This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
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, <