Rings bestow magical powers on their wearers. Most activate immediately and continually when worn. A few must be activated by will or spoken word, and might have a limited number of charges. If the latter, the details are described in their individual entries.
Putting a ring on a finger or taking it off is a limited free action if it’s handy (GM’s call).
A character can only wear two magic rings at once—donning a third has no effect.
A jailer’s dungeon ring is worked gold and set with a carnelian. It's magically attuned to one or more prisoner’s dungeon rings made of common iron. Once the prisoner's ring is placed on a subject, the jailer is aware of its location as if tracked by a constant locate spell.
A prisoner's dungeon ring cannot be removed except by dispel (-2 penalty, no more than one attempt per caster per week), wish, or similar spell or ability.
The bearer of the jailer’s ring may remove a linked prisoner’s ring at any time.
Price: 16,000 gp (jailer's ring), 250 gp (prisoner's ring); Weight: —; Craft: Locate; 8,000 gp (jailer's ring), 125 gp (prisoner's ring).
A ring of animal friendship always bears some sort of animal-like design in its craftsmanship. As a limited free action, this ring casts minor beast friend (2 Power Points). The power ends as soon as the ring is used again.
Price: 10,800 gp; Weight: —; Craft: Beast friend; 5,400 gp.
An empty ring of counterspells can have a single power (including modifiers) cast on it. If anyone casts this power on the wearer, the casting fails and the ring is once again empty.
Price: 4,000 gp; Weight: —; Craft: Dispel; 2,000 gp.
This band has nine garnets embedded along its exterior. As a free action, the wearer may expend a garnet to delay the onset of one of these harmful conditions for one minute: Distracted, Energy Drain, Paralyzed, Rending, Stunned, Vulnerable.
The delayed effect occurs when the wearer falls unconscious, when the ring is removed, or one minute after the last time the ring’s power activated.
Price: 45,000 gp; Weight: —; Craft: Healing; 22,500 gp.
One of the many rings of fable, this “genie” ring is useful indeed. It serves as a special gate by means of which a specific Wild Card djinni can be called from the Plane of Air. When the ring is rubbed (a limited 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 one hour per day. If the djinni of the ring is ever killed, the ring becomes nonmagical and worthless.
Price: 125,000 gp; Weight: —; Craft: Planar binding; 62,500 gp.
This mithral band grants environmental resistance against a single energy type, determined at creation (GM’s call if found).
Price: 6,000 gp; Weight: —; Craft: Environmental protection; 3,000 gp.
This ring grants the wearer a free reroll on Evasion rolls.
Price: 25,000; Weight: —; Craft: 12,500 gp.
The wearer treats any fall as if it were no more than two yards in height.
Price: 2,200 gp; Weight: —; Craft: 1,100 gp.
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 medium shield. This special creation is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
Price: 8,500 gp; Weight: —; Craft: Barrier; 4,250 gp.
This ring enables the wearer to move and attack normally, even under the influence of magic that usually impedes movement, such as entangle and stun. All attempts made to grapple the target automatically fail. The subject automatically succeeds on any checks made to escape a grapple.
Additionally, the wearer can move and attack normally while underwater.
Price: 40,000 gp; Weight: —; Craft: Environmental protection; 20,000 gp.
A ring of immolation is made of pumice and hardened ash but is as strong as metal. As a free action, the wearer can activate the ring to create a fire shield on himself (gaining minor environmental protection, minor damage field (fire), and minor protection). The wearer can activate a fire shield on himself for up to 10 rounds each day (these rounds need not be used consecutively). If the wearer would take magical cold damage and any rounds of duration remain, the ring automatically activates for one round and protects the wearer from the cold damage.
Price: 12,000 gp; Weight: —; Craft: Protection (fire trapping); 6,000 gp.
The wearer gains major invisibility with the Duration modifier. The wearer can take the ring off and put it back on to reactivate the power.
Price: 20,000 gp; Weight: —; Craft: Invisibility; 10,000 gp.
This deceptively precious-looking ring lets the wearer ignore up to 2 points of penalties when attempting to craft or disable a trap or lock. This includes the penalty for not being trained in Thievery.
Price: 5,000 gp; Weight: —; Craft: Boost Trait; 2,500 gp.
This ring is usually of fine workmanship and wrought from heavy gold. The wearer is immune to any powers or effects that allow someone to read his mind or detect his alignment.
Price: 8,000 gp; Weight: —; Craft: Mind wipe; 4,000 gp.
This ring offers continual magical defense in the form of minor or major protection. Note that this doesn’t stack with the protection spell.
Price: 4,000 gp (minor), 10,000 gp (major); Weight: —; Craft: Protection; 2,000 gp (minor ), 5,000 (major).
As a limited action, the wearer can command the ring to manifest a barely discernible ram-like force to batter foes. The force strikes a single target, dealing 1d6 damage per charge, up to a maximum of three charges per use. This has a Range of 10” (20 yards). Anyone struck by the ram is knocked back 2d6” (creatures of Size 3 or more are immune to the latter effect).
A newly created ring has 25 charges. When all the charges are expended, the ring becomes a nonmagical item.
Price: 8,600 gp; Weight: —; Craft: Bolt, boost Trait; 4,300 gp.
When worn, the wearer may attempt a natural healing roll once per day. This can even regrow limbs or organs if they’ve been severed or lost.
The ring has no effect on Wounds taken before it was worn.
Price: 90,000 gp; Weight: —; Craft: 45,000 gp.
Once per day, as a limited action, the wearer of this charred bone ring may cause it to detonate in a Large Blast Template that deals 4d6+4 fire damage (this can be Evaded). If the wearer is killed by the detonation, all magical equipment he carries takes half-damage, and all nonmagical equipment takes full damage. This explosion never destroys the ring.
Price: 15,000 gp; Weight: —; Craft: Blast; 7,500 gp.
The ring grants a +1 bonus to a single skill, chosen at creation. The bonus does not affect attack rolls or rolls to activate powers.
Price: 10,000 gp; Weight: —; Craft: 5,000 gp.
This ring can have a single power cast upon it at a time. As an action, the wearer can invoke the spell held within, allowing one chance to cast it with an arcane skill of d12 (as if cast by a Wild Card). The spell’s Duration cannot be extended or maintained.
Price: 18,000 gp; Weight: —; Craft: 9,000 gp.
This extravagant ring is heavy with precious jewels. As fashions change (or as the wearer’s fancy shifts), the wearer can alter the appearance of her armor, clothing, and even weaponry at will as an action; this change is illusory and doesn’t affect the actual abilities of gear or weapons (although drastic changes in size are beyond the scope of this ability).
A ring of splendid security’s primary purpose, though, is to grant the wearer protection from harm. As long as it is worn, the ring grants the Arcane Resistance Edge and anyone targeting her suffers a –2 penalty to the attack roll.
Price: 180,000 gp; Weight: —; Craft: Arcane protection, illusion; 90,000 gp.
After a full week of being worn, this ring provides its wearer with life-sustaining nourishment. It also refreshes the body and mind, so its wearer need only sleep two hours per day to gain the benefit of eight hours.
If the ring is removed, the owner must wear it for another week to re-attune it to himself.
Price: 2,500 gp; Weight: —; Craft: 1,250 gp.
This ring grants the wearer minor telekinesis.
Price: 75,000 gp; Weight: —; Craft: Telekinesis; 37,500 gp.
This ring is set with three rubies. Each ruby stores a wish. When a wish is used, that ruby crumbles to dust. When all wishes are used, the ring is no longer magical.
Price: 120,000 gp; Weight: —; Craft: Wish; 97,500 gp.
This simple golden ring has a large red gemstone set into it that sparkles with an inner fire. The wearer of the ring gains Environmental Resistance +4 once per day, upon suffering the first fire attack (or other fire effect) that day.
This protection renews itself every morning at dawn. The ring must be worn for 24 consecutive hours to have any effect. If removed, the required 24 hours restarts when worn again.
Price: 1,200 gp; Weight: —; Craft: Protection (fire Trapping); 600 gp.
Often made of coral or bluish metal decorated with wave motifs, this ring allows the wearer to walk across any liquid as if it were firm ground.
Price: 15,000 gp; Weight: —; Craft: 7,500 gp.
On command, this ring gives its wearer the ability to see into and through solid matter. Vision Range is 4" (8 yards), with the viewer seeing as if he were looking at something in normal light even if there is no illumination (this does not let him see invisible creatures unless he can normally do so.)
X-ray vision can penetrate one foot of stone, one inch of common metal, or up to three feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.
The ring must be used in one-minute increments. Doing so is exhausting, causing the wearer to suffer Fatigue every 10 minutes of use in a single day that leads to Incapacitation.
Price: 25,000 gp; Weight: —; Craft: Detect arcana; 12,500 gp.