Rings bestow magical powers upon their wearers. Most are permanent magic items — only a rare few have charges. Anyone can wear and use a ring.

Two-Ring Limit

A character can only effectively wear two magic rings. A third magic ring does not function if the wearer is already wearing two magic rings.

Physical Description

Rings have no appreciable weight. Although exceptions exist (glass, bone), the vast majority are forged from 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

Command Word

Most rings activate via a spoken command word — a standard action that does not provoke attacks of opportunity.

Continuous

Many rings work automatically whenever worn — their effects are always active with no activation required. Some rings have unusual activations described in their individual entries.

Special Qualities

Roll d% when generating a random ring:

d%Result
01Ring is intelligent
02–31A design, inscription, or similar feature provides a clue to the ring's function
32–100No special qualities

Rings with charges can never be intelligent.

Random Generation

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
86–9024–28Ram, the8,600 gp
29–34Climbing, improved10,000 gp
35–40Jumping, improved10,000 gp
41–46Swimming, improved10,000 gp
91–9347–50Animal friendship10,800 gp
94–9651–5601–02Energy 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
89–91Spell turning100,000 gp
92–93Wizardry (IV)100,000 gp
94Three wishes120,000 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

See Also