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.
Arcane Supremacy: This ring allows you to reroll a
caster level check made to overcome spell resistance. You must declare the use
of this ring before you know the results of your caster level check. Activating
the ring is a free action and it can be used up to 3x/day but not more than
once per round. You must take the second roll regardless of the results.
Faint Abjuration; CL 3rd; Forge Ring, true
casting; Price: 12000gp; Cost: 6000gps, 480xps, 12 days.
Blinking: On command, this ring makes the
wearer blink, as with the blink spell.
Moderate transmutation; CL 7th; Forge Ring, blink; Price
27,000 gp.
Chameleon Power: 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.
Faint illusion; CL 3rd; Forge Ring, disguise self,
invisibility; Price 12,700 gp.
Climbing: This ring is actually a magic
leather cord that ties around a finger. It continually grants the wearer a +5
competence bonus on Climb checks.
Faint transmutatation; CL 5th; Forge Ring, creator must have
5 ranks in the Climb skill; Price 2,500 gp.
Climbing, Improved: As climbing, except it grants a
+10 competence bonus on its wearer’s Climb checks.
Faint transmutation; CL 5th; Forge Ring, creator must have
10 ranks in the Climb skill; Price 10,000 gp.
Communication: Each of these silver rings is
inscribed with the Draconic word for friendship. While the ring of
communication is worn, the wearer can 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
rings need to be touched together and their wearers must speak the command word.
The rings stay attuned until the wearer removes the ring or attunes to a
different one. Faint Divination; CL 5; Forge Ring; Detect Thoughts; Price
2000gp.
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 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.
Moderate evocation; CL 11th; Forge Ring, imbue with spell
ability; Price 4,000 gp.
Deadwalker’s Ring: You must wear this ring for a
consecutive 24 hours for it to function. While wearing the ring, any undead
that you create gain +2hps per HD, this doesn’t stack with the bonus from a
desecrate spell.
Moderate Necromancy; CL 7th; Forge Ring, animate
dead or desecrate; Price: 4000gps; Cost: 2000gps, 160xps, 4 days.
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 (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. Strong conjuration; CL 17th;
Forge Ring, gate; Price 125,000 gp.
Draconic Zeal: (Lesser and Greater) This ring
can be activated once per day as a swift action, the effect that the ring
bestows is a full round action and the daily use is wasted if the wearer cannot
take a full round activation as soon as the ring is activated. The lesser
version grants the wearer one melee attack at his highest base attack bonus
against up to 3 enemies as long as they are in squares he threatens. The
greater version grants the single attack against up to 6 enemies. Faint
Transmutation; CL 10; Forge Ring; Haste; Lesser: Cost: 1000gps, 80xps,2days;
Greater: Cost: 3000gps, 240xp, 6 days; Price: Lesser:2000gps, Greater: 6000gps.
Dragon Friendship: The wearer gains a +5 bonus to
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 level 9, will DC
23 negates). If the wearer attacks a dragon in any way, including through the
use of suggestion, the ring loses its powers for 24 hours. Strong enchantment;
CL 17; Forge ring, heighten spell; dominate monster, suggestion; price
28750gps.
Elemental Command: All four kinds of elemental
command rings are very powerful. Each appears to be nothing more than a
lesser magic ring until fully activated (by meeting a special condition, such
as single-handedly slaying an elemental of the appropriate type or exposure to
a sacred material of the appropriate element), 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.
The possessor of a ring of elemental command takes a
saving throw penalty as follows:
| Element | Saving
  Throw Penalty | 
| Air | –2 against earth-based effects | 
| Earth | –2 against air- or electricity-based effects | 
| Fire | –2 against water- or cold-based effects | 
| Water | –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 (Air)
• Feather fall (unlimited use, wearer only)
• Resist energy (electricity) (unlimited use, wearer
only)
• Gust of wind (twice per day)
• Wind wall (unlimited use)
• Air walk (once per day, wearer only)
• Chain lightning (once per week)
The ring appears to be a ring of feather falling until
a certain condition is met to activate its full potential. It must be
reactivated each time a new wearer acquires it.
Ring of Elemental Command (Earth)
• Meld into stone (unlimited use, wearer only)
• Soften earth or stone (unlimited use)
• Stone shape (twice per day)
• Stoneskin (once per week, wearer only)
• Passwall (twice per week)
• Wall of stone (once per day)
The ring appears to be a ring of meld into stone until
the established condition is met.
Ring of Elemental Command (Fire)
• 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 established condition is met.
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 established condition is met.
Strong conjuration; CL 15th; Forge Ring, summon monster
VI, all appropriate spells; Price 200,000 gp.
Elusive Escape: This ring can only be used once
per day, it is an immediate action to activate it. When you are subject to
harmful effects that allow a Reflex save to reduce or negate it, you can
instantly activate the ring to teleport you up to 40’ away in a straight line
(as the spell Dimension Door). In your place is a major image of yourself,
appropriately damaged by the attack. The image will react to any further
attacks as if you were concentrating on it. Meanwhile you have become
invisible. Both effects last for 1 round. Moderate Conjuration; CL 7th;
Forge Ring, Dimension Door, invisibility, major image; Price: 32000gps; Cost:
16000gps, 1280xps, 32 days.
Energy Resistance: 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. A major ring of energy resistance grants 20 points of
resistance. A greater ring of energy resistance grants 30 points of
resistance.
Faint (minor or major) or moderate (greater) abjuration; CL
3rd  (minor), 7th (major), or 11th
(greater); Forge Ring, resist energy; Price 12,000 gp (minor), 28,000 gp
(major), 44,000 gp (greater).
Enduring Arcana: You must wear this ring for a
consecutive 24 hours for it to function. While wearing the ring, any time
someone tries to counter or dispel one of your spells, your are considered 4
levels higher than you actually are.
Moderate Abjuration; CL 9th; Forge Ring,dispel
magic; Price: 6000gps; Cost: 3000gps, 240xps, 6 days.
Ethereal Travel: Donning this tarnished silver
ring transfers the wearer into the ethereal plane. Removing the ring returns
the wearer to the plane he started in. If the wearer becomes non ethereal by
some other means, removing the ring has no effect. Strong Transmutation; CL 13;
Forge Ring; Ethereal Jaunt; Price 182000gp
Evasion: 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.
Moderate transmutation; CL 7th; Forge Ring, jump; Price
25,000 gp.
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 5 feet.
Faint transmutation; CL 1st; Forge Ring, feather fall; Price
2,200 gp.
Filcher’s Friend: When activated, this thin steel
ring draws any loose metallic within one foot and weighing no more than one
ounce. The objects do not have to be ferrous, simply metal in some way. It
grants a +5 to sleight of hand checks involving metal objects. Faint
transmutation; CL 12; Forge ring; mage hand; price 2500gp.
Floating: When this ring is worn, the user cannot sink or dive
beneath the surface of any liquid. If you are underwater when you put the ring
on, you rise to the surface at 30’. Faint transmutation; CL 1; Forge Ring;
float; price 2000gp.
Force Shield: 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.
Moderate evocation; CL 9th; Forge Ring, wall of force; Price
8,500 gp.
Freedom of Movement: This gold ring allows the wearer
to act as if continually under the effect of a freedom of movement spell.
Moderate abjuration; CL 7th; Forge Ring, freedom of
movement; Price 40,000 gp.
Friend Shield: 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. 
Moderate abjuration; CL 10th; Forge Ring, shield other; Price
50,000 gp (for a pair).
Greater Counterspell: The spell can store any spell of
1st through 6th level. It remains there until the caster
has that spell cast upon him by another caster. The ring immediately discharges
the spell stored as a counterspell. Any caster that can cast spells as a
scounterspell also can access the second ability of the ring: Once per day, as
an immediate action, the wearer can use the power of the ring to counter a
spell cast by any caster he can see and is within 100’ of him. This countering
does not require preparation and is similar to a dispel magic effect, except
the wearer adds his character level to the counterspell roll. Strong Evocation
and Abjuration; CL 15; Forge ring, imbue with spell ability, dispel magic;
Cost: 8000gps, 640xps, 16 days; Price: 16000gps.
Icy Soul: This ring seems to be made of ice, but will never
melt. As long as you wear this ring, you gain the Cold subtype. You gain
immunity to cold but become vulnerable to fire. Medium Transmutation; CL 9;
Forge Ring; Mantle of the icy soul; price 100000gp.
Immolation: Putting on this ring wreathes you
in violet flames. All combustible materials near you catch on fire and any
creature attacking you with a melee attack takes 1d6+7 fire damage. You can
inflict 1d6+7 fire damage with a successful touch attack. The ring sheds light
the same as a torch. While you cannot control the flames, all fires are
extinguished when the ring is removed.
Moderate Evocation; CL 7th; Forge Ring, Fire
Shield; Price: 56000gps; Cost: 28000gps, 2240xps, 56 days.
Instant Escape: This ring can only be used once
per day, it is an immediate action to activate it. When you are subject to
harmful effects that allow a Reflex save to reduce or negate it, you can
instantly activate the ring to teleport you up to 40’ away in a straight line
(as the spell Dimension Door). Moderate Conjuration; CL 7th; Forge
Ring, Dimension Door; Price: 18000gps; Cost: 9000gps, 720xps, 18 days.
Invisibility: By activating this simple silver
ring, the wearer can benefit from invisibility, as the spell.
Faint illusion; CL 3rd; Forge Ring, invisibility; Price
20,000 gp.
Jumping: This ring continually allows the wearer to leap
about, providing a +5 competence bonus on all his Jump checks.
Faint transmutation; CL 2nd; Forge Ring, creator must have 5
ranks in the Jump skill; Price 2,500 gp.
Jumping, Improved: As jumping, except it grants a
+10 competence bonus on its wearer’s Jump check.
Moderate transmutation; CL 7th; Forge Ring, creator must
have 10 ranks in the Jump skill; Price 10,000 gp.
Lightning Flashes: Made from interwoven bands of
copper and electrum, a ring of lightning flashes offers a unique defense
against monters that grapple, engulf, swallow or otherwise get entirely too
close to the wearer. As a purely mental standard action, the wearer can cause
the ring to emit a powerful blast of lightning that deals 5d6 (Reflex DC13 for
half), to all creatures within 5’. Any creature that is in physical contact
with the wearer receives no saving throw. The user can invoke the lightning
even when grappled, swallowed, engulfed or paralyzed. The ring is usable three
times per day.
Faint Evocation; CL 5th;Forge Ring, lightning
bolt; Price 11,250gps.
Lockpicking: This ring grants a +5 bonus to
open locks and the ability to use knock one time per day. Faint transmutation;
CL 3; Forge ring; knock; price 4500gp.
Master Artifice: This item only functions for
characters that can cast infusions. The ring increases the number of infusions
you can cast daily, depending on the nature of the ring. A Least ring provides
a bonus 1st and 2nd level infusion, a lesser provides a
bonus 3rd and 4th level and a Greater ring provides a
bonus 5th and 6th level infusion. Moderate (Least) or
Strong(Lesser/Greater) No School; CL 12 (Least), 14 (Lesser), 16 (Greater);
Forge Ring; Price Least-5000gp, Lesser-25000gps, Greater-61000gps; Cost
Least-2500gp, 200xp, 5 days, Lesser-12500gp, 1000xp, 25 days, Greater-30500gp,
2440xp, 61days.
Mental Fortitude: This ring grants the wearer
complete immunity to mind affecting spells or abilities. When the wearer is
being attacked in this manner, the ring begins to glow with a dull grey light,
signalling that a mental attack has begun. Strong Abjuration; CL 15; Forge
Ring, Mind blank; Cost: 55000gps, 4400xps, 110 days: Price: 110000gps. 
Mighty Summons: This ring can be used up to
3x/day. While casting any Summon spell, any creature summoned has maximum hps
per HD. However, the duration of the spell is halved.
Moderate Conjuration; CL 6th; Forge Ring, Augment
Summoning, Spell Focus (Conjuration), Summon Monster III or Summon Nature’s
Ally III; Price: 14000gps; Cost: 7000gps, 560xps, 14 days.
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.
Faint aburation; CL 3rd; Forge Ring, nondetection; Price
8,000 gp.
Mudwalker: This ring allows the wearer to move
freely in all marshy, swampy or Bog terrains. He suffers no penalties to any
skill check or action. He also gains a +2 bonus to all swim checks.
Moderate Abjuration; CL 7; Forge Ring, freedom of movement,
creator must have 2+ rnaks in survival; Price 28000gp
Negative Protection: This gleaming white gold ring
enables the wearer to ignore the 1d6 damage dealt by negative dominant planes.
In addition the wearer is immune to negative levels while he wears the ring.
Strong Abjuration; CL 12; Forge Ring; Negative Energy Protection; Price 72000gp
Positive Protection: This black iron ring enables the
wearer to ignore the blinding effect of positive dominant planes. In addition
the wearer is does not gain the fast healing ability nor does he gain
additional hit points when he reaches his normal, spells that channel positive
energy (typically healing) do not affect the weaerer while he wears the ring.
Strong Abjuration; CL 12; Forge Ring; Positive Energy Protection; Price 72000gp
Protection: This ring offers continual
magical protection in the form of a deflection bonus of +1 to +5 to AC.
Faint abjuration; CL 5th; Forge Ring, shield of faith, caster
must be of a level at least three times greater than the bonus of the ring;
Price 2,000 gp (ring +1); 8,000 gp (ring +2); 18,000 gp (ring
+3); 32,000 gp (ring +4); 50,000 gp (ring +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 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 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.
Moderate transmutation; CL 9th; Forge Ring, bull’s
strength, telekinesis; Price 8,600 gp.
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.) 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.
Strong conjuration; CL 15th; Forge Ring, regenerate; Price
90,000 gp.
Shooting Stars: 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). 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 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.
Strong evocation; CL 12th; Forge Ring, light, faerie
fire, fireball, lightning bolt; Price 50,000 gp.
Spell Battle: The wearer is aware of all
spellcasting within 60’ of him, even if he can’t see the caster. He can make a
spellcraft check for each spell in range at DC 15 + spell level, if he succeeds
he can (1x/day) have the ring counterspell for him, or change the target of the
spell to another creature or object within 60’ of him. If the wearer sends the
spell to an illegal target (an animal for a spell that affects humanoids) or
outside of the normal range for the spell, the the spell functions normally and
the redirection fails. Strong divination; CL 14; forge ring; detect magic,
dispel magic, spell turning, creator must have 10+ ranks in spellcraft; price
67600gps.
Spellguard: This is a set of rings, one worn
by a spellcaster and the other by one of his allies. The rings can be activated
3x/day. When active the casters ally is completely immune to all effects of any
spell cast by the caster, as long as that spell is cast within one round of
activation.
Moderate Abjuration; CL 7th; Forge Ring,
otiluke’s suppressing field; Price: 4000gps; Cost: 2000gps, 160xps, 4 days.
Spell Storing, Minor: 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. 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.
The ring magically imparts to the wearer the names of all
spells currently stored within it.
Faint evocation; CL 5th; Forge Ring, imbue with spell
ability; Price 18,000 gp.
Spell Storing: As the minor ring of spell
storing, except it holds up to five levels of spells.
Moderate evocation; CL 9th; Forge Ring, imbue with spell
ability; Price 50,000 gp.
Spell Storing, Major: As the minor ring of spell
storing, except it holds up to ten levels of spells.
Strong evocation; CL 17th; Forge Ring, imbue with spell
ability; Price 200,000 gp.
Spell Turning: 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.
Strong abjuration; CL 13th; Forge Ring, spell turning; Price
98,280 gp.
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 conjuration; CL 5th; Forge Ring, create food and
water; Price 2,500 gp.
Swimming: This silver ring has a wave pattern etched into the
band. It continually grants the wearer a +5 competence bonus on Swim checks.
Faint transmutation; CL 2nd; Forge Ring, creator must have 5
ranks in the Swim skill; Price 2,500 gp.
Swimming, Improved: As swimming, except it grants a
+10 competence bonus on its wearer’s Swim checks.
Moderate transmutation; CL 7th; Forge Ring, creator must
have 10 ranks in the Swim skill; Price 10,000 gp.
Telekinesis: This ring allows the caster to use
the spell telekinesis on command.
Moderate transmutation; CL 9th; Forge Ring, telekinesis; Price
75,000 gp.
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 to
determine the remaining number of rubies. When all the wishes are used,
the ring becomes a nonmagical item.
Strong evocation (if miracle is used); CL 20th; Forge
Ring, wish or miracle; Price 97,950 gp; Cost 11,475 gp + 15,918
XP.
Water Breathing: This silver ring is shaped to
show a fish biting it’s tail. It enables the wearer to breath freely in water.
Faint Transmutation; CL 5; Forge ring; Water Breathing; Price 12000gp
Water Walking: This ring, set with an opal,
allows the wearer to continually utilize the effects of the spell water walk.
Moderate transmutation; CL 9th; Forge Ring, water walk; Price
15,000 gp.
Wizardry: This special ring comes in four kinds (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.
Moderate (wizardry I) or strong (wizardry II–IV)
(no school); CL 11th (I), 14th (II), 17th (III), 20th (IV);
Forge Ring, limited wish; Price 20,000 gp (I), 40,000 gp (II),
70,000 gp (III), 100,000 gp (IV).
X-Ray Vision: On command, this ring gives its
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. X-ray vision can penetrate 1 foot of stone, 1
inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a
thin sheet of lead blocks the vision.
Using the ring is physically exhausting, causing the wearer
1 point of Constitution damage per minute after the first 10 minutes of use in
a single day.
Moderate divination; CL 6th; Forge Ring, true seeing; Price
25,000 gp.