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 |