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Rings are some of the most coveted and generally useful magic items. Small and easily
assayed; minor magic rings are often used as a form of trade currency in some portions of the
Underdark. Standard rings are described below. Remember, the more expensive and more
powerful a ring is, the rarer is it.
Alignment Command
Similar in some ways to the mighty rings of elemental command, the four varieties of rings of
alignment command grant the wearer great power over outsiders of a certain alignment. Each
appears to be a lesser magic ring until its powers are fully activated, as described in its entry.
The four varieties have the following common properties.
Outsiders with the alignment subtype (Chaotic, Evil, Good, or Lawful) to which the ring is
attuned cannot attack the wearer, or even approach within 5 feet of her. If the wearer desires,
she may forego this protection and instead attempt to charm the outsider (as charm monster,
Will save DC 17). If the charm attempt fails, however, absolute protection is lost and no
further attempts at charming can be made.
Outsiders with the alignment subtype to which the ring is attuned who attack the wearer (if a
charm attempt fails) take a -1 penalty on their attack rolls. The ring wearer gains a +2
resistance bonus on saving throws against the creature's attacks. She also gains a +4 morale
bonus on all attacks against such creatures. Any weapon she uses bypasses the damage
reduction of such creatures, regardless of whether it has a sufficient enhancement bonus to do
so.
The wearer of the ring is able to converse with creatures with the alignment subtype to which
her ring is attuned. These creatures recognize that she wears the ring. They show a healthy
respect for the wearer if 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. Fear, hatred, and
respect are determined by the DM.
The possessor of a ring of alignment command takes a saving throw penalty as follows:
Alignment Saving Throw Penalty
Chaotic -2 against lawful spells
Evil -2 against good spells
Good -2 against evil spells
Lawful -2 against chaotic spells
In addition to the powers described above, each specific ring gives its wearer the following
abilities according to its alignment.
Caster Level: 15th; Prerequisites: Forge Ring, planar ally, all appropriate spells; Market
Price: 200,000 gp.
Source: Arms and Equipment Guide
Animal Friendship
On command, this ring affects an animal as if the wearer had cast charm animal.
Faint enchantment; CL 3rd; Forge Ring, charm animal; Price 10,800 gp
Source: Dungeon Master's Guide v.3.5
Antivenom, Frugal
Once per day, the wearer of this ring can speak a command word to activate a neutralize
poison effect upon herself.
Moderate conjuration; CL 7th; Forge Ring, neutralize poison; Price 10,000 gp.
Source:
Antivenom
This ring renders the wearer immune to all natural poisons and grants her a +5 resistance
bonus on saving throws against any magic or supernatural poison. 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
before it will function again.
Moderate conjuration; CL 7th; Forge Ring, neutralize poison; Price 60,000 gp.
Source: Underdark
Arcane Might
Usually made of bronze, a ring of arcane might is forged in the shape of a serpent devouring
its own tail. When worn by any arcane spellcaster, the ring provides a +1 bonus to arcane
caster level for the purpose of spell penetration checks, caster level checks, and all level-based
variables of any arcane spell the wearer casts.
Moderate abjuration; CL 8th; Forge Ring, limited wish, magic weapon, greater; Price 20,000
gp.
Source: Complete Arcane
Blazing Sun
This ring is made of polished fire opal and is always very warm to the touch, as though it has
been lying in the sun for several hours. The wearer gains the fire subtype while wearing the
ring.
Strong transmutation; CL 15th; Forge Ring, mantle of the fiery spirit; Price 135,000 gp.
Source: Sandstorm
Blinking
On command, this ring makes the wearer blink, as with the blink spell.
CL 7th; Prerequisites: Forge Ring, blink; Market Price: 27,000 gp.
Source: Dungeon Master's Guide v.3.5
Chameleon Power
As a free action, the wearer of this ring can gain the ability to magically blend in with the
surroundings. This adds a +15 bonus to her Hide checks. As a standard action, she can also
command the ring to utilize the spell change self as often as she wants.
CL 3rd; Prerequisites: Forge Ring, alter self, invisibility; Market Price: 12,000 gp.
Source: Dungeon Master's Guide v.3.5
Climbing, Improved
This ring is actually a magic leather cord that ties around a finger. It continually grants the
wearer a +10 competence bonus to Climb checks.
CL 5th; Prerequisites: Forge Ring, creator must have 10 ranks of the Climb skill; Market
Price: 10,000 gp.
Source: Dungeon Master's Guide v.3.5
Climbing
This ring is actually a magic leather cord that ties around a finger. It continually grants the
wearer a +5 competence bonus to Climb checks.
CL 5th; Prerequisites: Forge Ring, creator must have 5 ranks of the Climb skill; Market Price:
2,500 gp.
Source: Dungeon Master's Guide v.3.5
Communication
Each of these silver rings is inscribed with the Draconic word for friendship. While a ring of
communication is worn, the wearer can clearly hear anything said (even if whispered quietly)
by anyone else within 1 mile who is wearing another ring of communication to whom the
wearer is attuned. To become attuned, two or more ring of communication wearers need to
touch their rings together and speak the command word. Any number of ring wearers can
become attuned to one another, so long as they are all attuned together at the same time.
The wearer remains attuned until he removes the ring (or until all other wearers to which he is
attuned remove theirs) or attunes himself to a different ring wearer.
Faint divination; CL 5th; Forge Ring, detect thoughts; Price 2,000 gp.
Source:
Counterspelling, Greater
This seems to be a ring of spell storing upon first examination. However, while it allows a
single spell of 1st through 9th level to be cast into it, that spell cannot be cast out of it again.
Instead, should that spell ever be cast upon the wearer, or within 90 feet of the wearer (if the
wearer retains line of sight to the caster), 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 into the ring is gone. A new spell (or the same one as before) may be placed in it again.
Caster Level: 18th; Prerequisites: Forge Ring, spell turning, wish; Market Price: 16,000 gp.
Source: Arms and Equipment Guide
Counterspells
This ring might seem to be a ring of spell storing upon first examination. However, while it
allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of it
again. Instead, should that spell ever be cast upon the wearer, the spell is immediately
countered, as a counterspell action, requiring no action (or even knowledge) on the wearer's
part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as
before) may be placed in it again.
CL 11th; Prerequisites: Forge Ring, spell turning; Market Price: 4,000 gp.
Source: Dungeon Master's Guide v.3.5
Detect Thoughts
On command, this ring allows the wearer to read thoughts, as though with the detect thoughts
spell.
Faint divination; CL 3rd; Forge Ring, detect thoughts; Price 10,800 gp.
Source: Underdark
Djinni Calling
One of the many rings of fable, this "genie" ring is most useful indeed. It serves as a special
gate by means of which a specific djinni can be called from the Elemental Plane of Air. When
the ring is rubbed, 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. See the
Monster Manual for details of a djinni's abilities.
CL 17th; Prerequisites: Forge Ring, gate; Market Price: 125,000 gp.
Source: Dungeon Master's Guide v.3.5
Dragon Friendship
This ring is carved to look like a dragon coiled around the wearer's finger. The wearer gains a
+5 enhancement bonus on Diplomacy checks made to influence the attitude of dragons. No
dragon will voluntarily attack or otherwise attempt to harm the wearer.
Once per month, the wearer can use a suggestion effect on a dragon (heightened to 9th level;
Will DC 23 negates). If the wearer attacks a dragon in any way (including by the use of the
ring's suggestion power), this ring loses its powers for 24 hours. The suggestion effect can
continue after the ring stops working.)
Strong enchantment; CL 17th; Forge Ring, Heighten Spell, dominate monster, suggestion;
Price: 28,750 gp.
Source: Draconomicon
Dragonshape
This ring is shaped like a hollowed dragon's claw. It is slipped over the length of the wearer's
finger, but doesn't restrict manual dexterity in any way Once per day, the wearer can activate
the ring (as a standard action) to polymorph into a young red dragon (if the wearer is evil) or a
young gold dragon (if the wearer is good). This effect functions as the polymorph spell,
except that the duration is 1 hour. The effect can be dismissed by the wearer as a standard
action.
Moderate transmutation; CL 7th; Forge Ring, polymorph; Price: 23,000 gp.
Source: Draconomicon
Elemental Command
All four types of elemental command rings are very powerful. Each appears to he nothing
more than a lesser magic ring until fully activated (see below), 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 save DC 17). 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 suffer a -1
penalty to their attack rolls. The ring wearer makes applicable saving throws from the
extraplanar creature's attacks with a +2 resistance bonus. He gains a +4 morale bonus
to all attacks against such creatures. Any weapon he uses bypasses the damage
reduction of such creatures, regardless of any qualities the weapon may or may not
have.
The wearer of the ring is able to converse with creatures from the plane to which his
ring is attuned. These creatures recognize that he wears the ring. They show a healthy
respect for the wearer if alignments are similar. If alignments are opposed, creatures
fear the wearer if he is strong. If he is weak, they hate and desire to slay him. Fear,
hatred, and respect are determined by the DM.
The possessor of a ring of elemental command suffers a saving throw penalty as
follows:
In addition to the powers described above, each specific ring gives its wearer the following
abilities according to its type:
The ring appears to be a ring of feather fall until a certain condition is met, such as
having the ring blessed, single-handedly slaying an air elemental, or whatever the DM
determines necessary to activate its full potential. It must be reactivated each time a
new wearer acquires it.
The ring appears to be a ring of meld into stone until the DM-established condition is
met.
The ring appears to be a major ring of elemental resistance (fire) until the DM-
established condition is met.
The ring appears to be a ring of water walking until the DM-established condition is
met.
CL 15th; Prerequisites: Forge Ring, summon monster VI, all appropriate spells; Market Price:
200,000 gp.
Source: Dungeon Master's Guide v.3.5
Evasion
This ring continually grants the wearer extreme nimbleness, allowing her to avoid damage as
if she had the evasion ability. Whenever she makes a Reflex saving throw to determine
whether she takes half damage from an attack, a successful save results in no damage.
CL 7th; Prerequisites: Forge Ring, jump; Market Price: 25,000 gp.
Source: Dungeon Master's Guide v.3.5
Feather Falling
This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall
spell, activated immediately if the wearer falls more than 3 feet.
CL 1st; Prerequisites: Forge Ring, feather fall; Market Price: 2,200 gp.
Source: Dungeon Master's Guide v.3.5
Filcher's Friend
When used, this plain steel ring draws any loose metal object within 1 foot and weighing no
more 1 ounce - usually coins and jewelry - toward it. The objects do not have to be ferrous,
simply metal in some way. The ring grants a +5 circumstance bonus on Sleight of Hand
checks involving metal objects.
Caster Level: 12th; Prerequisites: Forge Ring, mage hand; Market Price: 500 gp.
Source: Arms and Equipment Guide
Force Armor
This pair of black iron rings must be worn as a set, one on either hand with no other magic
ring, to function. They sheathe their wearer in a field of magical force, granting a +4 armor
bonus to AC (as the mage armor spell). This sheath is harmful to the touch: Any creature
whose bare flesh contacts the wearer takes 1d4 points of damage. The wearers unarmed
strikes gain a +1 enhancement bonus on attacks and deal an additional 1d4 points of damage.
Caster Level: 9th; Prerequisites: Forge Ring, mage armor, magic weapon, wall of force;
Market Price: 45,000 gp.
Source: Arms and Equipment Guide
Force Shield
An iron band, this simple ring generates a large 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 normal shield (+2
AC). This special creation, since it can be activated and deactivated at will (a free action), has
no armor check penalty or arcane spell failure chance.
CL 9th; Prerequisites: Forge Ring, wall of force; Market Price: 8,500 gp.
Source: Dungeon Master's Guide v.3.5
Freedom of Movement
This gold ring allows the wearer to act as if continually under the effect of a freedom of
movement spell.
CL 7th; Prerequisites: Forge Ring, freedom of movement; Market Price: 40,000 gp.
Source: Dungeon Master's Guide v.3.5
Friend Shield
These curious rings always comes in pairs. A friend shield ring without its mate is useless.
Either wearer of one of a pair of the rings can, at any time, command his or her ring to cast a
shield other spell with the wearer of the mated ring as the recipient. There is no range
limitation on this effect.
CL 10th; Prerequisites: Forge Ring, shield other; Market Price: 50,000 gp (for a pair).
Source: Dungeon Master's Guide v.3.5
Hive Mind
These rings are formed of a brownish-red substance like horn or chitin, resembling the
carapace of a formian. A single ring of hive mind provides no benefit to its wearer unless
another character with another ring of the same kind is within 1 mile. All characters wearing
rings of hive mind within 1 mile of one another can communicate telepathically among
themselves, and their minds mesh in a close joining. If one such character is aware of a
particular danger, they all are. If one character in a group is not flat-footed, none of them are.
No such character in a group is considered flanked unless all of them are.
Caster Level: 17th; Prerequisites: Forge Ring, Rary's telepathic bond, wish; Market Price:
180,000 gp.
Source: Arms and Equipment Guide
Invisibility
By activating this simple silver ring, the wearer can become invisible, as the spell.
CL 3rd; Prerequisites: Forge Ring, invisibility; Market Price: 20,000 gp.
Source: Dungeon Master's Guide v.3.5
Jumping, Improved
This ring continually allows the wearer to leap about providing a +10 bonus to all his Jump
checks.
CL 7th; Prerequisites: Forge Ring, creator must have 10 ranks in the Jump skill; Market Price:
10,000 gp.
Source: Dungeon Master's Guide v.3.5
Jumping
This ring continually allows the wearer to leap about providing a +5 competence bonus to all
his Jump checks.
CL 2nd; Prerequisites: Forge Ring, creator must have 5 ranks in the Jump skill; Market Price:
2,500 gp.
Source: Dungeon Master's Guide v.3.5
Lockpicking
This ring is made up of tiny prongs, wires, and other small devices that spring to life on
command. The ring grants a +5 competence bonus on Open Lock checks and can cast knock
three times a day, as the spell from a 12th-level caster.
Caster Level: 12th; Prerequisites: Forge Ring, knock; Market Price: 7,700 gp.
Source: Arms and Equipment Guide
Lore
A creature wearing a lore ring can use legend lore and stone tell each once per week by
speaking a command word, and can find magic traps created by glyphs, runes, sigils, and
symbols with a successful Search check, just as a rogue does.
Strong divination; CL 12th; Forge Ring, find traps, legend lore, stone tell; Price 23,250 gp.
Source: Complete Arcane
Magic Fang
While worn, this ring grants one (and only one) of the wearer's natural weapons (bite, slam,
fist, and so on) a +1 enhancement bonus on attack and damage rolls.
Caster Level: 12th; Prerequisites: Forge Ring, magic fang; Market Price: 6,000 gp.
Source: Arms and Equipment Guide
Mind Shielding
This ring is usually of fine workmanship and wrought from heavy gold. The wearer is
continually immune to detect thoughts, discern lies, and any attempt to magically discern her
alignment.
CL 3rd; Prerequisites: Forge Ring, nondetection; Market Price: 8,000 gp.
Source: Dungeon Master's Guide v.3.5
Misdirection
This plain silver band is nondescript and unadorned. The wearer is under a continuous
misdirection effect, redirecting divination spells that reveal auras cast upon him. Such spells
automatically target their caster rather than the ring's wearer.
Caster Level: 3rd, Prerequisites: Forge Ring, misdirection; Market Price: 7,000 gp.
Source: Arms and Equipment Guide
Protection
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to
AC.
CL 5th; Prerequisites: Forge Ring, shield of faith, caster must be of a level three times that of
the bonus of the ring; Market Price: 2,000 gp (ring +1); 8,000 gp (ring +2); 18,000 gp (ring
+3); 32,000 gp (ring +4); or 50,000 gp (ring +5).
Source: Dungeon Master's Guide v.3.5
Ram
The ring of the ram is an ornate ring forged of hard metal, usually iron or an iron alloy. It has
the head of a ram (or a buck goat) as its device.
The wearer can command the ring to give forth a ramlike force, manifested by a vaguely
discernible shape that resembles the head of a ram or a goat. This force strikes a single target,
dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6
points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot
maximum range and no penalties for distance. The ring is quite useful for knocking opponents
off parapets or ledges, among other things.
The force of the blow is considerable, and those struck by the ring are subject to a bull rush if
within 30 feet of the ring-wearer. (The ram has Strength 25 and is large.) The ram gains a +1
bonus to the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.
In addition to its attack mode, the ring of the ram also has the power to open doors as if it
were a character with Strength 25. If 2 charges are expended, the effect is equivalent to a
character with Strength 27. If 3 charges are expended, the effect is that of a character with
Strength 29.
A newly created ring has 50 charges. When all the charges are expended, the ring becomes a
nonmagical item.
CL 9th; Prerequisites: Forge Ring, bull's strength, telekinesis; Market Price: 8,600 gp.
Source: Dungeon Master's Guide v.3.5
Regeneration
This white gold ring continually allows a living wearer to heal 1 point of damage per level
every hour rather than every day (This ability cannot be aided by the Heal skill.) Subdual
damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a
limb, an organ, or any other body part while wearing this ring, the ring regenerates it like the
spell. In either case, only damage taken while wearing the ring is regenerated.
CL 15th; Prerequisites: Forge Ring, regenerate; Market Price: 90,000 gp.
Source: Dungeon Master's Guide v.3.5
Ring of Thirteen
The Cagewright leaders wear matching magic rings designed to protect them from detection
and harm. A Ring of Thirteen is a ring of protection +2 that also protects its wearer with
constant protection from good, nondetection, and endure elements. These rings function only
for evil creatures; a non-evil creature who wears a Ring of Thirteen gains a negative level for
as long as the ring is worn. This negative level never actually results in actual level loss.
Strong abjuration; CL 15th; Forge Ring, protection from good, nondetection, endure
elements, creator must be evil; Price 54,000 gp.
Source: Dungeon #114
Sandform
On command, this sandstone ring allows the wearer to take the form of living sand, as the
sandform spell. The wearer can remain in sandform for up to 10 minutes per day, and the
duration need not be consecutive rounds or minutes.
Moderate transmutation; CL 10th; Forge Ring, sandform; Price 24,000 gp.
Source: Sandstorm
Sandstriding
This brass ring has the shape of a coiled rattlesnake. The wearer gains the benefit of the
sandskimmer feat.
Faint transmutation; CL 3rd; Forge Ring, creator must have the Sandskimmer feat or the
innate ability to move easily through sand; Price 5,000 gp.
Source: Sandstorm
Shooting Stars
This ring has two modes of operation - at night and underground - both of which work only in
relative darkness.
During the night under the open sky, the ring of shooting stars can perform the following
functions on command:
The first special function, ball lightning, releases one to four balls of lightning (ring wearer's
choice). These glowing globes resemble dancing lights, and the ring wearer controls them in
the same fashion (see the dancing lights spell). The spheres have a 120-foot range and a
duration of 4 rounds. They can be moved at 120 feet per round. Each sphere is about 3 feet in
diameter, and any creature who comes within 5 feet of one causes its charge to dissipate,
taking electricity damage in the process according to the number of balls created.
Number of Balls Damage per Ball
4 lightning balls 1d6 points of damage each
3 lightning balls 2d6 points of damage each
2 lightning balls 3d6 points of damage each
1 lightning ball 4d6 points of damage
Once the ball lightning function is activated, the balls can be released at any time before the
sun rises. (Multiple balls can be released in the same round.)
The second special function, shooting stars, produces glowing projectiles with fiery trails,
much like a meteor swarm. Three shooting stars 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 office damage.
Any creature struck by a shooting star takes full damage from impact plus full damage from
the spread. Creatures not struck but within the spread ignore the impact damage and take only
half damage from the fire spread on a successful Reflex save (DC 13). 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:
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.
CL 12th; Prerequisites: Forge Ring, light, faerie fire, lightning bolt, meteor swarm; Market
Price: 50,000 gp.
Source: Dungeon Master's Guide v.3.5
Spell-Battle
This potent ring is typically made of gold and set with small spheres of silver. The wearer
becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell
being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15
+ spell level). If this identification succeeds, the wearer can choose once per day to have the
ring counterspell (without readying a counterspell action or making a dispel check) or can
change the target or the point of effect of the spell to any target or point within 60 feet
(including herself if she chooses to redirect a potentially beneficial spell). If the wearer
chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of
effect outside the spell's range as measured from the original caster), the spell functions
normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell,
she experiences the effect of the spell as normal.
Strong divination; Cl 14th; Forge Ring, detect magic, dispel magic, spell turning, creator must
have 10 ranks in Spellcraft; Price 67,600 gp.
Source: Complete Arcane
Spell Storing
A ring of spell storing contains up to five levels of spells that the wearer can cast. Each spell
has a caster level equal to the minimum level needed to cast that spell. As with a wand (see
Wands), the user need not provide any material components or focus, or pay an XP cost to
cast the spell, and there is no arcane spell failure chance for wearing armor (since the ring
user need not gesture)
For a randomly generated ring, treat it as a scroll to determine what spells are stored in it (see
Random Scrolls). 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. (Not every newly discovered ring need be fully
charged.)
The ring magically imparts to the wearer the names of all spells currently stored within it.
CL 5; Prerequisites: Forge Ring, imbue with spell ability; Market Price: 50,000 gp.
Source: Dungeon Master's Guide v.3.5
Spell Turning
On command, this simple platinum band automatically reflects spells cast at the wearer,
exactly as if spell turning had been cast upon the wearer.
CL 15th; Prerequisites: Forge Ring, spell turning; Market Price: 150,000 gp.
Source: Dungeon Master's Guide v.3.5
Sustenance
This ring continually provides its wearer with life-sustaining nourishment. The ring also
refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the
benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If
it is removed, the owner must wear it for another week to reattune it to himself.
Faint transmutation; CL 2nd; Prerequisites: Forge Ring, create food and water; Market Price:
2,500 gp.
Source: Dungeon Master's Guide v.3.5
Swimming, Improved
This silver ring has a wave pattern etched into the band. It continually grants the wearer a +10
competence bonus to Swim checks.
CL 7th; Prerequisites: Forge Ring, creator must have 5 ranks of the Swim skill; Market Price:
10,000 gp.
Source: Dungeon Master's Guide v.3.5
Swimming
This silver ring has a wave pattern etched into the band. It continually grants the wearer a +5
competence bonus to Swim checks.
Faint transmutation; CL 5th; Prerequisites: Forge Ring, creator must have 5 ranks of the Swim
skill; Market Price: 2,500 gp.
Source: Dungeon Master's Guide v.3.5
Telekinesis
This ring allows the caster to use the spell telekinesis on command.
CL 9th; Prerequisites: Forge Ring, telekinesis; Market Price: 75,000 gp.
Source: Dungeon Master's Guide v.3.5
Theurgy
Often carved from a single piece of polished coral, a ring of theurgy functions differently
depending on which type of arcane spellcaster wears it. For wizards and other characters who
prepare spells, the ring serves as a small and quickly accessible spellbook capable of storing
up to three spells of any level the wearer can cast. As a move action, the wearer can transfer
any spell in the ring to an empty spell slot of the appropriate level, with the spell instantly
ready to be cast as if previously prepared. The wearer can't transfer a spell from a ring of
theurgy to an expended spell slot, but only to a spell slot that he deliberately left empty in
order to prepare a spell, providing some degree of spontaneity in the spells he has available
even though he gains no additional spells per day. For example, a 5th-level wizard might store
fire ball, dispel magic, and fly in the ring, then leave one 3rd-level spell slot open to be used
for offense, defense, or escape as necessary.
Sorcerers and other characters who don't prepare spells gain a different benefit from a ring of
theurgy. Each spell stored in the ring is usable as an additional spell known as long as the
character has an unused spell slot of the appropriate level. The stored spell disappears from
the ring when cast, but the wearer can then have spells not on her spell list cast into the ring to
be used again. For example, a bard who doesn't have invisibility sphere on her list of spells
known could have the spell put into a ring of theurgy by her party's wizard so that both
characters have the spell available if needed.
Any material components or XP components are provided at the time the spell is cast from the
ring, not at the time it is put into the ring to be stored for later retrieval.
Moderate universal; Cl 12th; Forge Ring, Rary's mnemonic enhancer; Price 20,000 gp.
Source: Complete Arcane
Three Wishes
This ring is set with three rubies. Each ruby stores a wish spell, activated by the ring. When a
wish is used, that ruby disappears. For a randomly generated ring, roll 1d3 so determine the
remaining number of rubies. When all the wishes are used, the ring becomes a nonmagical
item.
CL 20th; Prerequisites: Forge Ring, wish or miracle; Market Price: 97,950 gp; Cost to Create:
11,475 gp + 15,918 XP.
Source: Dungeon Master's Guide v.3.5
Thunderclaps
This ring is made out of lapis lazuli, with a lightning bolt etched along the rim. Three times
per day, the wearer can affect someone with shocking grasp. Once per day, this effect can
combine with a powerful thunderclap that duplicates the effects of a shout spell. The target
must be touched for the shout effect to happen. Both of these effects are as the spells from a
7th-level caster.
Caster Level: 12th; Prerequisites: Forge Ring, shocking grasp, shout; Market Price: 11,200
gp.
Source: Arms and Equipment Guide
Warmth
This ring is brass and set with a single red stone. It continually keeps the wearer comfortably
warm, allowing her to with stand cold weather and cold damage as if she had endure elements
(cold) cast upon her (negating 5 points of cold damage per round).
CL 7th; Prerequisites: Forge Ring, endure elements; Market Price: 2,100 gp.
Source: Dungeon Master's Guide v.3.0
Water Walking
This ring, set with an opal, allows the wearer to continually utilize the effects of the spell
water walk.
CL 9th; Prerequisites: Forge Ring, water walk; Market Price: 15,000 gp.
Source: Dungeon Master's Guide v.3.5
Wizardry
This special ring comes in four types (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.
CL 11th (Wizardry I), 14th (Wizardry II), 17th (Wizardry III), or 20th (Wizardry
IV);Prerequisites: Forge Ring, limited wish (Wizardry I-Wizardry IV); Market Price: 20,000
gp (Wizardry 1), 40,000 gp (Wizardry II), 70,000 gp (Wizardry III), or 100,000 gp (Wizardry
IV).
Source: Dungeon Master's Guide v.3.5
X-Ray Vision
On command, this ring gives the possessor the ability to see into and through solid matter.
Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal
light even if there is no illumination. (For example, if the wearer looks into a locked chest, he
can see inside even if there's no light within.) X-ray vision can penetrate 20 feet of cloth,
wood, or similar animal or vegetable material. It can see through up to 10 feet of stone or
some metals. Some metals can't be penetrated at all.
Thickness Penetrated per Round of X- Maximum
Substance Scanned
Raying Thickness
Organic matter (animal) 4 ft. 20 ft.
Organic matter (vegetable) 2 1/2 ft. 20 ft.
Stone 1 ft. 10 ft.
Iron, steel, copper, brass,
1 in. 10 in.
etc.
Lead, gold, platinum Cannot penetrate
It's possible to scan an area of up to 100 square feet during 1 round. For example, during 1
round the wearer of the ring could scan an area of stone 10 feet wide and 10 feet high.
Alternatively, he could scan an area 5 feet wide and 20 feet high.
Secret compartments, drawers, recesses, and doors are 90% likely to be located by X-ray
vision scanning. Using the ring is physically exhausting, causing the wearer 5 point of
temporary Constitution damage per minute after the first 10 minutes of use in a single day.
CL 6th; Prerequisites: Forge Ring, true seeing; Market Price: 25,000 gp.
Source: Dungeon Master's Guide v.3.5
Faerûnian
These rings are common or specific to Faerûn
Moderate evocation <fire>; CL 6th; Forge Ring, burning hands, fireball, pyrotechnics, resist
energy, wall of fire; Price 92,340 gp.
Source: Player's Guide to Faerûn
Aribeth's Ring
This ring provides its wearer with spell resistance 17.
CL 15th; Forge Ring, spell resistance; Market Price: 50,000 gp.
Source: Magic of Faerûn
Bone Ring
These rings are carved from stone or ivory as often as from bone, but are never made of
metal. The wearer is immune to energy drain and ability drain (but not to ability damage). A
bone ring has 50 charges when made. Each level of energy drain or point of ability drain
prevented costs 1 charge. For example, a successful slam attack from a vampire, which
normally bestows two negative levels, drains 2 charges from the ring.
CL 12th; Prerequisites: Forge Ring, negative energy protection; Market Price: 36,000 gp.
Source: Magic of Faerûn
Commander's Ring
The war wizards of Cormyr forge these rings for use by the Cormyrian military. The rings
provide a +2 resistance bonus on saves and a +2 deflection bonus to AC.
With the proper command word, a commander's ring can produce featherfall, knock, wall of
force, and daylight effects each three times per day.
A character wearing a commander's ring always knows the direction and distance to any
purple dragon rings within a 100-foot radius. This power can penetrate barriers, but 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 1 yard of wood or dirt blocks it.
A commander's ring can be worn on the same hand as a purple dragon ring, and the pair
counts as only one ring worn.
CL 12th; Prerequisites: Forge Ring, feather fall, knock, wall of force, daylight, locate object;
Market Price: 120,000 gp.
Source: Magic of Faerûn
Disease Immunity
The wearers of these rings are immune to all types of infections and diseases (including
contagion spells, lycanthropy, and mummy rot). The wearer also heals 1 extra hit point per
day of rest.
CL 12th; Prerequisites: Forge Ring, cure minor wounds, remove disease; Market Price: 8,000
gp.
Source: Magic of Faerûn
Dragons
These brass rings look like snakes or dragons biting their own tails. They are created by the
Cult of the Dragon and are greatly prized by its higher organizational tiers. The Cult has made
about seventy of them. The wearer can use the following abilities:
Verbally (as with tongues) or telepathically (as with Rary's telepathic bond)
communicate with any dragon within the wearer's line of sight.
Cast a silent image of a dragon once per day within 60 feet of himself. The dragon
resembles any dragon the user has personally seen. (This power is typically used as a
recognition symbol or a diversion.)
Transmit a call to a named dracolich or evil dragon. The target knows the wearer's
location and can home in on the call if he chooses to respond, although no compulsion
to do so exists. The call remains active until the ring is removed, the wearer dismisses
the call, or the wearer dies.
CL 15th; Prerequisites: Forge Ring, detect thoughts, sending, silent image, tongues; Market
Price: 25,000 gp.
Source: Magic of Faerûn
Fiendring
(rare) Fiendrings appear as small, rusty bands of jagged iron. Once per day, the wearer of a
fiendring can take the form of any fiendish creature, demon, or devil that can be summoned
by a summon monster I, II, III, or IV spell. Only one form can be assumed with each use, but
the wearer gains all the assumed form's extraordinary, spell-like, and supernatural abilities.
The wearer's type changes to outsider, rendering him vulnerable to spells and effects that
affect evil outsiders. Effects that would otherwise banish the wearer to another plane instead
end the effect immediately, leaving the wearer staggered for 1 round. Otherwise, the
transformation lasts 12 minutes.
Nar demonbinders forged dozens of these bizarre rings so that they could take on the shapes
of fiendish beings. Some used their fiendrings to fight alongside their summoned demons;
others used them to assume a more durable form in order to mate with fiends they had
summoned.
Moderate transmutation; CL 12th; Forge Ring; fiendform; Price 30,900 gp.
Source: Lost Empires of Faerûn
Lore
A creature wearing this ring can cast legend lore and stone tell each once per tenday with a
command word, and may find magic traps created through glyphs, runes, sigils, and symbols
with a successful Search check, just as a rogue does.
CL 12th; Prerequisites: Forge Ring, legend lore, stone tell, find traps; Market Price: 23,250
gp; Cost to Create: 14,750 gp + 680 XP.
Source: Magic of Faerûn
Might
These rings are forged by clerics of Tyr. The wearer of a ring of might is treated as armed
even when unarmed (as the Improved Unarmed Strike feat). His unarmed attacks deal 1d8
points of damage (normal damage, not subdual). Any target damaged by a punch bears a little
imprint of a hammer from the blow until the damage is healed.
CL 1st; Prerequisites: Forge Ring, magic weapon, creator must be a cleric of Tyr; Market
Price: 4,000 gp.
Source: Magic of Faerûn
Nine Lives
This ancient ring is made of ivory and carved to resemble a snarling cat's face on one end. If
the wearer ever drops to 0 hit points or below, the ring expends one of its charges to cast a
heal spell upon her. The wearer can also expend a charge if she fails a saving throw, allowing
her 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.
CL 13th; Prerequisites: Forge Ring, heal, limited wish; Market Price: 70,000 gp; Cost to
Create: 41,750 gp + 4,960 XP.
Source: Magic of Faerûn
Ring of Antivenom
This ring has 25 charges of the neutralize poison spell. The ring is activated by a command
word.
CL 5th; Prerequisites: Forge Ring, neutralize poison; Market Price: 6,750 gp.
Source: Lords of Darkness
Ring of Creation
(rare) This elegant double band of platinum looks like two intertwining tongues of flame. Its
wearer can use minor creation three times per day and major creation once per day. Each of
these functions requires a different command word.
Moderate conjuration; CL 9th; Forge Ring, minor creation, major creation; Price 33,000 gp.
Source: Lost Empires of Faerûn
Ring of Dragons
These brass rings look like snakes or dragons biting their own tails. They are created by the
Cult of the Dragon and are greatly prized by those in its higher organizational tiers. The Cult
has made about seventy of these rings. The wearer can use the following abilities:
Verbally (as with tongues) or telepathically (as with Rary's telepathic bond)
communicate with any dragon within line of sight.
Produce a silent image of a dragon once per day within 60 leet. The dragon resembles
any dragon the wearer has personally seen. (This ability is typically used as a
recognition symbol or a diversion.)
Transmit a call to a named dracolich or evil dragon. The target knows the wearer's
location and can home in on the call if he chooses to respond, although no compulsion
to do so exists. The call remains active until the ring is removed, the wearer dismisses
the call, or the wearer dies.
Strong divination, evocation, and illusion; CL 15th; Forge Ring, detect thoughts, sending,
silent image, tongues; Price: 25,000 gp.
Source: Dragons of Faerûn
Spell-Battle
This potent ring is typically made of gold and set with small spheres of silver. The ring
informs its wearer of all spellcasting that occurs within 60 feet of it, and if the wearer makes a
Spellcraft check (DC 15 + spell level), he can identify the spell being cast (even if he can't see
its casting or effect). If this identification succeeds, the wearer can (once per day) choose to
have the ring cast dispel magic as a counterspell to that spell or can change the target of the
spell to any target within 60 feet of the ring wearer: (The wearer can do this even if he hadn't
readied a counterspell action.) If the wearer chooses an illegal target (because of the spell's
range limitation or other restrictions), the spell functions normally and the redirection is
wasted.
CL 14th; Prerequisites: Forge Ring, detect magic, dispel magic, spell turning, creator must
have 10 ranks in Spellcraft; Market Price: 67,600 gp.
Source: Magic of Faerûn
The Darkhidden
This ring is usually made of tarnished silver and inscribed with images of closed eyes. The
wearer of the ring is invisible to darkvision, although he is fully visible in normal light.
CL 3rd; Prerequisites: Forge Ring, invisibility; Market Price: 6,700 gp.
Source: Magic of Faerûn
Velsharoon's Binding
This peculiar item is actually a pair of rings designed to be worn on the pinky and index
fingers, though it still counts as only one ring for the purpose of magic item limitations. A fine
silver chain joins the two rings. The ring of Velsharoon's binding protects its wearer against
undead beings, as if via a protection from evil spell, except that the bonuses are granted
against undead rather than against any evil creature. The wearer also gains +3 resistance
bonus on saving throws against spells of the necromancy school.
Faint abjuration; CL 5th; Forge Ring, halt undead; Price 33,300 gp.
Source: Player's Guide to Faerûn
Planar
Coveted everywhere, on every plane, magic rings rank among the most versatile and valuable
magic items available. Those rings that relate specifically to the planes are even more
valuable to planar travelers.
Elemental Adaptation
This gold ring is set with four tiny gemstones: a ruby, an emerald, a sapphire, and garnet. The
wearer can ignore many of the dangers of travel on element-dominant planes (including the
Elemental Planes themselves), as follows.
The wearer runs no risk of suffocation on earth-dominant planes, such as the Elemental Plane
of Earth. However, the ring confers no ability to burrow out of earth; if a character traveling
to an earth-dominant plane arrives in solid earth, he still has to dig his way out.
The wearer ignores the high heat of firer dominant planes, such as the Elemental Plane of
Fire. The wearer does not take the usual 3d10 points of fire damage every round, nor do his
clothing or flammable possessions catch fire. The ring provides no other protection against
fire damage.
The wearer can breathe normally on water-dominant planes, such as the Elemental Plane of
Water. The ring does not provide the same benefit in ordinary water, however.
Finally, the wearer gains a +5 bonus on Spellcraft checks to cast spells or use spell-like
abilities that would be impeded by an Elemental Plane's magic traits.
Strong abjuration; Cl 12th; Forge Ring, avoid planar effects; Price 24,000 gp.
Source: Planar Handbook
Ethereal Travel
Donning this tarnished silver ring transfers the wearer to the Ethereal Plane. Removing the
ring ends the effect and returns the wearer to the plane he previously occupied. However, if a
character wearing a ring of ethereal travel becomes nonethereal by some other means (such as
passing through an ethereal curtain), removing the ring has no effect - the character remains
where he is, though if he subsequently dons the ring again, he again becomes ethereal.
Strong transmutation; Cl 13th; Forge Ring, ethereal jaunt; Price 182,000 gp.
Source: Planar Handbook
Free Magic
This platinum ring, etched with arcane symbols, is designed to counteract the effects of planes
with the limited magic trait. By expending charges from a ring of free magic, the wearer can
cast spells of the prohibited school, subschool, descriptor, or level as if the limited magic trait
didn't exist. The number of charges expended is equal to the level of the spell the wearer
wishes to cast.
A newly created ring of free magic has 50 charges. When all the charges are expended, the
ring becomes a nonmagical item.
Strong evocation; Cl 12th; Forge Ring, imbue with spell ability; Price 45,000 gp.
Source: Planar Handbook
Limbo Control
With this mithral ring, the wearer can establish control over a raw area of the Ever-Changing
Chaos of Limbo without making the usual Wisdom check. The wearer merely visualizes what
sort of environment he wants, and the ring creates it, in a 25-foot-radius sphere centering on
the wearer. Further, even if the wearer falls unconscious, the sphere of control retains the
form the wearer specified. The wearer can change the form of the controlled area once per
round as a free action.
Strong conjuration; Cl 12th; Forge Ring, major creation; Price 120,000 gp.
Source: Planar Handbook
Negative Protection
This gleaming white gold ring enables the wearer to ignore the 1d6 points of damage dealt by
negative-dominant planes, such as the Negative Energy Plane. Additionally, the wearer
cannot gain negative levels while he wears this ring, making the item popular with those who
battle undead.
Strong abjuration; Cl 12th; Forge Ring, negative energy protection; Price 72,000 gp.
Source: Planar Handbook
Positive Protection
This black iron ring enables the wearer to ignore the blinding effect of positive-dominant
planes, such as the Positive Energy Plane. In addition, the wearer does not gain the fast
healing ability usually conferred by a positive-dominant plane, nor does the character gain
additional hit points when he reaches his normal maximum. Spells that channel positive
energy - typically healing spells - have no effect on the wearer (making this item very popular
with intelligent undead).
Strong abjuration; Cl 12th; Forge Ring, positive energy protection; Price 72,000 gp.
Source: Planar Handbook
Water Breathing
This silver ring is shaped to show a fish biting its own tail. It enables the wearer to breathe
freely in water.
Faint transmutation; Cl 5th; Forge Ring, water breathing; Price 12,000 gp.
Source: Planar Handbook
Four Winds
The ring of the four winds is favored and coveted by mariners and sea-going adventurers for
its ability to harness the four winds to do the ring-bearer's will.
The ring creates small gusts of wind when the wearer is attacked, granting a +2 deflection
bonus to the wearers AC. Additionally, the character can use feather fall upon herself as an
immediate action at any time, even when it isn't her turn. Finally, with a command word the
wearer can use the ring to bring about a stormrunner's ward effect three times per day.
Moderate abjuration, evocation <air>, transmutation; Cl 3rd; Forge Ring, feather fall, mage
armor, stormrunner's ward; Price 20,000 gp.
Source: Stormwrack
Landwalking
This brass ring has a pattern of fish scales etched into it. An aquatic humanoid or monstrous
humanoid who dons the ring develop legs and feet (if it does not already have them), which
persist as long as the ring is worn. It loses its swim speed, but gains a land speed of 30 feet.
The ring also confers air breathing on the wearer.
Strong transmutation; CL 5th; Forge Ring, air breathing, fins to feet; Price 10,000 gp.
Source: Stormwrack
Vortex
This platinum ring is fitted with aquamarine. On command, the ring of the vortex allows the
wearer to take the form of a vortex (see Huge water elemental). While in vortex form, wearer
does not need to breathe and has a swim speed of 120 feet but no land speed (and cannot leave
the water). The wearer can take no actions other than moving, does not threaten the area
around him, and does not provoke attacks of opportunity for moving. The wearer can remain
in this form for up to 10 rounds per day; the duration of this effect need not be consecutive
rounds.
Strong transmutation; CL 15th; Forge Ring, control water, shapechange; Price 44,000 gp.
Source: Stormwrack
Serpent Ring
Fashioned of plain brass and shaped to resemble an open-mouthed snake wrapped around its
own tail to form a band, serpent rings are often used as pass tokens by serpentfolk, scalykind,
and cultists of Tiamat, Set, Sseth, and Varae. (They are especially common in the Sauringar
tribe of the yuan-ti.) Spell wards in temples dedicated to these deities are often keyed to allow
passage by the bearer of such rings. An openly displayed serpent ring attracts immediate,
suspicious attention from those who venerate serpentkind.
The wearer of a serpent ring is immune to all serpent venom and gains a +3 bonus on saving
throws against poison or acid damage. In addition, a viper weapon never attacks the wearer of
a serpent ring, whether or not it is openly displayed.
Moderate abjuration and conjuration; CL 7th; Forge Ring, neutralize poison, protection from
energy (acid); Price 5,000 gp.
Source: Serpent Kingdoms
Master Ring
The wearer of this iron ring, emblazoned with the symbol of a brooding falcon, can deal 3d6
points of damage per round as a free action to anyone wearing a slave ring keyed so it.
Furthermore, the wearer can exchange messages with anyone wearing a slave ring (as if using
a sending spell) three times per day. Typically, a master ring has ten slave rings keyed to it.
CL: 7th; Prerequisites: Forge Ring, shriveling, sending; Market Price: 40,600 gp (does not
include slave rings.
Source: Book of Vile Darkness
Ring of Weeping
This dull gray ring allows the wearer to bestow weeping, crippling sadness by touch. A
humanoid touched by the wearer of a ring of weeping must succeed at a Will save (DC 11) or
be incapacitated for 1 round, then take a -3 morale penalty on attack rolls, saving throws,
ability checks and skill checks for 5 rounds. Each time the ring is used so affect a creature, its
wearer takes a -1 morale penalty on attack rolls, saving throws, ability checks, and skill
checks for 5 rounds.
CL: 5th; Prerequisites: Forge Ring, sorrow; Market Price: 3,000 gp.
Source: Book of Vile Darkness
Slave Ring
This iron ring, once put on, cannot be removed except by the wearer of the master ring keyed
to it. The wearer is subject to horrible, flesh-disrupting damage by the wearer of the master
ring, and she can also exchange messages with him.
CL: 7th; Prerequisites: Forge Ring; Market Price: 500 gp.
Source: Book of Vile Darkness
Excruciating Ring
This bone ring is set with a marble-sized stone of white onyx.
An excruciating ring punishes those who would touch you. Five times per day as an
immediate action, when struck by a melee attack, you can send a lance of pain through your
opponent, dealing 2d6 points of nonlethal damage.
Caster Level: 5th; Prerequisite: Forge Ring, death armor; Market Price: 8,000 gp; Aura:
Faint; (DC 17) necromancy; Weight: -; Cost to Create: 4,000 gp, 160 XP, 8 days.
Source: Drow of the Underdark
Ring Of Anticipation
This unusual ring is wrought from smooth, transparent lavender glass.
While wearing a ring of anticipation, you gain a +2 competence bonus on listen and Spot
checks. When making initiative checks, you can roll twice and take the better result.
Caster Level: 7th; Prerequisite: Forge Ring, cat's grace, owl's wisdom. Market Price: 6,000
gp; Aura: Moderate; (DC 18) divination; Weight: -; Cost to Create: 3,000 gp, 240 XP, 6 days.
Source: Drow of the Underdark
Ring Of Escaping
This black metal ring is extremely smooth. When worn, it fits snugly, though you cannot feel
it.
A ring of escaping allows you to slip away from a dangerous situation. For as long as you
wear the ring, you gain a +5 competence bonus on Escape Artist checks.
In addition, once per day as a swift action, you gain a fly speed of 60 feet with good
maneuverability for 1 round.
Caster Level: 7th; Prerequisite: Forge Ring, fly, freedom of movement. Market Price: 3,100
gp; Aura: Moderate; (DC 18) transmutation; Weight: -; Cost to Create: 1,550 gp, 124 XP, 4
days.
Source: Drow of the Underdark
Ring Of Resolve
Eight small diamonds encrust this adamantine ring.
A ring of resolve grants you a +4 morale bonus on Will saves made against spells and spell-
like effects with the fear descriptor. This is a continuous effect and requires no activation.
Once per day, as an immediate action you can turn back a fear spell or spell-like effect against
the original caster as long as that effect had you as the target. For all aspects of the spell, the
effect functions as if the original caster had selected itself as the target.
Caster Level: 13th; Prerequisite: Forge Ring, spell turning. Market Price: 5,500 gp; Aura:
Strong; (DC 21) abjuration; Weight: -; Cost to Create: 2,750 gp, 220 XP, 6 days.
Source: Drow of the Underdark
Icewalking (at will): As spider climb, but the surfaces the wearer climbs must be icy.
Freezing fog (2/day): As solid fog, but the effect also causes a rime of slippery ice to
form on any surface the fog touches, creating the effect of a grease spell. The wearer
of the ring is immune to the grease effect because of the icewalking power the ring
imparts.
Wall of ice (1/day)
In addition, the wearer gains the ability to speak and understand the Draconic language as
long as the ring is worn, and the ring grants the wearer resistance to cold 10.
The primary function of the ring, however, is to infuse the wearer with the energy and power
of a dragon. Once per day, the wearer may call upon the ring to transform herself into a half-
dragon. This is a full-round action that provokes attacks of opportunity, and the
transformation lasts for 1 hour. While transformed, the wearer gains the following benefits:
The ring's transformation power also changes the wearer's appearance into a draconic form.
The wearer's general shape and size does not change, although her equipment is altered in
shape so it can still be utilized. Unlike polymorph, the user's equipment does not merge with
the new form; it remains in place and fully functional while the user is in half-dragon form.
Dragons and half-dragons cannot benefit from the effects of the ring's transformation powers,
although they can utilize the ring's other abilities.
Rumors abound that other rings exist that are keyed to different dragons, granting different
powers.
Strong transmutation; CL 13th; Forge Ring, polymorph, protection from elements, wall of ice,
solid fog, spider climb, creator must be a dragon or half-dragon; Price 64,000 gp.
Source: Frostburn
Ring of Affliction
This mithral ring is shaped like a beautiful feathered serpent. Any natural or unarmed attack
made by the ring's wearer forces the target to succeed on a DC 17 Fortitude save or succumb
to an affliction of the ring wearer's choice (see the affliction spell description for more
information.)
Strong necromancy [good]; CL 12th; Forge Ring, affliction, creator must be good; Price
72,000 gp; Cost to Create 36,000 gp + 2,880 XP.
Source: Book of Exalted Deeds
Ring of Vengeance
This gold ring glows softly when worn by a good-aligned creature. If the wearer of the ring
dies an arc of divine energy leaps from the ring and deals 15d6 points of damage to the
creature that dealt the killing blow. The damage is of divine origin and of a nonspecific
energy type. the target of the attack can make a DC 19 Reflex save to reduce the damage by
half. Once the ring unleashes its energy, it turns to dust.
Strong abjuration [good]; CL 15th; Forge Ring, vengeance halo, creator must be good; Price
4,500 gp; Cost to Create 2,250 gp + 180 XP.
Source: Book of Exalted Deeds