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Ring of Animal FriendshipEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 230) 

Price: 10,800 gp Body Slot: Ring Caster Level: 3rd Aura: Faint; Enchantment  Activation: Standard (command) Weight: — lb.

On command, this ring affects an animal as if the wearer had cast charm animal.

Prerequisites: Forge Ring , Charm Animal .

Cost to Create: 5,400 gp, 432 XP, 11 day(s)

Ring of BlinkingEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 230) 

Price: 27,000 gp Item Level: 16th Body Slot: Ring Caster Level: 7th Aura: Moderate; Transmutation  Activation: Standard (command) Weight: — lb.

On command, this ring makes the wearer blink, as with the blink spell.

Prerequisites: Forge Ring , Blink .

Cost to Create: 13,500 gp, 1,080 XP, 27 day(s).

Ring of Chameleon PowerEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 230) 

Price: 12,700 gp Item Level: 13rd Body Slot: Ring Caster Level: 3rd Aura: Faint; Illusion  Activation: Free and Standard (command) Weight: — lb.

As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.

Prerequisites: Forge Ring , Disguise SelfInvisibility .

Cost to Create: 6,350 gp, 508 XP, 13 day(s).

Ring of ClimbingEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 230) 

Price: 2,500 gp Body Slot: Ring Caster Level: 5th Aura: Faint; Transmutation  Activation: — Weight: — lb.

This ring is actually a magic leather cord that ties around a finger. It continually grants the wearer a +5 competence bonus on Climbchecks.

Prerequisites: Forge Ring Creator must have5 ranks in the Climb skill.

Cost to Create: 1,250 gp, 100 XP, 3 day(s)

Ring of CounterspellsEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 230) 

Price: 4,000 gp Item Level: 8th Body Slot: Ring Caster Level: 11th Aura: Moderate; Evocation  Activation: — Weight: — lb.

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 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 in it again.

Prerequisites: Forge Ring , Imbue With Spell Ability .

Cost to Create: 2,000 gp, 160 XP, 4 day(s).

Ring of Djinni CallingEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 230) 

Price: 125,000 gp Item Level: 22nd Body Slot: Ring Caster Level: 17th Aura: Strong; Conjuration  Activation: Standard (command) Weight: — lb.

One of 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 (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. See the Monster Manual for details of a djinni's abilities.

Prerequisites: Forge Ring , Gate .

Cost to Create: 62,500 gp, 5,000 XP, 125 day(s).

Ring of Elemental Command (air)Edit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 200,000 gp Item Level: 25th Body Slot: Ring Caster Level: 15th Aura: Strong; Conjuration  Activation: — Weight: — lb.

All four kinds of elemental command rings are very powerful. Each appears to be 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 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 who attack the wearer take a -1 penalty on 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 on all attack rolls 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 takes a saving throw penalty as follows: -2 against earth-based effects

In addition to the powers described above, each specific ring gives its wearer the following abilities according to its kind.

The ring appears to be a ring of feather falling until a certain condition is met, such as having the ring immersed in holy water, 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.

Prerequisites: Forge Ring , Air WalkChain LightningFeather FallGust of WindResist EnergySummon Monster VIWind Wall .

Cost to Create: 100,000 gp, 8,000 XP, 200 day(s).

Ring of Elemental Command (earth)Edit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 200,000 gp Item Level: 25th Body Slot: Ring Caster Level: 15th Aura: Strong; Conjuration  Activation: — Weight: — lb.

All four kinds of elemental command rings are very powerful. Each appears to be 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 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 who attack the wearer take a -1 penalty on 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 on all attack rolls 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 takes a saving throw penalty as follows: -2 against air or lightning-based effects

In addition to the powers described above, each specific ring gives its wearer the following abilities according to its kind.

The ring appears to be a ring of meld into stone until the DM established condition is met.

Prerequisites: Forge Ring , Meld Into StonePasswallSoften Earth and StoneStone ShapeStoneskinSummon Monster VIWall of Stone .

Cost to Create: 100,000 gp, 8,000 XP, 200 day(s)

Ring of Elemental Command (fire)Edit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 200,000 gp Item Level: 25th Body Slot: Ring Caster Level: 15th Aura: Strong; Conjuration  Activation: — Weight: — lb.

All four kinds of elemental command rings are very powerful. Each appears to be 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 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 who attack the wearer take a —1 penalty on 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 on all attack rolls 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 takes a saving throw penalty as follows: -2 against cold or water-based effects In addition to the powers described above, each specific ring gives its wearer the following abilities according to its kind.

  • 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)

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

Prerequisites: Forge Ring , Burning HandsFlame StrikeFlaming SpherePyrotechnicsResist EnergySummon Monster VIWall of Fire.

Cost to Create: 100,000 gp, 8,000 XP, 200 day(s)

Ring of Elemental Command (water)Edit

Magic Item

(Dungeon Master's Guide v.3.5, p. 231)  Price: 200,000 gp Item Level: 25th Body Slot: Ring Caster Level: 15th Aura: Strong; Conjuration  Activation: — Weight: — lb.

All four kinds of elemental command rings are very powerful. Each appears to be 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 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 who attack the wearer take a —1 penalty on 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 on all attack rolls 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 takes a saving throw penalty as follows: -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 (Water)

  • Water walk (unlimited use)
  • Create water (unlimited use)
  • Water breathing (unlimited use)
  • Wall of ice (once per day)
  • Ice storm (twice per week)
  • Control water (twice per week)

The ring appears to be a ring of water walking until the DM established condition is met.

Prerequisites: Forge Ring , Control WaterCreate WaterIce StormWall of IceWater BreathingWater Walk .

Cost to Create: 100,000 gp, 8,000 XP, 200 day(s).

Ring of EvasionEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 25,000 gp Item Level: 15th Body Slot: Ring Caster Level: 7th Aura: Moderate; Transmutation  Activation: — Weight: — lb.

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.

Prerequisites: Forge Ring , Jump .

Cost to Create: 12,500 gp, 1,000 XP, 25 day(s)

Ring of Feather FallingEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 2,200 gp Item Level: 6th Body Slot: Ring Caster Level: 1st Aura: Faint; Transmutation  Activation: — Weight: — lb.


This ring is crafted with a feather pattern all around its edge.

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 5 feet.

Prerequisites: Forge Ring , Feather Fall .

Cost to Create: 1,100 gp, 88 XP, 3 day(s)

Ring of Force ShieldEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 8,500 gp Item Level: 12nd Body Slot: Ring Caster Level: 9th Aura: Moderate; Evocation  Activation: — Weight: — lb.


An iron band

An iron band, this simple 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.

Prerequisites: Forge Ring , Wall of Force .

Cost to Create: 4,250 gp, 340 XP, 9 day(s).

Ring of Freedom of MovementEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 40,000 gp Item Level: 17th Body Slot: Ring Caster Level: 7th Aura: Moderate; Abjuration  Activation: — Weight: — lb.


A gold ring

This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Prerequisites: Forge Ring , Freedom of Movement .

Cost to Create: 20,000 gp, 1,600 XP, 40 day(s).

Ring of Friend ShieldEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 50,000 gp Item Level: 18th Body Slot: Ring Caster Level: 10th Aura: Moderate; Abjuration  Activation: — Weight: — lb.

These curious rings always come 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. This effect has no range limitation. The price is for a pair of rings.

Prerequisites: Forge Ring , Shield Other .

Cost to Create: 25,000 gp, 2,000 XP, 50 day(s)

Ring of Greater Energy ResistanceEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 44,000 gp Item Level: 17th Body Slot: Ring Caster Level: 11th Aura: Moderate; Abjuration  Activation: — Weight: — lb.


A reddish iron ring

This reddish iron ring continually protects the wearer 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.

Prerequisites: Forge Ring , Resist Energy .

Cost to Create: 22,000 gp, 1,760 XP, 44 day(s)

Ring of Improved ClimbingEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 230) 

Price: 10,000 gp Item Level: 7th Body Slot: Ring Caster Level: 5th Aura: Faint; Transmutation  Activation: — Weight: — lb.


This ring is actually a magic leather cord that ties around a finger.

It continually grants the wearer a +10 competence bonus on Climb checks.

Prerequisites: Forge Ring Creator must have 10 ranks in the Climb skill.

Cost to Create: 5,000 gp, 400 XP, 10 day(s)

Ring of Improved JumpingEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 10,000 gp Item Level: 12nd Body Slot: Ring Caster Level: 7th Aura: Moderate; Transmutation  Activation: — Weight: — lb.

This ring continually allows the wearer to leap about, providing a +10 competence bonus on all his Jump checks.

Prerequisites: Forge Ring creator must have 10 ranks in the Jump skill.

Cost to Create: 5,000 gp, 400 XP, 10 day(s)

Ring of InvisibilityEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 20,000 gp Item Level: 15th Body Slot: Ring Caster Level: 3rd Aura: Faint; Illusion  Activation: — Weight: — lb.


A simple silver ring.

By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.

Prerequisites: Forge Ring , Invisibility .

Cost to Create: 10,000 gp, 800 XP, 20 day(s)

Ring of JumpingEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 2,500 gp Item Level: 7th Body Slot: Ring Caster Level: 2nd Aura: Faint; Transmutation  Activation: — Weight: — lb.

This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Jump checks.

Prerequisites: Forge Ring Creator must have +5 in the Jump skill.

Cost to Create: 1,250 gp, 100 XP, 3 day(s).

Ring of Major Energy ResistanceEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 28,000 gp Item Level: 16th Body Slot: Ring Caster Level: 11th Aura: Faint; Abjuration  Activation: — Weight: — lb.


A reddish iron ring

This reddish iron ring continually protects the wearer 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.

Prerequisites: Forge Ring , Resist Energy .

Cost to Create: 14,000 gp, 1,120 XP, 28 day(s).

Ring of Major Spell StorageEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 232) 

Price: 200,000 gp Item Level: 25th Body Slot: Ring Caster Level: 17th Aura: Strong; Evocation  Activation: — Weight: — lb.

A major ring of spell storing contains up to ten levels of spells 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, or pay an XP cost 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 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 (see the Scrolls section later in this chapter). If you roll a spell that would put the ring over the ten-level limit, ignore that roll; the ring has no more spells in it. (Not every newly discovered ring need be fully charged.) A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than ten. 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 major ring of spell storing. The ring magically imparts to the wearer the names of all spells currently stored within it.

Prerequisites: Forge Ring , Imbue With Spell Ability .

Cost to Create: 100,000 gp, 8,000 XP, 200 day(s)

Ring of Mind ShieldingEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 8,000 gp Item Level: 11th Body Slot: Ring Caster Level: 3rd Aura: Faint; Abjuration  Activation: — Weight: — lb.


Usually of fine workmanship and wrought from heavy gold.

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.

Prerequisites: Forge Ring , Nondetection .

Cost to Create: 4,000 gp, 320 XP, 8 day(s).

Ring of Minor Energy ResistanceEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 12,000 gp Item Level: 13rd Body Slot: Ring Caster Level: 3rd Aura: Faint; Abjuration  Activation: — Weight: — lb.


A reddish iron ring

This reddish iron ring continually protects the wearer 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.

Prerequisites: Forge Ring , Resist Energy .

Cost to Create: 6,000 gp, 480 XP, 12 day(s)

Ring of Minor Spell StoringEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 232) 

Price: 18,000 gp Item Level: 14th Body Slot: Ring Caster Level: 5th Aura: Faint; Evocation  Activation: — Weight: — lb.

A minor ring of spell storing contains up to three levels of spells 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, or pay an XP cost 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 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 (see the Scrolls section later in this chapter). If you roll a spell that would put the ring over the three-level limit, ignore that roll; the ring has no more spells in it. (Not every newly discovered ring need be fully charged.) A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than three. 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. A wizard could cast two magic missile spells and a mage armor spell into the ring (1 + 1 + 1 = 3). She could then give the ring to a druid, who casts the mage armor spell from the ring and then puts a calm animal spell into the ring. The druid could give the ring to a barbarian, who could use all the spells but could not replace any. The ring magically imparts to the wearer the names of all spells currently stored within it.

Prerequisites: Forge Ring , Imbue With Spell Ability .

Cost to Create: 9,000 gp, 720 XP, 18 day(s).

Ring of RegenerationEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 90,000 gp Item Level: 20th Body Slot: Ring Caster Level: 15th Aura: Strong; Conjuration  Activation: — Weight: — lb.


A white gold ring

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.) Nonlethal 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 as the spell. In either case, only damage taken while wearing the ring is regenerated.

Prerequisites: Forge Ring , Regenerate .

Cost to Create: 45,000 gp, 3,600 XP, 90 day(s).

Ring of Shooting StarsEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 50,000 gp Item Level: 18th Body Slot: Ring Caster Level: 12nd Aura: Strong; Evocation  Activation: — Weight: — lb.

This ring has two modes of operation, one for being in shadowy darkness or outdoors at night and a second one when the wearer is underground or indoors at night. During the night under the open sky 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 ring wearer controls them in the same fashion (see the dancing lights spell description in the Player's Handbook). 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. 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 each 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. They impact for 12 points of damage and spread (as a fireball) in a 5-foot-radius sphere for 24 points of fire damage. Any creature struck by a shooting star takes full damage from impact plus full fire damage from the spread unless it makes 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. 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.

  • Faerie fire (twice 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 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.

Prerequisites: Forge Ring , Faerie FireFireballLightLightning Bolt .

Cost to Create: 25,000 gp, 2,000 XP, 50 day(s)

Ring of Spell StoringEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 232) 

Price: 50,000 gp Item Level: 18th Body Slot: Ring Caster Level: 9th Aura: Moderate; Evocation  Activation: — Weight: — lb.

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. 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 (because the ring wearer need not gesture). The activation time for the ring is 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 (see the Scrolls section later in this chapter). 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.)

A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than five. 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 thering of spell storing.

wizard could cast two magic missile spells and a mage armor spell into the ring (1 + 1 + 1 = 3). She could then give the ring to a druid, who casts the mage armor spell from the ring and then puts a calm animal spell into the ring. The druid could give the ring to a barbarian, who could use all the spells but could not replace any.

The ring magically imparts to the wearer the names of all spells currently stored within it.

Prerequisites: Forge Ring , Imbue With Spell Ability .

Cost to Create: 25,000 gp, 2,000 XP, 50 day(s)

Ring of Spell TurningEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 233) 

Price: 98,280 gp Item Level: 20th Body Slot: Ring Caster Level: 13rd Aura: Strong; Abjuration  Activation: Immediate (command) Weight: — lb.

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 the wearer.

Prerequisites: Forge Ring , Spell Turning .

Cost to Create: 49,140 gp, 3,932 XP, 99 day(s)

Ring of the RamEdit

Magic Item(Dungeon Master's Guide v.3.5, p. 231) 

Price: 8,600 gp Item Level: 12nd Body Slot: Ring Caster Level: 9th Aura: Moderate; Transmutation  Activation: — Weight: — lb.


An ornate ring forged of a hard metal, usually iron or an iron alloy. It has the head of a ram or a billy 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 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 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 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.

Prerequisites: Forge Ring , Bull's StrengthTelekinesis .

Cost to Create: 4,300 gp, 344 XP, 9 day(s)

UnholyEdit

Enhancement(Dungeon Master's Guide v.3.5, p. 225) 

Price: +2 bonus Property: Weapon Caster Level: 7th Aura: Moderate; Evocation  Activation: —

An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of good alignment. It bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the unholy power upon their ammunition.

Prerequisites: Craft Magic Arms and Armor , Unholy Blight .

Cost to Create: Varies

VorpalEdit

Enhancement(Dungeon Master's Guide v.3.5, p. 226) 

Price: +5 bonus Property: Melee weapon Caster Level: 18th Aura: Strong; NecromancyTransmutation  Activation: —

This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent's head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. The DM may have to make judgment calls about this sword's effect. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.)

Prerequisites: Craft Magic Arms and Armor , Circle of DeathKeen Edge .

Cost to Create: Varies

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