Rings
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
Most rings activate via a spoken command word — a standard action that does not provoke attacks of opportunity.
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 |
|---|---|
| 01 | Ring is intelligent |
| 02–31 | A design, inscription, or similar feature provides a clue to the ring's function |
| 32–100 | No special qualities |
Rings with charges can never be intelligent.
Random Generation
| 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, the | 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 | 47–50 | — | Animal friendship | 10,800 gp |
| 94–96 | 51–56 | 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 |
| — | — | 87–88 | Regeneration | 90,000 gp |
| — | — | 89–91 | Spell turning | 100,000 gp |
| — | — | 92–93 | Wizardry (IV) | 100,000 gp |
| — | — | 94 | Three wishes | 120,000 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 |