowledge (history) check aided by the ring."
CONSTRUCTION
Requirements Forge Ring, comprehend languages, legend lore Cost 4350
Ring of athletics, improved ( 10000 )
Aura faint transmutation ; CL 2nd
DESCRIPTION
As the ring of athletics, except it grants a +10 competence bonus on its wearer's Athletics checks.
CONSTRUCTION
Requirements Forge Ring, creator must have 10 ranks in Athletics Cost 5000
Ring of curing ( 10000 )
Aura moderate transmutation ; CL 8th
DESCRIPTION
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 Forge Ring, Heighten Spell, consecrate Cost 5000
Ring of ki mastery ( 10000 )
Aura faint transmutation ; CL 5th
DESCRIPTION
"This ring is half onyx and half clear-white crystal, magically fused together and hardened to the strength of steel. It allows a wearer with a ki pool to store up to 2 ki points in the ring as a swift action. These points remain in the ring until used. The wearer can use the ki points normally, or can gain the following benefits when he has ki points stored in the ring.

As long as there is at least one ki point stored in the ring, the wearer gains a +2 bonus to CMD against grapple, reposition, and trip attempts.

As long as there are at least 2 ki points stored in the ring, the wearer reduces the number of ki points needed to use a ninja trick or ki ability by 1 (minimum 1 ki point)."
CONSTRUCTION
Requirements Forge Ring, ki leech, the creator must be able to use ki Cost 5000
Ring of animal friendship ( 10800 )
Aura faint enchantment ; CL 3rd
DESCRIPTION
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, causing the animal to regard the wearer as a trusted friend.
CONSTRUCTION
Requirements Forge Ring, charm animal Cost 5400
Ring of transposition ( 10800 )
Aura moderate divination ; CL 10th
DESCRIPTION
"On command, the wearer of this ring can touch it to another ring, magical or mundane, and bind it to the ring of transposition. Once per day, the wearer of the ring of transposition can speak a command word to exchange places with the creature wearing the bonded ring, which must be within 800 feet, as though using a dimension door spell against a willing target. In the process, the ring of transposition trades places with the ring on the other creature's hand, and the bond between the rings is broken. The bonding property of the ring of transposition can be used as often as desired, breaking any existing bond each time it is used. An existing bond can be broken by a successful dispel check against the caster level of the ring."
CONSTRUCTION
Requirements Forge Ring, dimension door Cost 5400
Ring of the sophisticate ( 11000 )
Aura moderate transmutation and divination ; CL 8th
DESCRIPTION
"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 Forge Ring, know direction, locate object, creator must have at least 4 ranks in Sense Motive and Knowledge/Local Cost 5500
Decoy ring ( 12000 )
Aura moderate illusion ; CL 11th
DESCRIPTION
This ring is a thick loop of mirrorlike metal. Whenever the wearer of this ring takes the withdraw action or becomes helpless (including falling unconscious), it instantly makes her invisible for 3 rounds and creates four illusory duplicates that either run off in opposite directions or perform other plausible actions that could draw enemy attention away from her. The duplicates last for 3 rounds before disappearing, but they instantly pop out of existence if struck by an attack (AC 10) and can be disbelieved (Will DC 19). Allies of the wearer always know her true location and can freely provide aid or assistance to her.
CONSTRUCTION
Requirements Forge Ring, mislead Cost 6000
Ring of craft magic ( 12000 )
Aura faint transmutation ; CL 3rd
DESCRIPTION
A ring of craft magic always bears some sort of tool-like design in its craftsmanship. The wearer of the ring sees spells as similar to crafts, and vice versa. The wearer may make a Craft check in place of a Spellcraft check to identify an item that could be created with that Craft skill. The wearer may also expend a spell slot or prepared spell to gain an enhancement bonus equal to the level of the expended spell on a single Craft or Profession check (regardless of the amount of time needed to make the check).
CONSTRUCTION
Requirements Forge Ring, creator must be a gnome or khazad Cost 6000
Ring of energy resistance, minor ( 12000 )
Aura moderate abjuration ; CL 11th
DESCRIPTION
"Rings of this type come in a wide variety of designs and colorations, typically related to the types of energy they defend against. These rings continually protect their wearers 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 6000
Ring of the troglodyte ( 12000 )
Aura faint conjuration ; CL 5th
DESCRIPTION
"Two times per day on command, the wearer of this ring can produce a horrific smell affecting all living creatures other than the wearer within a 10-foot radius. Once created, the smell remains, centered on the wearer, until she dismisses it as a free action. This is a poison effect. Any creature affected by the disgusting aroma produced by the ring must succeed at a DC 14 Fortitude saving throw when it starts its turn in the ring's stench radius. Those that fail a saving throw become sickened for 1 round. If they are already sickened, they become nauseated for 1 round instead."
CONSTRUCTION
Requirements Forge Ring, stinking cloud Cost 6000
Steelhand circle ( 12000 )
Aura moderate transmutation ; CL 8th
DESCRIPTION
"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 Forge Ring, stone fist, stoneskin Cost 6000
Ring of chameleon power ( 12700 )
Aura faint illusion ; CL 3rd
DESCRIPTION
As a free action, the wearer of this ring can gain the ability to magically blend in with her 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 6350
Ring of spell knowledge III ( 13500 )
Aura moderate (no school) ; CL 7th
DESCRIPTION
"This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters. Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells.

A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class' spell list.

Arcane spells that do not appear on the wearer's class list are treated as one level higher for all purposes (storage and casting)."
CONSTRUCTION
Requirements Forge Ring, creator must be able to cast spells of the spell level to be granted Cost 6750
Ring of the sea strider ( 14000 )
Aura moderate conjuration ; CL 7th
DESCRIPTION
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 +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 contagious mass of liquid.
CONSTRUCTION
Requirements Forge Ring, dimension door, touch of the sea Cost 7000
Ring of retribution ( 15000 )
Aura strong evocation ; CL 13th
DESCRIPTION
Once per day, the wearer of this charred bone ring may, as an immediate action, cause it to detonate in a 30-foot-radius 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 Forge Ring, Quicken Spell, fireball Cost 7500
Ring of water walking ( 15000 )
Aura moderate transmutation ; CL 9th
DESCRIPTION
This ring is often made of coral or bluish metal decorated with motifs depicting rolling waves of water. The ring allows the wearer to continually utilize the effects of the spell water walk.
CONSTRUCTION
Requirements Forge Ring, water walk Cost 7500

Greater Medium Rings

Ring of protection +3 ( 18000 )
Aura faint abjuration ; CL 9th
DESCRIPTION
This ring offers continual magical protection in the form of a deflection bonus of +3 to AC.
CONSTRUCTION
Requirements Forge Ring, shield of faith, caster must be of a level at least three times higher than the bonus of the ring Cost 9000
Ring of spell storing, minor ( 18000 )
Aura faint evocation ; CL 8th
DESCRIPTION
As the minor ring of spell storing, except it holds up to 3 levels of spells.
CONSTRUCTION
Requirements Forge Ring, imbue with spell ability Cost 9000
Ring of energy shroud ( 19500 )
Aura strong abjuration ; CL 13th
DESCRIPTION
A ring of energy shroud always appears to be glass or crystal in construction, tinted in a red, green, blue, or yellow hue. Closer inspection reveals a small band of metal within the glass or crystal. Treasured by frontline fighters and anyone with a trusted evoker ally, rings of energy shroud normally function as a minor ring of energy resistance. However, once per day as an immediate action, the ring's wearer can negate the damage of an incoming acid, cold, electricity, or fire energy effect for himself (but not for other creatures affected by the spell or effect), transforming that damage into a shroud of energy that wreathes the wearer's body acting as if under the effects of the elemental aura spell (Advanced Player's Guide). The elemental aura effect has the same energy type of the damage negated.
CONSTRUCTION
Requirements Forge Ring, elemental aura, resist energy Cost 9750
Ring of invisibility ( 20000 )
Aura faint illustion ; CL 3rd
DESCRIPTION
By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
CONSTRUCTION
Requirements Forge Ring, invisibility Cost 10000
Ring of wizardry I ( 20000 )
Aura moderate (no school) ; CL 11th
DESCRIPTION
This special ring comes in four varieties, 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 10000
Ring of spell knowledge IV ( 24000 )
Aura strong (no school) ; CL 7th
DESCRIPTION
"This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters. Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells.

A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class' spell list.

Arcane spells that do not appear on the wearer's class list are treated as one level higher for all purposes (storage and casting)."
CONSTRUCTION
Requirements Forge Ring, creator must be able to cast levels of the spell to be granted Cost 12000
Ring of evasion ( 25000 )
Aura moderate transmutation ; CL 7th
DESCRIPTION
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 12500
Ring of x-ray vision ( 25000 )
Aura moderate divination ; CL 6th
DESCRIPTION
"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 12500
Ring of blinking ( 27000 )
Aura moderate transmutation ; CL 7th
DESCRIPTION
On command, this ring makes the wearer blink, as the blink spell.
CONSTRUCTION
Requirements Forge Ring, blink Cost 13500

Lesser Major Rings

Ring of energy resistance, major ( 28000 )
Aura moderate abjuration ; CL 11th
DESCRIPTION
"Rings of this type come in a wide variety of designs and colorations, typically related to the types of energy they defend against. These rings continually protect their wearers 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 major ring of energy resistance grants 20 points of resistance. "
CONSTRUCTION
Requirements Forge Ring, resist energy Cost 14000
Ring of protection +4 ( 32000 )
Aura faint abjuration ; CL 12th
DESCRIPTION
This ring offers continual magical protection in the form of a deflection bonus of +4 to AC.
CONSTRUCTION
Requirements Forge Ring, shield of faith, caster must be of a level at least three times higher than the bonus of the ring Cost 16000
Ring of return ( 33600 )
Aura moderate conjuration ; CL 7th
DESCRIPTION
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 Forge Ring, dimension door Cost 16800
Ring of freedom of movement ( 40000 )
Aura moderate abjuration ; CL 7th
DESCRIPTION
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 20000
Ring of wizardry II ( 40000 )
Aura moderate (no school) ; CL 11th
DESCRIPTION
This special ring is only to arcane spellcasters. The wearer's arcane spells per day are doubled for one specific spell level.A ring of wizardry II doubles 2nd-level spells, Bonus spells from high ability scores or school specialization are not doubled.
CONSTRUCTION
Requirements Forge Ring, limited wish Cost 20000
Ring of energy resistance, greater ( 44000 )
Aura moderate abjuration ; CL 11th
DESCRIPTION
"Rings of this type come in a wide variety of designs and colorations, typically related to the types of energy they defend against. These rings continually protect their wearers 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 greater ring of energy resistance grants 30 points of resistance."
CONSTRUCTION
Requirements Forge Ring, resist energy Cost 22000
Ring of delayed doom ( 45000 )
Aura moderate conjuration ; CL 9th
DESCRIPTION
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 Forge Ring, heal, time stop Cost 22500

Greater Major Rings

Ring of friend shield ( 50000 )
Aura moderate abjuration ; CL 10th
DESCRIPTION
These curious rings always come in pairs. A ring of friend shield 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 25000
Ring of protection +5 ( 50000 )
Aura faint abjuration ; CL 15th
DESCRIPTION
This ring offers continual magical protection in the form of a deflection bonus of +5 to AC.
CONSTRUCTION
Requirements Forge Ring, shield of faith, caster must be of a level at least three times higher than the bonus of the ring Cost 25000
Ring of shooting stars ( 50000 )
Aura strong evocation ; CL 12th
DESCRIPTION
"This ring has two modes of operation: one for when the wearer is in dim light or outdoors at night, and a second one when the wearer is underground or indoors at night. At night 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 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 2d6 points of electricity damage
2 lightning balls 3d6 points of electricity damage
3 lightning balls 2d6 points of electricity damage
4 lightning balls 1d6 points of electricity damage

Once the ball lightning function is activated, the balls can be released at any time before the sun rises. Multiple balls can be released in the same round.

The second special function produces three shooting stars that can be released from the ring each week, simultaneously or one at a time. Upon impact, they deal 12 points of damage and spread (as a fireball) in a 5-foot-radius sphere that deals 24 points of fire damage.

Any creature struck by a shooting star takes full damage from the impact plus full fire damage from the spread unless it succeeds at 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. The 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 successful DC 13 Reflex save or be hit by the projectile.

Indoors at night, or underground, the ring of shooting stars has the following properties.

  • Faerie fire (once 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 arch 10 feet wide. Creatures within this area take 2d8 points of damage each if not wearing metal armor or carrying metal weapons. Any creature wearing metal armor and/or carrying a metal weapon takes 4d8 points of damage. LAHAR FIX"
CONSTRUCTION
Requirements Forge Ring, faerie fire, fireball, light, lightning bolt Cost 25000
Ring of spell storing ( 50000 )
Aura moderate evocation ; CL 9th
DESCRIPTION
"A ring of spell storing contains up to 5 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 five-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 5. 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 25000
Ring of continuation ( 56000 )
Aura moderate transmutation ; CL 7th
DESCRIPTION
This band of braided copper wires throbs ever so slightly in harmony with its wearer's heartbeat. Whenever the wearer of the ring casts a spell with a range of personal and a duration of 10 minutes per level or greater, 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 benefits from that spell.
CONSTRUCTION
Requirements Forge Ring, mnemonic enhancer Cost 28000
Ring of wizardry III ( 70000 )
Aura moderate (no school) ; CL 11th
DESCRIPTION
This special ring comes in four varieties, 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 35000
Spiritualist Rings ( 70000 )
Aura "strong necromancy

" ; CL 12th
DESCRIPTION
"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 Forge Ring, speak with dead, spectral hand, plane shift Cost 35000
Ring of telekinesis ( 75000 )
Aura moderate transmutation ; CL 9th
DESCRIPTION
This ring, knotted with metallic tendrils encasing a setting of red and amber gemstones, allows the caster to use the spell telekinesis on command, lifting and manipulating objects at a distance using only her mind.
CONSTRUCTION
Requirements Forge Ring, telekinesis Cost 37500
Ring of regeneration ( 90000 )
Aura strong conjuration ; CL 15th
DESCRIPTION
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, the wearer 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 regenerate. In either case, only damage taken while wearing the ring is regenerated.
CONSTRUCTION
Requirements Forge Ring, regeneration Cost 45000
Ring of spell turning ( 100000 )
Aura "strong abjuration " ; CL 13th
DESCRIPTION
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 50000
Ring of wizardry IV ( 100000 )
Aura moderate (no school) ; CL 11th
DESCRIPTION
This special ring comes is useful only to arcane spellcasters. The wearer's arcane spells per day are doubled for one specific spell level. A ring of wizardry III doubles 3rd-level spells, Bonus spells from high ability scores or school specialization are not doubled.
CONSTRUCTION
Requirements Forge Ring, limited wish Cost 50000
Ring of three wishes ( 120000 )
Aura strong universal ; CL 20th
DESCRIPTION
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, miracle or wish Cost 60000
Ring of djinni calling ( 125000 )
Aura strong conjuration ; CL 17th
DESCRIPTION
This "genie" ring 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.
CONSTRUCTION
Requirements Forge Ring, gate Cost 62500
Ring of elemental command ( 200000 )
Aura strong conjuration ; CL 15th
DESCRIPTION
"All four kinds of rings of elemental command 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 her. If the wearer desires, she may forgo 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 that 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. She gains a +4 morale bonus on all attack rolls against such creatures. Any weapons 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 her ring is attuned. These creatures recognize that she wears the ring, and show a healthy respect for the wearer if their alignments are similar. If alignments are opposed, creatures fear the wearer if she is strong. If she is weak, they hate and desire to slay her.

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)

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

This 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)

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

This 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)

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

Ring of Elemental Command (Water)

  • Create water (unlimited use)
  • Water breathing (unlimited use)
  • Water walk (unlimited use)
  • Wall of ice (once per day)
  • Ice storm (twice per week)
  • Control water (twice per week)
This 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 100000
Ring of spell storing, major ( 200000 )
Aura stong evocation ; CL 17th
DESCRIPTION
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 100000