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MAGIC ITEMS III (POTIONS, RINGS, & RODS)

POTIONS AND OILS
A potion is a magic liquid that produces its effect when imbibed. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute.
Potions are like spells cast upon the imbiber. The character taking the potion doesn’t get to make any decisions about the effect —the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).
The person applying an oil is the effective caster, but the object is the target.
Physical Description: A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12. Vials hold 1 ounce of liquid.
Identifying Potions: In addition to the standard methods of identification, PCs can sample from each container they find to attempt to determine the nature of the liquid inside. An experienced character learns to identify potions by memory
—for example, the last time she tasted a liquid that reminded her of almonds, it turned out to be a potion of cure moderate wounds.
Activation: Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use.
Drinking a potion or using an oil on an item of gear is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. A successful attack (including grappling attacks) against the character forces a Concentration check (as for casting a spell). If the character fails this check, she cannot drink the potion. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container.
A creature must be able to swallow a potion or smear on an oil. Because of this, incorporeal creatures cannot use potions or oils.
Any corporeal creature can imbibe a potion. The potion must be swallowed. Any corporeal creature can use an oil.
A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature’s throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature.

Potion Descriptions
The caster level for a standard potion is the minimum caster level needed to cast the spell (unless otherwise specified).
Table: Potions and Oils
Minor
Medium
Major
Potion or Oil

Market Price

01–10


Cure light wounds (potion)
50 gp
11–13


Endure elements (potion)
50 gp
14–15


Hide from animals (potion)
50 gp
16–17


Hide from undead (potion)
50 gp
18–19


Jump (potion)
50 gp
20–22


Mage armor (potion)
50 gp
23–25


Magic fang (potion)
50 gp
26


Magic stone (oil)
50 gp
27–29


Magic weapon (oil)
50 gp
30


Pass without trace (potion)
50 gp
31–32


Protection from (alignment) (potion)
50 gp
33–34


Remove fear (potion)
50 gp
35


Sanctuary (potion)
50 gp
36–38


Shield of faith +2 (potion)
50 gp
39


Shillelagh (oil)
50 gp
40–41
01–02

Bless weapon (oil)
100 gp
42–44
03–04

Enlarge person (potion)
250 gp
45
05

Reduce person (potion)
250 gp
46–47
06

Aid (potion)
300 gp
48–50
07

Barkskin +2 (potion)
300 gp
51–53
08–10

Bear’s endurance (potion)
300 gp
54–56
11–13
01–02
Blur (potion)
300 gp
57–59
14–16

Bull’s strength (potion)
300 gp
60–62
17–19

Cat’s grace (potion)
300 gp
63–67
20–27
03–07
Cure moderate wounds (potion)
300 gp
68
28

Darkness (oil)
300 gp
69–71
29–30
08–09
Darkvision (potion)
300 gp
72–74
31

Delay poison (potion)
300 gp
75–76
32–33

Eagle’s splendor (potion)
300 gp
77–78
34–35

Fox’s cunning (potion)
300 gp
79–81
36–37
10–11
Invisibility (potion or oil)
300 gp
82–84
38
12
Lesser restoration (potion)
300 gp
85–86
39

Levitate (potion or oil)
300 gp
87
40

Misdirection (potion)
300 gp
88–89
41–42

Owl’s wisdom (potion)
300 gp
90–91
43

Protection from arrows 10/magic (potion)
300 gp
92–93
44
13
Remove paralysis (potion)
300 gp
94–96
45–46

Resist energy (type) 10 (potion)
300 gp
97
47–48
14
Shield of faith +3 (potion)
300 gp
98–99
49

Spider climb (potion)
300 gp
100
50
15
Undetectable alignment (potion)
300 gp

51
16
Barkskin +3 (potion)
600 gp

52
17–18
Shield of faith +4 (potion)
600 gp

53–55
19–20
Resist energy (type) 20 (potion)
700 gp

56–60
21–28
Cure serious wounds (potion)
750 gp

61
29
Daylight (oil)
750 gp

62–64
30–32
Displacement (potion)
750 gp

65
33
Flame arrow (oil)
750 gp

66–68
34–38
Fly (potion)
750 gp

69
39
Gaseous form (potion)
750 gp

70–71

Greater magic fang +1 (potion)
750 gp

72–73

Greater magic weapon +1 (oil)
750 gp

74–75
40–41
Haste (potion)
750 gp

76–78
42–44
Heroism (potion)
750 gp

79–80
45–46
Keen edge (oil)
750 gp

81
47
Magic circle against (alignment) (potion)
750 gp

82–83

Magic vestment +1 (oil)
750 gp

84–86
48–50
Neutralize poison (potion)
750 gp

87–88
51–52
Nondetection (potion)
750 gp

89–91
53–54
Protection from energy (type) (potion)
750 gp

92–93
55
Rage (potion)
750 gp

94
56
Remove blindness/deafness (potion)
750 gp

95
57
Remove curse (potion)
750 gp

96
58
Remove disease (potion)
750 gp

97
59
Tongues (potion)
750 gp

98–99
60
Water breathing (potion)
750 gp

100
61
Water walk (potion)
750 gp


62–63
Barkskin +4 (potion)
900 gp


64
Shield of faith +5 (potion)
900 gp


65
Good hope (potion)
1,050 gp


66–68
Resist energy (type) 30 (potion)
1,100 gp


69
Barkskin +5 (potion)
1,200 gp


70–73
Greater magic fang +2 (potion)
1,200 gp


74–77
Greater magic weapon +2 (oil)
1,200 gp


78–81
Magic vestment +2 (oil)
1,200 gp


82
Protection from arrows 15/magic (potion)
1,500 gp


83–85
Greater magic fang +3 (potion)
1,800 gp


86–88
Greater magic weapon +3 (oil)
1,800 gp


89–91
Magic vestment +3 (oil)
1,800 gp


92–93
Greater magic fang +4 (potion)
2,400 gp


94–95
Greater magic weapon +4 (oil)
2,400 gp


96–97
Magic vestment +4 (oil)
2,400 gp


98
Greater magic fang +5 (potion)
3,000 gp


99
Greater magic weapon +5 (oil)
3,000 gp


100
Magic vestment +5 (oil)
3,000 gp


RINGS
Rings bestow magical powers upon their wearers. Only a rare few have charges. Anyone can use a ring.
A character can only effectively wear two magic rings. A third magic ring doesn’t work if the wearer is already wearing two magic rings.
Physical Description: Rings have no appreciable weight. Although exceptions exist that are crafted from glass or bone, the vast majority of rings are forged from metal—usually 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: Usually, a ring’s ability is activated by a command word (a standard action that does not provoke attacks of opportunity) or it works continually. Some rings have exceptional activation methods, according to their descriptions.
Special Qualities: Roll d%. A result of 01 indicates the ring is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Rings with charges can never be intelligent.

Table: Rings
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
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
47–51

Animal friendship
10,800 gp
94–96
50–56
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
Three wishes
97,950 gp


90–92
Spell turning
98,280 gp


93–94
Wizardry (IV)
100,000 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

Ring Descriptions
Standard rings are described below.
Animal Friendship: On command, this ring affects an animal as if the wearer had cast charm animal.
Faint enchantment; CL 3rd; Forge Ring, charm animal; Price 10,800 gp.
Blinking: On command, this ring makes the wearer blink, as with the blink spell.
Moderate transmutation; CL 7th; Forge Ring, blink; Price 27,000 gp.
Chameleon Power: As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.
Faint illusion; CL 3rd; Forge Ring, disguise self, invisibility; Price 12,700 gp.
Climbing: This ring is actually a magic leather cord that ties around a finger. It continually grants the wearer a +5 competence bonus on Climb checks.
Faint transmutatation; CL 5th; Forge Ring, creator must have 5 ranks in the Climb skill; Price 2,500 gp.
Climbing, Improved: As climbing, except it grants a +10 competence bonus on its wearer’s Climb checks.
Faint transmutation; CL 5th; Forge Ring, creator must have 10 ranks in the Climb skill; Price 10,000 gp.
Counterspells: This ring might seem to be a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed in it again.
Moderate evocation; CL 11th; Forge Ring, imbue with spell ability; Price 4,000 gp.
Djinni Calling: One of the many rings of fable, this “genie” ring is most useful indeed. It serves as a special gate by means of which a specific djinni can be called from the Elemental Plane of Air. When the ring is rubbed (a standard 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 1 hour per day. If the djinni of the ring is ever killed, the ring becomes nonmagical and worthless.
Strong conjuration; CL 17th; Forge Ring, gate; Price 125,000 gp.
Elemental Command: All four kinds of elemental command rings are very powerful. Each appears to be nothing more than a lesser magic ring until fully activated (by meeting a special condition, such as single-handedly slaying an elemental of the appropriate type or exposure to a sacred material of the appropriate element), but each has certain other powers as well as the following common properties.
Elementals of the plane to which the ring is attuned can’t attack the wearer, or even approach within 5 feet of him. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (as charm monster, Will DC 17 negates). If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made.
Creatures from the plane to which the ring is attuned who attack the wearer take a –1 penalty on their attack rolls. The ring wearer makes applicable saving throws from the extraplanar creature’s attacks with a +2 resistance bonus. He gains a +4 morale bonus on all attack rolls against such creatures. Any weapon he uses bypasses the damage reduction of such creatures, regardless of any qualities the weapon may or may not have.
The wearer of the ring is able to converse with creatures from the plane to which his ring is attuned. These creatures recognize that he wears the ring. They show a healthy respect for the wearer if alignments are similar. If alignments are opposed, creatures fear the wearer if he is strong. If he is weak, they hate and desire to slay him.
The possessor of a ring of elemental command takes a saving throw penalty as follows:

Element

Saving Throw Penalty

Air
–2 against earth-based effects
Earth
–2 against air- or electricity-based effects
Fire
–2 against water- or cold-based effects
Water
–2 against fire-based effects
In addition to the powers described above, each specific ring gives its wearer the following abilities according to its kind.
Ring of Elemental Command (Air)
Feather fall (unlimited use, wearer only)
Resist energy (electricity) (unlimited use, wearer only)
Gust of wind (twice per day)
Wind wall (unlimited use)
Air walk (once per day, wearer only)
Chain lightning (once per week)
The ring appears to be a ring of feather falling until a certain condition is met to activate its full potential. It must be reactivated each time a new wearer acquires it.
Ring of Elemental Command (Earth)
Meld into stone (unlimited use, wearer only)
Soften earth or stone (unlimited use)
Stone shape (twice per day)
Stoneskin (once per week, wearer only)
Passwall (twice per week)
Wall of stone (once per day)
The ring appears to be a ring of meld into stone until the established condition is met.
Ring of Elemental Command (Fire)
Resist energy (fire) (as a major ring of energy resistance [fire])
Burning hands (unlimited use)
Flaming sphere (twice per day)
Pyrotechnics (twice per day)
Wall of fire (once per day)
Flame strike (twice per week)
The ring appears to be a major ring of energy resistance (fire) until the established condition is met.
Ring of Elemental Command (Water)
Water walk (unlimited use)
Create water (unlimited use)
Water breathing (unlimited use)
Wall of ice (once per day)
Ice storm (twice per week)
Control water (twice per week)
The ring appears to be a ring of water walking until the established condition is met.
Strong conjuration; CL 15th; Forge Ring, summon monster VI, all appropriate spells; Price 200,000 gp.
Energy Resistance: This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt.
A minor ring of energy resistance grants 10 points of resistance. A major ring of energy resistance grants 20 points of resistance. A greater ring of energy resistance grants 30 points of resistance.
Faint (minor or major) or moderate (greater) abjuration; CL 3rd (minor), 7th (major), or 11th (greater); Forge Ring, resist energy; Price 12,000 gp (minor), 28,000 gp (major), 44,000 gp (greater).
Evasion: This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.
Moderate transmutation; CL 7th; Forge Ring, jump; Price 25,000 gp.
Feather Falling: This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp.
Force Shield: 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 heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
Moderate evocation; CL 9th; Forge Ring, wall of force; Price 8,500 gp.
Freedom of Movement: This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Moderate abjuration; CL 7th; Forge Ring, freedom of movement; Price 40,000 gp.
Friend Shield: These curious rings always come in pairs. A friend shield ring without its mate is useless. Either wearer of one of a pair of the rings can, at any time, command his or her ring to cast a shield other spell with the wearer of the mated ring as the recipient. This effect has no range limitation.
Moderate abjuration; CL 10th; Forge Ring, shield other; Price 50,000 gp (for a pair).
Invisibility: By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
Faint illusion; CL 3rd; Forge Ring, invisibility; Price 20,000 gp.
Jumping: This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Jump checks.
Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Jump skill; Price 2,500 gp.
Jumping, Improved: As jumping, except it grants a +10 competence bonus on its wearer’s Jump check.
Moderate transmutation; CL 7th; Forge Ring, creator must have 10 ranks in the Jump skill; Price 10,000 gp.
Mind Shielding: This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.
Faint aburation; CL 3rd; Forge Ring, nondetection; Price 8,000 gp.
Protection: This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
Faint abjuration; CL 5th; Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring; Price 2,000 gp (ring +1); 8,000 gp (ring +2); 18,000 gp (ring +3); 32,000 gp (ring +4); 50,000 gp (ring +5).
Ram: The ring of the ram is an ornate ring forged of hard metal, usually iron or an iron alloy. It has the head of a ram as its device.
The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.
The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring-wearer. (The ram has Strength 25 and is Large.) The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.
In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with Strength 25. If 2 charges are expended, the effect is equivalent to a character with Strength 27. If 3 charges are expended, the effect is that of a character with Strength 29.
A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.
Moderate transmutation; CL 9th; Forge Ring, bull’s strength, telekinesis; Price 8,600 gp.
Regeneration: This white gold ring continually allows a living wearer to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell. In either case, only damage taken while wearing the ring is regenerated.
Strong conjuration; CL 15th; Forge Ring, regenerate; Price 90,000 gp.
Shooting Stars: This ring has two modes of operation, one for being in shadowy darkness or outdoors at night and a second one when the wearer is underground or indoors at night.
During the night under the open sky or in areas of shadow or darkness, the ring of shooting stars can perform the following functions on command.
Dancing lights (once per hour)
Light (twice per night)
Ball lightning (special, once per night)
Shooting stars (special, three per week)
The first special function, ball lightning, releases one to four balls of lightning (ring wearer’s choice). These glowing globes resemble dancing lights, and the ring wearer controls them in the same fashion (see the dancing lights spell description). The spheres have a 120-foot range and a duration of 4 rounds. They can be moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature who comes within 5 feet of one causes its charge to dissipate, taking electricity damage in the process according to the number of balls created.
Number of Balls
Damage per Ball
4 lightning balls
1d6 points of damage each
3 lightning balls
2d6 points of damage each
2 lightning balls
3d6 points of damage each
1 lightning ball
4d6 points of damage
Once the ball lightning function is activated, the balls can be released at any time before the sun rises. (Multiple balls can be released in the same round.)
The second special function produces three shooting stars that can be released from the ring each week, simultaneously or one at a time. They impact for 12 points of damage and spread (as a fireball) in a 5-foot-radius sphere for 24 points of fire damage.
Any creature struck by a shooting star takes full damage from impact plus full fire damage from the spread unless it makes a DC 13 Reflex save. Creatures not struck but within the spread ignore the impact damage and take only half damage from the fire spread on a successful DC 13 Reflex save. Range is 70 feet, at the end of which the shooting star explodes, unless it strikes a creature or object before that. A shooting star always follows a straight line, and any creature in its path must make a save or be hit by the projectile.
Indoors at night, or underground, the ring of shooting stars has the following properties.
Faerie fire (twice per day)
Spark shower (special, once per day)
The spark shower is a flying cloud of sizzling purple sparks that fan out from the ring for a distance of 20 feet in an arc 10 feet wide. Creatures within this area take 2d8 points of damage each if not wearing metal armor or carrying a metal weapon. Those wearing metal armor and/or carrying a metal weapon take 4d8 points of damage.
Strong evocation; CL 12th; Forge Ring, light, faerie fire, fireball, lightning bolt; Price 50,000 gp.
Spell Storing, Minor: A minor ring of spell storing contains up to three levels of spells that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus, or pay an XP cost to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is same as the casting time for the relevant spell, with a minimum of 1 standard action.
For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the three-level limit, ignore that roll; the ring has no more spells in it. (Not every newly discovered ring need be fully charged.)
A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing.
The ring magically imparts to the wearer the names of all spells currently stored within it.
Faint evocation; CL 5th; Forge Ring, imbue with spell ability; Price 18,000 gp.
Spell Storing: As the minor ring of spell storing, except it holds up to five levels of spells.
Moderate evocation; CL 9th; Forge Ring, imbue with spell ability; Price 50,000 gp.
Spell Storing, Major: As the minor ring of spell storing, except it holds up to ten levels of spells.
Strong evocation; CL 17th; Forge Ring, imbue with spell ability; Price 200,000 gp.
Spell Turning: Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon the wearer.
Strong abjuration; CL 13th; Forge Ring, spell turning; Price 98,280 gp.
Sustenance: This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Swimming: This silver ring has a wave pattern etched into the band. It continually grants the wearer a +5 competence bonus on Swim checks.
Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Swim skill; Price 2,500 gp.
Swimming, Improved: As swimming, except it grants a +10 competence bonus on its wearer’s Swim checks.
Moderate transmutation; CL 7th; Forge Ring, creator must have 10 ranks in the Swim skill; Price 10,000 gp.
Telekinesis: This ring allows the caster to use the spell telekinesis on command.
Moderate transmutation; CL 9th; Forge Ring, telekinesis; Price 75,000 gp.
Three Wishes: This ring is set with three rubies. Each ruby stores a wish spell, activated by the ring. When a wish is used, that ruby disappears. For a randomly generated ring, roll 1d3 to determine the remaining number of rubies. When all the wishes are used, the ring becomes a nonmagical item.
Strong evocation (if miracle is used); CL 20th; Forge Ring, wish or miracle; Price 97,950 gp; Cost 11,475 gp + 15,918 XP.
Water Walking: This ring, set with an opal, allows the wearer to continually utilize the effects of the spell water walk.
Moderate transmutation; CL 9th; Forge Ring, water walk; Price 15,000 gp.
Wizardry: This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Moderate (wizardry I) or strong (wizardry II–IV) (no school); CL 11th (I), 14th (II), 17th (III), 20th (IV); Forge Ring, limited wish; Price 20,000 gp (I), 40,000 gp (II), 70,000 gp (III), 100,000 gp (IV).
X-Ray Vision: On command, this ring gives its possessor the ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.
Using the ring is physically exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day.
Moderate divination; CL 6th; Forge Ring, true seeing; Price 25,000 gp.

RODS
Rods are scepterlike devices that have unique magical powers and do not usually have charges. Anyone can use a rod.
Physical Description: Rods weigh approximately 5 pounds.
They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many, as noted in their descriptions, can function as light maces or clubs due to their sturdy construction.)
These sturdy items have AC 9, 10 hit points, hardness 10, and a break DC of 27.
Activation: Details relating to rod use vary from item to item. See the individual descriptions for specifics.
Special Qualities: Roll d%. A 01 result indicates the rod is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes.
Rods with charges can never be intelligent.
Table: Rods
Medium
Major
Rod

Market Price

01–07

Metamagic, Enlarge, lesser
3,000 gp
08–14

Metamagic, Extend, lesser
3,000 gp
15–21

Metamagic, Silent, lesser
3,000 gp
22–28

Immovable
5,000 gp
29–35

Metamagic, Empower, lesser
9,000 gp
36–42

Metal and mineral detection
10,500 gp
43–53
01–04
Cancellation
11,000 gp
54–57
05–06
Metamagic, Enlarge
11,000 gp
58–61
07–08
Metamagic, Extend
11,000 gp
62–65
09–10
Metamagic, Silent
11,000 gp
66–71
11–14
Wonder
12,000 gp
72–79
15–18
Python
13,000 gp
80–83

Metamagic, Maximize, lesser
14,000 gp
84–89
19–21
Flame extinguishing
15,000 gp
90–97
22–25
Viper
19,000 gp

26–30
Enemy detection
23,500 gp

31–36
Metamagic, Enlarge, greater
24,500 gp

37–42
Metamagic, Extend, greater
24,500 gp

43–48
Metamagic, Silent, greater
24,500 gp

49–53
Splendor
25,000 gp

54–58
Withering
25,000 gp
98–99
59–64
Metamagic, Empower
32,500 gp

65–69
Thunder and lightning
33,000 gp
100
70–73
Metamagic, Quicken, lesser
35,000 gp

74–77
Negation
37,000 gp

78–80
Absorption
50,000 gp

81–84
Flailing
50,000 gp

85–86
Metamagic, Maximize
54,000 gp

87–88
Rulership
60,000 gp

89–90
Security
61,000 gp

91–92
Lordly might
70,000 gp

93–94
Metamagic, Empower, greater
73,000 gp

95–96
Metamagic, Quicken
75,500 gp

97–98
Alertness
85,000 gp

99
Metamagic, Maximize, greater
121,500 gp

100
Metamagic, Quicken, greater
170,000 gp

Rod Descriptions
Although all rods are generally scepterlike, their configurations and abilities run the magical gamut. Standard rods are described below.
Absorption: This rod acts as a magnet, drawing spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character possessing the rod or her gear. The rod then nullifies the spell’s effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell’s level as the rod absorbs that spell’s energy. Absorption requires no action on the part of the user if the rod is in hand at the time.
A running total of absorbed (and used) spell levels should be kept. The wielder of the rod can use captured spell energy to cast any spell she has prepared, without expending the preparation itself. The only restrictions are that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the rod be in hand when casting. For casters such as bards or sorcerers who do not prepare spells, the rod’s energy can be used to cast any spell of the appropriate level or levels that they know.
A rod of absorption absorbs a maximum of fifty spell levels and can thereafter only discharge any remaining potential it might have. The rod cannot be recharged. The wielder knows the rod’s remaining absorbing potential and current amount of stored energy.
To determine the absorption potential remaining in a newly found rod, roll d% and divide the result by 2. Then roll d% again: On a result of 71–100, half the levels already absorbed by the rod are still stored within.
Strong abjuration; CL 15th;Craft Rod, spell turning; Price 50,000 gp.
Alertness: This rod is indistinguishable from a +1 light mace. It has eight flanges on its macelike head. The rod bestows a +1 insight bonus on initiative checks. If grasped firmly, the rod enables the holder to use detect evil, detect good, detect chaos, detect law, detect magic, discern lies, light, or see invisibility. Each different use is a standard action.
If the head of a rod of alertness is planted in the ground, and the possessor wills it to alertness (a standard action), the rod senses any creature within 120 feet who intends to harm the possessor. At the same time, the rod creates the effect of a prayer spell upon all creatures friendly to the possessor in a 20-foot radius. Immediately thereafter, the rod sends forth a mental alert to these friendly creatures, warning them of possible danger from the unfriendly creature or creatures within the 120-foot radius. These effects last for 10 minutes, and the rod can perform this function once per day. Last, the rod can be used to simulate the casting of an animate objects spell, utilizing any eleven (or fewer) Small objects located roughly around the perimeter of a 5-foot-radius circle centered on the rod when planted in the ground. Objects remain animated for 11 rounds. The rod can perform this function once per day.
Moderate abjuration, divination, enchantment, and evocation; CL 11th; Craft Rod, alarm, detect chaos, detect evil, detect good, detect law, detect magic, discern lies, light, see invisibility, prayer, animate objects; Price 85,000 gp.
Cancellation: This dreaded rod is a bane to magic items, for its touch drains an item of all magical properties. The item touched must make a DC 23 Will save to prevent the rod from draining it. If a creature is holding it at the time, then the item can use the holder’s Will save bonus in place of its own if the holder’s is better. In such cases, contact is made by making a melee touch attack roll. Upon draining an item, the rod itself becomes brittle and cannot be used again. Drained items are only restorable by wish or miracle. (If a sphere of annihilation and a rod of cancellation negate each other, nothing can restore either of them.)
Strong abjuration; CL 17th; Craft Rod, mage’s disjunction; Price 11,000 gp.
Enemy Detection: This device pulses in the wielder’s hand and points in the direction of any creature or creatures hostile to the bearer of the device (nearest ones first). These creatures can be invisible, ethereal, hidden, disguised, or in plain sight. Detection range is 60 feet. If the bearer of the rod concentrates for a full round, the rod pinpoints the location of the nearest enemy and indicates how many enemies are within range. The rod can be used three times each day, each use lasting up to 10 minutes. Activating the rod is a standard action.
Moderate divination; CL 10th; Craft Rod, true seeing; Price 23,500 gp.
Flailing: Upon the command of its possessor, the rod activates, changing from a normal-seeming rod to a +3 dire flail. The dire flail is a double weapon, which means that each of the weapon’s heads can be used to attack. The wielder can gain an extra attack (with the second head) at the cost of making all attacks at a –2 penalty (as if she had the Two-Weapon Fighting feat).
Once per day the wielder can use a free action to cause the rod to grant her a +4 deflection bonus to Armor Class and a +4 resistance bonus on saving throws for 10 minutes. The rod need not be in weapon form to grant this benefit.
Transforming it into a weapon or back into a rod is a move action.
Moderate enchantment; CL 9th; Craft Rod, Craft Magic Arms and Armor, bless; Price 50,000 gp.
Flame Extinguishing: This rod can extinguish Medium or smaller nonmagical fires with simply a touch (a standard action). For the rod to be effective against other sorts of fires, the wielder must expend 1 or more of the rod’s charges.
Extinguishing a Large or larger nonmagical fire, or a magic fire of Medium or smaller (such as that of a flaming weapon or a burning hands spell), expends 1 charge. Continual magic flames, such as those of a weapon or a fire creature, are suppressed for 6 rounds and flare up again after that time. To extinguish an instantaneous fire spell, the rod must be within the area of the effect and the wielder must have used a ready action, effectively countering the entire spell.
When applied to Large or larger magic fires, such as those caused by fireball, flame strike, <