Hello everyone, and welcome to another exciting edition of Magic Market, where week after week we offer up excellent magic items to outfit your characters. Thus far this year, we have featured numerous magical items of various types, but only 1 magic ring, which seems a shame. As a result, we’re going to be talking about magic rings today.
RING OF DESTINY
Aura strong conjuration (healing); CL 13th
Slot ring; Price 56,650 gp; Weight –
Construction Requirements Forge Ring, finger of death, greater restoration, resurrection; Cost 33,325 gp
These splendid rings are made of solid platinum and are set with a massive diamond of perfect clarity valued at 10,000 gp, with a jade heart and an obsidian spike on either side of it. These rings are often intelligent and have a 20 % chance of becoming intelligent.
A newly created ring of destiny has a number of magical properties. So long as all three gems remain intact, the wearer gains a +2 profane bonus on attack and weapon damage rolls, a +2 insight bonus to his AC, and a +2 resistance bonus on all saving throws. Additionally, the three gems set into the ring each contain the power of a single spell. The first gem is a jade heart, which can be broken to cast the spell greater restoration. If the jade gem is destroyed, the wearer loses the +2 resistance bonus on all saving throws. The second gem is an obsidian spike, which allows the wearer to make a melee touch attack which can slay the touched creature. If the touch is successful, the target is affected by the spell finger of death (DC 20) and the obsidian spike breaks. If the obsidian spike breaks, the wearer loses the +2 profane bonuses to attack and weapon damage rolls. Finally, if the wearer dies while wearing the ring, the diamond shatters and the wearer is immediately returned to life as though by the spell resurrection. If the diamond is broken, the wearer loses the +2 insight bonus to AC. If all three gems are broken, the ring transforms into a massive diamond worth 28,000 gp.
RING OF EXTRA CHANCES
Aura faint evocation; CL 1st
Slot ring; Price 80,000 gp; Weight –
Construction Requirements Forge Ring, divine favor; Cost 40,000 gp
A ring of extra chances is a golden band with an ivory and onyx gem set in the middle in the style of a typical six-sided die. When worn, the wearer can’t help but feel lucky.
A ring of extra chances has 5 charges which are renewed each day at midnight. As long as the ring has one charge remaining, the wearer gains a +2 luck bonus to his AC and on all attack rolls. As a free action whenever the wearer makes an attack roll, saving throw, skill check, ability check, or damage roll, the wearer may choose to expend any number of charges from his ring. If he does, he makes the associated roll a number of times equal to 1 + the number of charges expended in this way and takes the result of his choice. (For example, a 10th-level character who cast a fireball spell and expended all 5 charges would roll 10d6 six times and take whichever result he wished.)
RING OF LIVING ENERGY
Aura moderate evocation [cold]; CL 9th
Slot ring; Price 47,000 gp; Weight –
Construction Requirements Forge Ring, cone of cold, protection from energy; Cost 23,500 gp
A ring of living energy is made of crackling energy made semi-solid. This energy never harms the wearer but can damage the environment if left unattended.
A ring of living energy is associated with a specific type of energy (acid, cold, fire, electricity, or sonic). The ring offers the wearer immunity to the associated type of energy, but confers the wearer with vulnerability to the other non-associated types of energy.
If a character wears two rings of living energy that are associated with two different energy typesat the same time, their magical resonances harmonize with each other, creating a slightly different effect. The wearer is rendered immune to both of the associated energy types, but is vulnerable to each of the other three energy types (for example, a character wearing a ring of living energy that protected from acid and made him vulnerable to electricity, and another ring of living energy that protected from fire and made him vulnerable to acid, he would wind up being immune to acid damage and fire damage, and vulnerable to cold, electricity, and sonic damage).
Additionally, once per day the wearer of a ring of living energy can unleash either a bolt of energy or a cone of energy. If he chooses to fire a bolt, he must succeed on a ranged touch attack to hit his target. The bolt deals 9d8 points of damage of the energy type that the ring grants immunity to. If he chooses to create a cone, it affects all characters in 15-foot cone. Affected characters suffer 9d6 points of damage of the energy type that the ring grants immunity to. A successful Reflex save (DC 17) halves the damage.