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Rings

Rings bestow magical powers upon their wearers. Only a rare few have charges. Anyone can use a ring.

A character can only effectively wear two magic rings. A third magic ring doesn’t work if the wearer is already wearing two magic rings.

Physical Description: Rings have no appreciable weight. Although exceptions exist that are crafted from glass or bone, the vast majority of rings are forged from metal—usually precious metals such as gold, silver, and platinum. A ring has AC 13, 2 hit points, hardness 10, and a break DC of 25.

Activation: Usually, a ring’s ability is activated by a command word (a standard action that does not provoke attacks of opportunity) or it works continually. Some rings have exceptional activation methods, according to their descriptions.

Special Qualities: Roll d%. A result of 01 indicates the ring is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Rings with charges can never be intelligent.

Table: Rings

MinorMediumMajorRingMarket Price
01–18Protection +12,000 gp
19–28Feather falling2,200 gp
29–36Sustenance2,500 gp
37–44Climbing2,500 gp
45–52Jumping2,500 gp
53–60Swimming2,500 gp
61–7001–05Counterspells4,000 gp
71–7506–08Mind shielding8,000 gp
76–8009–18Protection +28,000 gp
81–8519–23Force shield8,500 gp
86–9024–28Ram8,600 gp
29–34Climbing, improved10,000 gp
35–40Jumping, improved10,000 gp
41–46Swimming, improved10,000 gp
91–9347–51Animal friendship10,800 gp
94–9650–5601–02Energy resistance, minor12,000 gp
97–9857–61Chameleon power12,700 gp
99–10062–66Water walking15,000 gp
67–7103–07Protection +318,000 gp
72–7608–10Spell storing, minor18,000 gp
77–8111–15Invisibility20,000 gp
82–8516–19Wizardry (I)20,000 gp
86–9020–25Evasion25,000 gp
91–9326–28X-ray vision25,000 gp
94–9729–32Blinking27,000 gp
98–10033–39Energy resistance, major28,000 gp
40–49Protection +432,000 gp
50–55Wizardry (II)40,000 gp
56–60Freedom of movement40,000 gp
61–63Energy resistance, greater44,000 gp
64–65Friend shield(pair)50,000 gp
66–70Protection +550,000 gp
71–74Shooting stars50,000 gp
75–79Spell storing50,000 gp
80–83Wizardry (III)70,000 gp
84–86Telekinesis75,000 gp
87–88Regeneration90,000 gp
89Three wishes97,950 gp
90–92Spell turning98,280 gp
93–94Wizardry (IV)100,000 gp
95Djinni calling125,000 gp
96Elemental command (air)200,000 gp
97Elemental command (earth)200,000 gp
98Elemental command (fire)200,000 gp
99Elemental command (water)200,000 gp
100Spell storing, major200,000 gp