=====Enchanted Rings===== A character can wear/use only 2 rings at a time. ^Name^Cost^[[Load]]^[[Durability]]^Effect^Special Ingredient^ |Ring of Air|7500gp|0|4|wearer is immune to lightning damage, can fly at 60'/round once per day for 1 turn|air spirit caught in a soul gem| |Ring of Bolts|3500gp|0|4|wearer can fire a bolt that does 3d6 points of force damage to any target within 100', but the wearer also suffers 1d4 points of force damage.|Hand of a necromance| |Rings of Communication|5000gp|0|4|a matched pair of rings, useless without each other, the two people wearing the rings can silently communicate over any distance|skulls of twin elves| |Ring of the Dead|7500gp|0|4|the wearer is resistant to any attack made by the Undead or Ghosts. Wearer can attack incorporeal ghosts (only) with melee weapons at full effect.|dirt from the grave of a saint| |Ring of Defense, lesser|5000gp|0|4| the wearer's armor class and all defensive checks/saves are improved by 1|a broken suit of magic heavy armor| |Ring of Defense, greater|12,000gp|0|4| the wearer's armor class and all defensive checks/saves are improved by 2|6 broken suits of magic heavy armor| |Ring of Earth|7500gp|0|4|wearer is immune to acid damage, can open a pit in the ground or hole in a stone wall once per day 10x10x10'|ewrth spirit caught in a soul gem| |Ring of Envisioning|7500gp|0|4| if the wearer touches a wall or door, concentrates for 1 round, he can envision whatever lies on the other side of the barrier.|Gas from the crack at Delphi, Greece| |Ring of Fire|7500gp|0|4|wearer is immune to fire damage, once per day can emit a 15' cone that does 5d8 points of fire damage (Dex check to dodge)|fire spirit caught in a soul gem| |Ring of Healing|12,000gp|0|4|once per day, the wearer can heal all his own wounds as a quick action.|a pint of blood from a bishop| |Ring of Invisibility|60,000gp|0|4|wearer takes an active action to activate ring, turns invisible on a successful Charisma Check. Invisibility lasts until wearer attacks, casts a spell or looses consciousness.|The skulls of 6 invisible Jinn| |Ring of Keys|1800gp|0|4|ring has a small raised area, which if inserted into any lock with a key hole, will automatically open the lock instantly.|The hands of a master thief| |Ring of Reflection|60,000gp|0|4| whenever the wearer is targeted by a spell that inflicts points of damage, roll a Charisma check, if it succeeds, the spell is reflected back onto its caster.|The focus of a 9th level scholar| |Ring of Sorcery|6500gp|0|4| the first failed spell casting roll made during any given day does not count for preventing the caster from casting spells of that level.|the spine of a Necromancer| |Rings of Transposition|75,000gp|0|4|a matched pair of rings, useless without each other, wearers can instantly exchange positions, anywhere they are up to a mile apart, when one speaks the command word.|The hands of twin Devilkin enchanters| |Ring of Water|7500gp|0|4|wearer is immune to cold damage, once per day can breathe under water for 1 hour|water spirit caught in a soul gem|