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Pergunte para ele sobre uma quest. Siga o mapa para chegar no Cursed Bone Pit ao norte de Thais, ,,7 aqui. Use o ectoplasm container para obter um ectoplasm container with a desecrated bone.. Muriel : Welcome back, Player! Jogador : mission Muriel : Indeed, there is something you can do for me.

You must know I am researching for a new spell against the undead. Muriel : To achieve that I need a desecrated bone. There is a cursed bone pit somewhere in the dungeons north of Thais where the dead never rest. These brass rings look like snakes or dragons biting their own tails.

They are created by the Cult of the Dragon and are greatly prized by its higher organizational tiers. The Cult has made about seventy of them. The wearer can use the following abilities:. Once per day, the wearer of a fiendring can take the form of any fiendish creature, demon, or devil that can be summoned by a summon monster I, II, III, or IV spell. Only one form can be assumed with each use, but the wearer gains all the assumed form's extraordinary, spell-like, and supernatural abilities.

The wearer's type changes to outsider, rendering him vulnerable to spells and effects that affect evil outsiders. Effects that would otherwise banish the wearer to another plane instead end the effect immediately, leaving the wearer staggered for 1 round. Otherwise, the transformation lasts 12 minutes. Nar demonbinders forged dozens of these bizarre rings so that they could take on the shapes of fiendish beings.

Some used their fiendrings to fight alongside their summoned demons; others used them to assume a more durable form in order to mate with fiends they had summoned. A creature wearing this ring can cast legend lore and stone tell each once per tenday with a command word, and may find magic traps created through glyphs, runes, sigils, and symbols with a successful Search check, just as a rogue does. These rings are forged by clerics of Tyr. The wearer of a ring of might is treated as armed even when unarmed as the Improved Unarmed Strike feat. His unarmed attacks deal 1d8 points of damage normal damage, not subdual.

Any target damaged by a punch bears a little imprint of a hammer from the blow until the damage is healed. This ancient ring is made of ivory and carved to resemble a snarling cat's face on one end. If the wearer ever drops to 0 hit points or below, the ring expends one of its charges to cast a heal spell upon her. The wearer can also expend a charge if she fails a saving throw, allowing her to treat the saving throw as a success. A ring of nine lives has 9 charges when created, but most are discovered with only 2d4 charges left.

These rings are brass and engraved with the purple dragon symbol of the Obarskyr royal family. The wearer may use it to create light once per round, either on the ring or up to 40 feet away. This effect lasts 10 minutes. Unlike the light spell, the ring wearer cannot dismiss the effect. Its second power is to detect poison on command by touch. When this power is activated and the ring touched to a creature or object typically food or drink , it glows an eerie gold-green if the substance is poisonous.

The ring cannot identify what sort of poison is present, nor can it detect poisons in an area. The Purple Dragons use these rings to protect the royal family from assassination attempts by poison. Over 4, of these rings have been made. Rings with similar functions are in common circulation, created for nobles or merchants fearing poison.

A purple dragon ring can be worn on the same hand as a commander's ring , and the pair counts as only one ring worn. This ring has 25 charges of the neutralize poison spell. The ring is activated by a command word. Source: Lords of Darkness. Its wearer can use minor creation three times per day and major creation once per day. Each of these functions requires a different command word. This ring is a favored item by dragons that employ deception and trickery as their weapons of choice. It allows them to simulate the appearances and powers of other dragons.

These slender silver rings are engraved with long draconic forms. A ring of draconic deception has two distinct functions. Changing appearance to look like another dragon is a standard action for the ring wearer. Changing the energy type and shape of a breath weapon is part of the action used for the breath weapon. At will, this ring allows its wearer to alter her appearance to look like a dragon of another kind.

In addition, three times per day the ring allows its wearer to change the shape and energy type of her own breath weapon though the damage and save DC remain the same. Thus, an adult red dragon whose breath weapon is normally a 14d10 cone of fire could use this ability to change her breath weapon to a 14d10 line of lightning.

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Only creatures of the dragon type can use this ring. Moderate illusion and transmutation; CL 7th; Forge Ring , disguise self , breath weapon substitution , creator must have the Shape Breath feat; Price 64, gp; Cost 32, gp 2, XP. They are created by the Cult of the Dragon and are greatly prized by those in its higher organizational tiers.

The Cult has made about seventy of these rings. Strong divination, evocation, and illusion; CL 15th; Forge Ring , detect thoughts , sending , silent image , tongues ; Price: 25, gp. The wearer can use whispering wind three times per day, suggestion once per day, and mass suggestion once per week. Either of the suggestion effects can be used in conjunction with the whispering wind function if desired. In such a case, the mass suggestion effect targets all creatures in the area of the whispering wind, whereas the suggestion effect targets one randomly determined creature in the whispering wind's area.

If this identification succeeds, the wearer can once per day choose to have the ring cast dispel magic as a counterspell to that spell or can change the target of the spell to any target within 60 feet of the ring wearer: The wearer can do this even if he hadn't readied a counterspell action. If the wearer chooses an illegal target because of the spell's range limitation or other restrictions , the spell functions normally and the redirection is wasted.

CL 14th; Prerequisites: Forge Ring , detect magic , dispel magic , spell turning , creator must have 10 ranks in Spellcraft; Market Price: 67, gp. This ring is usually made of tarnished silver and inscribed with images of closed eyes. The wearer of the ring is invisible to darkvision, although he is fully visible in normal light.

This peculiar item is actually a pair of rings designed to be worn on the pinky and index fingers, though it still counts as only one ring for the purpose of magic item limitations. A fine silver chain joins the two rings. The ring of Velsharoon's binding protects its wearer against undead beings, as if via a protection from evil spell, except that the bonuses are granted against undead rather than against any evil creature. Coveted everywhere, on every plane, magic rings rank among the most versatile and valuable magic items available. Those rings that relate specifically to the planes are even more valuable to planar travelers.

These rings are badges of honor to the Dragonmasters of Lynn, though a few rings have made their way to Eastern Oerik. Their manufacture is held as a secret by the artificers of that secretive order. Each appears as a golden band inset with a gemstone carved in the likeness of a dragon head as seen from a side-view and whose one eye is intent upon the viewer.

Once per day, the wearer can activate see invisibility - this effect lasts for two hours once activated. Finally, the wearer and all allies in a ft. Strong abjuration; CL 12th; Forge Ring , see invisibility , fly , resistance , resist energy ; Price 55, gp. This gold ring is set with four tiny gemstones: a ruby, an emerald, a sapphire, and garnet.

The wearer can ignore many of the dangers of travel on element-dominant planes including the Elemental Planes themselves , as follows. The wearer runs no risk of suffocation on earth-dominant planes, such as the Elemental Plane of Earth. However, the ring confers no ability to burrow out of earth; if a character traveling to an earth-dominant plane arrives in solid earth, he still has to dig his way out. The wearer ignores the high heat of firer dominant planes, such as the Elemental Plane of Fire.

The wearer does not take the usual 3d10 points of fire damage every round, nor do his clothing or flammable possessions catch fire. The ring provides no other protection against fire damage. The wearer can breathe normally on water-dominant planes, such as the Elemental Plane of Water. The ring does not provide the same benefit in ordinary water, however. Strong abjuration; Cl 12th; Forge Ring , avoid planar effects ; Price 24, gp. Source: Planar Handbook. Donning this tarnished silver ring transfers the wearer to the Ethereal Plane.

Removing the ring ends the effect and returns the wearer to the plane he previously occupied. However, if a character wearing a ring of ethereal travel becomes nonethereal by some other means such as passing through an ethereal curtain , removing the ring has no effect - the character remains where he is, though if he subsequently dons the ring again, he again becomes ethereal. Strong transmutation; Cl 13th; Forge Ring , ethereal jaunt ; Price , gp.

This platinum ring, etched with arcane symbols, is designed to counteract the effects of planes with the limited magic trait. By expending charges from a ring of free magic, the wearer can cast spells of the prohibited school, subschool, descriptor, or level as if the limited magic trait didn't exist.

The number of charges expended is equal to the level of the spell the wearer wishes to cast. A newly created ring of free magic has 50 charges. Strong evocation; Cl 12th; Forge Ring , imbue with spell ability ; Price 45, gp. With this mithral ring, the wearer can establish control over a raw area of the Ever-Changing Chaos of Limbo without making the usual Wisdom check. The wearer merely visualizes what sort of environment he wants, and the ring creates it, in a foot-radius sphere centering on the wearer.

Further, even if the wearer falls unconscious, the sphere of control retains the form the wearer specified. The wearer can change the form of the controlled area once per round as a free action. Strong conjuration; Cl 12th; Forge Ring , major creation ; Price , gp. This gleaming white gold ring enables the wearer to ignore the 1d6 points of damage dealt by negative-dominant planes, such as the Negative Energy Plane. Additionally, the wearer cannot gain negative levels while he wears this ring, making the item popular with those who battle undead. Strong abjuration; Cl 12th; Forge Ring , negative energy protection ; Price 72, gp.

This black iron ring enables the wearer to ignore the blinding effect of positive-dominant planes, such as the Positive Energy Plane. In addition, the wearer does not gain the fast healing ability usually conferred by a positive-dominant plane, nor does the character gain additional hit points when he reaches his normal maximum.

Spells that channel positive energy - typically healing spells - have no effect on the wearer making this item very popular with intelligent undead. Strong abjuration; Cl 12th; Forge Ring , positive energy protection ; Price 72, gp. This silver ring is shaped to show a fish biting its own tail. It enables the wearer to breathe freely in water. Faint transmutation; Cl 5th; Forge Ring , water breathing ; Price 12, gp. The ring of the four winds is favored and coveted by mariners and sea-going adventurers for its ability to harness the four winds to do the ring-bearer's will.

Additionally, the character can use feather fall upon herself as an immediate action at any time, even when it isn't her turn. Finally, with a command word the wearer can use the ring to bring about a stormrunner's ward effect three times per day. Source: Stormwrack. This brass ring has a pattern of fish scales etched into it.

An aquatic humanoid or monstrous humanoid who dons the ring develop legs and feet if it does not already have them , which persist as long as the ring is worn. It loses its swim speed, but gains a land speed of 30 feet. The ring also confers air breathing on the wearer. This platinum ring is fitted with aquamarine. On command, the ring of the vortex allows the wearer to take the form of a vortex see Huge water elemental. While in vortex form, wearer does not need to breathe and has a swim speed of feet but no land speed and cannot leave the water. The wearer can take no actions other than moving, does not threaten the area around him, and does not provoke attacks of opportunity for moving.

The wearer can remain in this form for up to 10 rounds per day; the duration of this effect need not be consecutive rounds. Fashioned of green serpentine stone, this ring is carved in the shape of a tiny viper biting its own tail. When the wearer makes a successful unarmed attack, the viper releases its tail and automatically bites the same target. The wearer's attack deals 1 extra point of damage and injects venom into the target injury, Fortitude DC 11, initial and secondary damage 1d6 Con. Source: Serpent Kingdoms. Fashioned of plain brass and shaped to resemble an open-mouthed snake wrapped around its own tail to form a band, serpent rings are often used as pass tokens by serpentfolk, scalykind, and cultists of Tiamat, Set, Sseth, and Varae.

They are especially common in the Sauringar tribe of the yuan-ti. Spell wards in temples dedicated to these deities are often keyed to allow passage by the bearer of such rings. An openly displayed serpent ring attracts immediate, suspicious attention from those who venerate serpentkind. In addition, a viper weapon never attacks the wearer of a serpent ring, whether or not it is openly displayed. Moderate abjuration and conjuration; CL 7th; Forge Ring , neutralize poison , protection from energy acid ; Price 5, gp.

Many powerful evil spellcasters manufacture sinister rings for themselves or their dread minions. The wearer of this iron ring, emblazoned with the symbol of a brooding falcon, can deal 3d6 points of damage per round as a free action to anyone wearing a slave ring keyed so it. Furthermore, the wearer can exchange messages with anyone wearing a slave ring as if using a sending spell three times per day. Typically, a master ring has ten slave rings keyed to it.

Source: Book of Vile Darkness. This dull gray ring allows the wearer to bestow weeping, crippling sadness by touch. A humanoid touched by the wearer of a ring of weeping must succeed at a Will save DC 11 or be incapacitated for 1 round, then take a -3 morale penalty on attack rolls, saving throws, ability checks and skill checks for 5 rounds. Each time the ring is used so affect a creature, its wearer takes a -1 morale penalty on attack rolls, saving throws, ability checks, and skill checks for 5 rounds. This iron ring, once put on, cannot be removed except by the wearer of the master ring keyed to it.

The wearer is subject to horrible, flesh-disrupting damage by the wearer of the master ring, and she can also exchange messages with him. If this ring is worn by a spellcaster, 1 point of damage per spell level from each of the caster's damaging spells is vile damage. If multiple creatures take damage such as with a fireball spell , each creature takes the vile damage. This is a black metal band with a small ruby. When worn, each melee attack made by the wearer deals 1 extra point of vile damage. This bone ring is set with a marble-sized stone of white onyx. An excruciating ring punishes those who would touch you.

Five times per day as an immediate action, when struck by a melee attack, you can send a lance of pain through your opponent, dealing 2d6 points of nonlethal damage.

Magic Rings

Source: Drow of the Underdark. This unusual ring is wrought from smooth, transparent lavender glass. When making initiative checks, you can roll twice and take the better result. Caster Level: 7th; Prerequisite: Forge Ring , cat's grace , owl's wisdom. This strange silver ring appears tarnished in the light, but when viewed in the shadow, it gleams as if highly polished. A ring of drow blood grants you the ability to use dancing lights, darkness , and faerie fire as spell-like abilities, each once per day.

If you already have the ability to use these spells as spell-like abilities, you gain an additional daily use for each at your normal caster level. Caster Level: 7th; Prerequisite: Forge Ring , dancing lights , darkness , faerie fire , creator must be a drow. This black metal ring is extremely smooth. When worn, it fits snugly, though you cannot feel it. A ring of escaping allows you to slip away from a dangerous situation.

In addition, once per day as a swift action, you gain a fly speed of 60 feet with good maneuverability for 1 round. Caster Level: 7th; Prerequisite: Forge Ring , fly , freedom of movement. Eight small diamonds encrust this adamantine ring. This is a continuous effect and requires no activation. Once per day, as an immediate action you can turn back a fear spell or spell-like effect against the original caster as long as that effect had you as the target. For all aspects of the spell, the effect functions as if the original caster had selected itself as the target.

Caster Level: 13th; Prerequisite: Forge Ring , spell turning. This ring allows the wearer to see invisible, astral, or ethereal creatures or objects within feet as if they were normally visible. It does not reveal illusions or creatures that are simply hiding or concealed. Ethereal creatures viewed from the Material Plane appear slightly hazy and unfocused, but the wearer can otherwise see details normally. Once per day, this plain silver ring can create a silence effect centered on the wearer.

While the silence remains in effect, the wearer can cast up to three spells without verbal components as though using the Silent Spell feat, except that such spells do not require higher spell slots. The ring of silent spells appears in three varieties: a lesser version that affects only spells of 3rd level or lower, a normal version that silences spells of 6th level or lower, and a greater version that affects all spells.

Caster Level: 5th lesser , 11th normal , or 17th greater ; Prerequisites: Forge Ring ; Market Price: 9, gp lesser , 29, normal , or 60, greater. This clear crystal ring seems slightly cold when worn. As long as this ring is worn, you float upon any liquid or similar surface, and cannot swim below the surface.

If you are underwater when you put this ring on, you rise toward the surface at a speed of 30 feet. The ring cannot identify what sort of poison is present, nor can it detect poisons in an area. The Purple Dragons use these rings to protect the royal family from assassination attempts by poison. Over 4, of these rings have been made. Rings with similar functions are in common circulation, created for nobles or merchants fearing poison. A purple dragon ring can be worn on the same hand as a commander's ring , and the pair counts as only one ring worn.

This ring has 25 charges of the neutralize poison spell. The ring is activated by a command word. Source: Lords of Darkness. Its wearer can use minor creation three times per day and major creation once per day. Each of these functions requires a different command word. This ring is a favored item by dragons that employ deception and trickery as their weapons of choice.

It allows them to simulate the appearances and powers of other dragons. These slender silver rings are engraved with long draconic forms.

A ring of draconic deception has two distinct functions. Changing appearance to look like another dragon is a standard action for the ring wearer. Changing the energy type and shape of a breath weapon is part of the action used for the breath weapon. At will, this ring allows its wearer to alter her appearance to look like a dragon of another kind. In addition, three times per day the ring allows its wearer to change the shape and energy type of her own breath weapon though the damage and save DC remain the same.

Thus, an adult red dragon whose breath weapon is normally a 14d10 cone of fire could use this ability to change her breath weapon to a 14d10 line of lightning. Only creatures of the dragon type can use this ring. Moderate illusion and transmutation; CL 7th; Forge Ring , disguise self , breath weapon substitution , creator must have the Shape Breath feat; Price 64, gp; Cost 32, gp 2, XP.

They are created by the Cult of the Dragon and are greatly prized by those in its higher organizational tiers. The Cult has made about seventy of these rings.

Putting a mini-golf course in a cathedral is an act of desecration

Strong divination, evocation, and illusion; CL 15th; Forge Ring , detect thoughts , sending , silent image , tongues ; Price: 25, gp. The wearer can use whispering wind three times per day, suggestion once per day, and mass suggestion once per week. Either of the suggestion effects can be used in conjunction with the whispering wind function if desired.

In such a case, the mass suggestion effect targets all creatures in the area of the whispering wind, whereas the suggestion effect targets one randomly determined creature in the whispering wind's area. If this identification succeeds, the wearer can once per day choose to have the ring cast dispel magic as a counterspell to that spell or can change the target of the spell to any target within 60 feet of the ring wearer: The wearer can do this even if he hadn't readied a counterspell action.

If the wearer chooses an illegal target because of the spell's range limitation or other restrictions , the spell functions normally and the redirection is wasted. CL 14th; Prerequisites: Forge Ring , detect magic , dispel magic , spell turning , creator must have 10 ranks in Spellcraft; Market Price: 67, gp. This ring is usually made of tarnished silver and inscribed with images of closed eyes. The wearer of the ring is invisible to darkvision, although he is fully visible in normal light.

This peculiar item is actually a pair of rings designed to be worn on the pinky and index fingers, though it still counts as only one ring for the purpose of magic item limitations. A fine silver chain joins the two rings. The ring of Velsharoon's binding protects its wearer against undead beings, as if via a protection from evil spell, except that the bonuses are granted against undead rather than against any evil creature. Coveted everywhere, on every plane, magic rings rank among the most versatile and valuable magic items available. Those rings that relate specifically to the planes are even more valuable to planar travelers.

These rings are badges of honor to the Dragonmasters of Lynn, though a few rings have made their way to Eastern Oerik. Their manufacture is held as a secret by the artificers of that secretive order. Each appears as a golden band inset with a gemstone carved in the likeness of a dragon head as seen from a side-view and whose one eye is intent upon the viewer.

Once per day, the wearer can activate see invisibility - this effect lasts for two hours once activated.


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Finally, the wearer and all allies in a ft. Strong abjuration; CL 12th; Forge Ring , see invisibility , fly , resistance , resist energy ; Price 55, gp. This gold ring is set with four tiny gemstones: a ruby, an emerald, a sapphire, and garnet. The wearer can ignore many of the dangers of travel on element-dominant planes including the Elemental Planes themselves , as follows.

The wearer runs no risk of suffocation on earth-dominant planes, such as the Elemental Plane of Earth. However, the ring confers no ability to burrow out of earth; if a character traveling to an earth-dominant plane arrives in solid earth, he still has to dig his way out. The wearer ignores the high heat of firer dominant planes, such as the Elemental Plane of Fire. The wearer does not take the usual 3d10 points of fire damage every round, nor do his clothing or flammable possessions catch fire.

The ring provides no other protection against fire damage. The wearer can breathe normally on water-dominant planes, such as the Elemental Plane of Water. The ring does not provide the same benefit in ordinary water, however. Strong abjuration; Cl 12th; Forge Ring , avoid planar effects ; Price 24, gp. Source: Planar Handbook. Donning this tarnished silver ring transfers the wearer to the Ethereal Plane. Removing the ring ends the effect and returns the wearer to the plane he previously occupied. However, if a character wearing a ring of ethereal travel becomes nonethereal by some other means such as passing through an ethereal curtain , removing the ring has no effect - the character remains where he is, though if he subsequently dons the ring again, he again becomes ethereal.

Strong transmutation; Cl 13th; Forge Ring , ethereal jaunt ; Price , gp. This platinum ring, etched with arcane symbols, is designed to counteract the effects of planes with the limited magic trait. By expending charges from a ring of free magic, the wearer can cast spells of the prohibited school, subschool, descriptor, or level as if the limited magic trait didn't exist. The number of charges expended is equal to the level of the spell the wearer wishes to cast. A newly created ring of free magic has 50 charges. Strong evocation; Cl 12th; Forge Ring , imbue with spell ability ; Price 45, gp.

With this mithral ring, the wearer can establish control over a raw area of the Ever-Changing Chaos of Limbo without making the usual Wisdom check. The wearer merely visualizes what sort of environment he wants, and the ring creates it, in a foot-radius sphere centering on the wearer. Further, even if the wearer falls unconscious, the sphere of control retains the form the wearer specified. The wearer can change the form of the controlled area once per round as a free action.

Strong conjuration; Cl 12th; Forge Ring , major creation ; Price , gp. This gleaming white gold ring enables the wearer to ignore the 1d6 points of damage dealt by negative-dominant planes, such as the Negative Energy Plane. Additionally, the wearer cannot gain negative levels while he wears this ring, making the item popular with those who battle undead. Strong abjuration; Cl 12th; Forge Ring , negative energy protection ; Price 72, gp. This black iron ring enables the wearer to ignore the blinding effect of positive-dominant planes, such as the Positive Energy Plane.

In addition, the wearer does not gain the fast healing ability usually conferred by a positive-dominant plane, nor does the character gain additional hit points when he reaches his normal maximum.

Spells that channel positive energy - typically healing spells - have no effect on the wearer making this item very popular with intelligent undead. Strong abjuration; Cl 12th; Forge Ring , positive energy protection ; Price 72, gp. This silver ring is shaped to show a fish biting its own tail.

It enables the wearer to breathe freely in water. Faint transmutation; Cl 5th; Forge Ring , water breathing ; Price 12, gp. The ring of the four winds is favored and coveted by mariners and sea-going adventurers for its ability to harness the four winds to do the ring-bearer's will. Additionally, the character can use feather fall upon herself as an immediate action at any time, even when it isn't her turn. Finally, with a command word the wearer can use the ring to bring about a stormrunner's ward effect three times per day.

Source: Stormwrack. This brass ring has a pattern of fish scales etched into it. An aquatic humanoid or monstrous humanoid who dons the ring develop legs and feet if it does not already have them , which persist as long as the ring is worn. It loses its swim speed, but gains a land speed of 30 feet. The ring also confers air breathing on the wearer. This platinum ring is fitted with aquamarine.

On command, the ring of the vortex allows the wearer to take the form of a vortex see Huge water elemental. While in vortex form, wearer does not need to breathe and has a swim speed of feet but no land speed and cannot leave the water. The wearer can take no actions other than moving, does not threaten the area around him, and does not provoke attacks of opportunity for moving. The wearer can remain in this form for up to 10 rounds per day; the duration of this effect need not be consecutive rounds.

Fashioned of green serpentine stone, this ring is carved in the shape of a tiny viper biting its own tail. When the wearer makes a successful unarmed attack, the viper releases its tail and automatically bites the same target.

Putting a mini-golf course in a cathedral is an act of desecration

The wearer's attack deals 1 extra point of damage and injects venom into the target injury, Fortitude DC 11, initial and secondary damage 1d6 Con. Source: Serpent Kingdoms. Fashioned of plain brass and shaped to resemble an open-mouthed snake wrapped around its own tail to form a band, serpent rings are often used as pass tokens by serpentfolk, scalykind, and cultists of Tiamat, Set, Sseth, and Varae. They are especially common in the Sauringar tribe of the yuan-ti. Spell wards in temples dedicated to these deities are often keyed to allow passage by the bearer of such rings.

An openly displayed serpent ring attracts immediate, suspicious attention from those who venerate serpentkind. In addition, a viper weapon never attacks the wearer of a serpent ring, whether or not it is openly displayed. Moderate abjuration and conjuration; CL 7th; Forge Ring , neutralize poison , protection from energy acid ; Price 5, gp. Many powerful evil spellcasters manufacture sinister rings for themselves or their dread minions. The wearer of this iron ring, emblazoned with the symbol of a brooding falcon, can deal 3d6 points of damage per round as a free action to anyone wearing a slave ring keyed so it.

Furthermore, the wearer can exchange messages with anyone wearing a slave ring as if using a sending spell three times per day. Typically, a master ring has ten slave rings keyed to it. Source: Book of Vile Darkness. This dull gray ring allows the wearer to bestow weeping, crippling sadness by touch. A humanoid touched by the wearer of a ring of weeping must succeed at a Will save DC 11 or be incapacitated for 1 round, then take a -3 morale penalty on attack rolls, saving throws, ability checks and skill checks for 5 rounds.

Each time the ring is used so affect a creature, its wearer takes a -1 morale penalty on attack rolls, saving throws, ability checks, and skill checks for 5 rounds. This iron ring, once put on, cannot be removed except by the wearer of the master ring keyed to it. The wearer is subject to horrible, flesh-disrupting damage by the wearer of the master ring, and she can also exchange messages with him.

If this ring is worn by a spellcaster, 1 point of damage per spell level from each of the caster's damaging spells is vile damage. If multiple creatures take damage such as with a fireball spell , each creature takes the vile damage. This is a black metal band with a small ruby. When worn, each melee attack made by the wearer deals 1 extra point of vile damage. This bone ring is set with a marble-sized stone of white onyx. An excruciating ring punishes those who would touch you. Five times per day as an immediate action, when struck by a melee attack, you can send a lance of pain through your opponent, dealing 2d6 points of nonlethal damage.

Source: Drow of the Underdark. This unusual ring is wrought from smooth, transparent lavender glass. When making initiative checks, you can roll twice and take the better result. Caster Level: 7th; Prerequisite: Forge Ring , cat's grace , owl's wisdom.

Set Bonuses

This strange silver ring appears tarnished in the light, but when viewed in the shadow, it gleams as if highly polished. A ring of drow blood grants you the ability to use dancing lights, darkness , and faerie fire as spell-like abilities, each once per day. If you already have the ability to use these spells as spell-like abilities, you gain an additional daily use for each at your normal caster level.

Caster Level: 7th; Prerequisite: Forge Ring , dancing lights , darkness , faerie fire , creator must be a drow. This black metal ring is extremely smooth. When worn, it fits snugly, though you cannot feel it. A ring of escaping allows you to slip away from a dangerous situation. In addition, once per day as a swift action, you gain a fly speed of 60 feet with good maneuverability for 1 round. Caster Level: 7th; Prerequisite: Forge Ring , fly , freedom of movement. Eight small diamonds encrust this adamantine ring.

This is a continuous effect and requires no activation. Once per day, as an immediate action you can turn back a fear spell or spell-like effect against the original caster as long as that effect had you as the target. For all aspects of the spell, the effect functions as if the original caster had selected itself as the target. Caster Level: 13th; Prerequisite: Forge Ring , spell turning. This ring allows the wearer to see invisible, astral, or ethereal creatures or objects within feet as if they were normally visible.

It does not reveal illusions or creatures that are simply hiding or concealed. Ethereal creatures viewed from the Material Plane appear slightly hazy and unfocused, but the wearer can otherwise see details normally. Once per day, this plain silver ring can create a silence effect centered on the wearer. While the silence remains in effect, the wearer can cast up to three spells without verbal components as though using the Silent Spell feat, except that such spells do not require higher spell slots.

The ring of silent spells appears in three varieties: a lesser version that affects only spells of 3rd level or lower, a normal version that silences spells of 6th level or lower, and a greater version that affects all spells. Caster Level: 5th lesser , 11th normal , or 17th greater ; Prerequisites: Forge Ring ; Market Price: 9, gp lesser , 29, normal , or 60, greater.

This clear crystal ring seems slightly cold when worn. As long as this ring is worn, you float upon any liquid or similar surface, and cannot swim below the surface. If you are underwater when you put this ring on, you rise toward the surface at a speed of 30 feet. Source: Frostburn. This ring seems to be made of ice, but never melts in even the hottest temperature.

As long as this ring is worn, you gain the cold subtype. You gain immunity to cold, but have vulnerability to fire. A ring of the white wyrm is fashioned from the tooth of a great wyrm white dragon. The ring can produce the following effects on command:. In addition, the wearer gains the ability to speak and understand the Draconic language as long as the ring is worn, and the ring grants the wearer resistance to cold The primary function of the ring, however, is to infuse the wearer with the energy and power of a dragon.

Once per day, the wearer may call upon the ring to transform herself into a half-dragon. This is a full-round action that provokes attacks of opportunity, and the transformation lasts for 1 hour. While transformed, the wearer gains the following benefits:. The ring's transformation power also changes the wearer's appearance into a draconic form.

The wearer's general shape and size does not change, although her equipment is altered in shape so it can still be utilized. Unlike polymorph , the user's equipment does not merge with the new form; it remains in place and fully functional while the user is in half-dragon form. Dragons and half-dragons cannot benefit from the effects of the ring's transformation powers, although they can utilize the ring's other abilities. Rumors abound that other rings exist that are keyed to different dragons, granting different powers. Strong transmutation; CL 13th; Forge Ring , polymorph , protection from elements , wall of ice , solid fog , spider climb , creator must be a dragon or half-dragon; Price 64, gp.

This brilliant gold ring is inlaid with celestial script. When the ring is put on, the wearer grows gleaming white wings like those of a solar and gains the ability to fly at a speed of feet good maneuverability. The wings disappear if the ring is removed. If the ring is removed while the wearer is in flight, the wearer floats to the ground as per a feather fall spell. If the wearer already has a functional set of wings, the ring does not create new ones, but the wearer may use the ring's fly speed if it's faster. When worn, this adamantine ring allows the wearer to make melee weapon attacks and natural attacks as though wielding an adamantine weapon.

This mithral ring is shaped like a beautiful feathered serpent. Any natural or unarmed attack made by the ring's wearer forces the target to succeed on a DC 17 Fortitude save or succumb to an affliction of the ring wearer's choice see the affliction spell description for more information. Source: Book of Exalted Deeds.