SRD:Rings

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This material is published under the OGL 1.0a.

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.

Ring Descriptions

Standard rings are described below.

Table: Rings
Minor Medium Major Ring Market Price
01–18 Protection +1 2,000 gp
19–28 Feather falling 2,200 gp
29–36 Sustenance 2,500 gp
37–44 Climbing 2,500 gp
45–52 Jumping 2,500 gp
53–60 Swimming 2,500 gp
61–70 01–05 Counterspells 4,000 gp
71–75 06–08 Mind shielding 8,000 gp
76–80 09–18 Protection +2 8,000 gp
81–85 19–23 Force shield 8,500 gp
86–90 24–28 Ram 8,600 gp
29–34 Climbing, improved 10,000 gp
35–40 Jumping, improved 10,000 gp
41–46 Swimming, improved 10,000 gp
91–93 47–51 Animal friendship 10,800 gp
94–96 50–56 01–02 Energy resistance, minor 12,000 gp
97–98 57–61 Chameleon power 12,700 gp
99–100 62–66 Water walking 15,000 gp
67–71 03–07 Protection +3 18,000 gp
72–76 08–10 Spell storing, minor 18,000 gp
77–81 11–15 Invisibility 20,000 gp
82–85 16–19 Wizardry (I) 20,000 gp
86–90 20–25 Evasion 25,000 gp
91–93 26–28 X-ray vision 25,000 gp
94–97 29–32 Blinking 27,000 gp
98–100 33–39 Energy resistance, major 28,000 gp
40–49 Protection +4 32,000 gp
50–55 Wizardry (II) 40,000 gp
56–60 Freedom of movement 40,000 gp
61–63 Energy resistance, greater 44,000 gp
64–65 Friend shield (pair) 50,000 gp
66–70 Protection +5 50,000 gp
71–74 Shooting stars 50,000 gp
75–79 Spell storing 50,000 gp
80–83 Wizardry (III) 70,000 gp
84–86 Telekinesis 75,000 gp
Ring of universal energy resistance, minor 84,000 gp
87–88 Regeneration 90,000 gp
89 Three wishes 97,950 gp
90–92 Spell turning 98,280 gp
93–94 Wizardry (IV) 100,000 gp
95 Djinni calling 125,000 gp
96 Elemental command (air) 200,000 gp
97 Elemental command (earth) 200,000 gp
98 Elemental command (fire) 200,000 gp
99 Elemental command (water) 200,000 gp
100 Spell storing, major 200,000 gp

Epic Rings

Standard epic rings are described below.

Table: Epic Rings
d% Ring Market Price
01–08 Universal energy resistance, greater 308,000 gp
09–13 Energy immunity (acid) 240,000 gp
14–15 Energy immunity (cold) 240,000 gp
19–23 Energy immunity (electricity) 240,000 gp
24–28 Energy immunity (fire) 240,000 gp
29–33 Energy immunity (sonic) 240,000 gp
34–38 Adamant law 250,000 gp
39–43 Chaotic fury 250,000 gp
44–48 Epic Wizardry (V) 250,000 gp
49–53 Ineffable evil 250,000 gp
54–58 Virtuous good 250,000 gp
59–63 Rapid healing 300,000 gp
64–68 Sequestering 300,000 gp
69–72 Epic Wizardry (VI) 360,000 gp
73–76 Ironskin 400,000 gp
77–80 Epic Wizardry (VII) 490,000 gp
81–83 Weaponbreaking 600,000 gp
84–86 Epic Wizardry (VIII) 640,000 gp
87–89 Epic protection +6 720,000 gp
90–92 Epic Wizardry (IX) 810,000 gp
93–95 Epic protection +7 980,000 gp
96–97 Epic protection +8 1,280,000 gp
98 Epic protection +9 1,620,000 gp
99 Epic protection +10 2,000,000 gp
100 Universal energy immunity 2,160,000 gp



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