Magic Rings

From Elluiki
Jump to navigationJump to search

Magic Items

A character can wear a maximum of two magic rings; one on each hand. Multiple rings placed on a hand cancel each other out.


  • Ring of Contrariness (cursed); Is randomly also a ring of feather falling, a ring of protection +2, a ring of fire resistance, a ring of swimming, a ring of mammal control, or a ring of water walking. Anyone wearing the ring asked to do something will interpret the request as the opposite of what was desired, and have to save vs. wand or be magically compelled to do the thing. Takes a remove curse spell to remove. Worth 1,000gp
  • Ring of Delusion (cursed); Appears to be another kind of ring, but merely makes the user think he has the powers of the ring. Takes a remove curse spell to remove. Worth 2,000gp
  • Ring of Djinni Summoning 20,000; can summon a Djinni at will who will serve the ring wearer faithfully. If the Djinni is ever killed, the ring becomes non magical.
  • Ring of Elemental Control 25,000; This type of ring is attuned to one of the four elements. Creatures of that type suffer a -4 penalty when attacking the caster, and the caster gains a +4 bonus when attacking them. The possessor of the ring can speak the language of elementals of the attuned element, and produce certain spell effects once per day: Air: Gust of Wind, Fly, Control Winds; Earth: Stone Tell, Stone to Flesh/Flesh to Stone, Move Earth; Fire: Wall of Fire, Flame Strike, Fireball, Water: Create Water, Water Breathing, Control Water. Finally, each ring functions as a certain lesser ring, and are often misidentified as such: Air; Ring of Invisibility, Earth; Ring of Feather Falling, Fire; Ring of Fire Resistance, Water; Water Walking
  • Ring of Feather Falling; Prevents damage from falls. 5,000
  • Ring of Fire Resistance; Prevents damage from normal fires, halves damage from magical and exceptional fires. Worth 5,000gp
  • Ring of Free Action; Makes the user immune to spells such as Web, Slow, and Hold Person which restrict her actions. Mundane ropes and bindings can still hold the person, but magical bindings automatically fail. 5,000
  • Ring of Gand; Legendary magical ring with many strange powers and abilities. The only known power is that it grants immunity to Magic Missile spells. Worth 17,500gp
  • Ring of Human Influence; Raises the user's charisma to 18, and enables the user to charm up to 20 hit dice worth of humans, as per the spell Charm Person. Worth 10,000gp
  • Ring of Invisibility; Enables the user to cast invisibility on himself at will. Worth 7,500gp
  • Ring of Mammal Control; (m, p) Enables the user to charm 30 hit dice worth of mammals, as per the spell Charm Mammal. Worth 5,000gp
  • Ring of Protection +1; Grants a +1 bonus to AC and a +1 bonus to saving throws. Worth 2,000gp.
  • Ring of Protection +2; Grants a +2 bonus to AC and a +2 bonus to saving throws. Worth 6,000gp.
  • Ring of Protection +2 2 yard radius; Grants a +1 bonus to AC and a +1 bonus to saving throws to everyone in a 2 yard radius. Worth 10,000gp.
  • Ring of Protection +3; Grants a +3 bonus to AC and a +3 bonus to saving throws. Worth 11,000gp.
  • Ring of Protection +3 2 yard radius; Grants a +3 bonus to AC and a +3 bonus to saving throws to everyone in a 2 yard radius. Worth 25,000gp.
  • Ring of Protection +4, +2 to saves; Grants a +4 bonus to AC and a +2 bonus to saving throws. Worth 20,000gp
  • Ring of Protection +6, +1 to saves; Grants a +6 bonus to AC and a +1 bonus to saving throws. Worth 50,000gp.
  • Ring of Regeneration; Restores 1 point of damage every 10 minutes, and automatically brings the wearer back from death unless the ring is removed or the body is totally destroyed by fire or acid. An individual brought back by a ring of regeneration must make a system shock save. Worth 40,000gp
  • Ring of Shooting Stars; This ring can cast dancing lights once per hour. Additionally, each night, the ring can produce and fire up to 3 shooting stars which deal 10 points of damage on impact and explode in a 1 yard radius for 30 points of damage. An attack roll is needed to hit with the shooting stars, and a save vs. spell against the explosion is permitted for half damage. All three stars can be fired in 1 round. The shooting stars have a range of 6 yards, and will not fire under the sun. Worth 15,000gp.
  • Ring of Spell Storing A ring of spell storing can store up to 5 spells of any level. They can only be retreived by a spellcaster capable of casting the spell himself. 22,500
  • Ring of Spell Turning A ring of spell turning automatically defends against any non area non touch spell cast by a spellcaster. Spells casts from wands are not turned. The ring has a 20% chance to fail to turn the spell, a 30% chance to reduce the spell's caster level by 5, a 30% chance to negate the spell, and a 20% chance to turn the spell back on its caster. Worth 17,500gp
  • Ring of Strength; Increases the bearer's strength to 18/00 and constitution to 18. Worth 10,000gp
  • Ring of Swimming; Enables the user to swim at her full base speed,and dive up to 200 yards underwater under her own power. The user of the ring can swim without rest for 4 out of every 5 hours. Worth 5,000gp
  • Ring of Telekinesis; Grants the user the use of the Telekinesis spell at will. Worth 10,000gp
  • Ring of Three Wishes; Contains 3 wish spells. 25% chance to contain only limited wishes. Worth 15,000gp
  • Ring of Warmth; Heals cold based damage at a rate of 1hp per 10 minutes. Provides a +3 bonus on saving throws against cold based effects. Worth 5,000gp
  • Ring of Wishes; Provides 5 wishes. 10% chance to contain only limited wishes. Worth 25,000gp
  • Ring of Water Walking; enables bearer to walk on water. Can support up to 1,000 lbs. Worth 5,000gp
  • Ring of Weakness; (cursed) Reduces bearer to 3 strength and 3 constitution. Requires a remove curse spell to remove. Worth 1,000gp
  • Ring of Wizardry I; (m) Enables a magician to memorize twice as many 1st, 2nd, and 3rd level spells at once. Worth 50,000gp
  • Ring of Wizardry II; Enables a magician to memorize twice as many 4th and 5th level spells at once. Worth 50,000gp
  • Ring of Wizardry III; Enables a magician to memorize twice as many 6th level spells at once. Worth 50,000gp
  • Ring of X-Ray Vision; Enables the user to look through up to 6 yards of animal or plant matter, 3 yards of stone, and 12 inches of metal other than lead, gold, or platinum. Worth 35,000gp