Magic Rings
“On command”, so what, 10-charge clicky, recharge 10/day? Charm animal at caster level 3Animal 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.
6 charge clicky, recharge 2/rest, Blink at caster level 7 ; would require adding the blink spellBlinking
On command, this ring makes the wearer blink, as with the blink spell.
Moderate transmutation; CL 7th; Forge Ring, blink; Price 27,000 gp.
I think this one would actually work pretty much as described.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.
Once per rest summons, we’d have to be able to monitor the djinn’s HP closely, and have a dismissal button. Otherwise treat it as a 1/day charge djinn summon monster spell.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.
The following is one of the few items I’d implement as a specific quest or chain reward, with the quest being related to the elements (ToEE anyone?)
Note that several of these spells don’t currently exist in DDO. The solution? Add them, because they should have been added at the beginning.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. This condition would be met in the quest that provided the ring
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. This wouldn’t really apply.
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)
- eather fall (unlimited use, wearer only) (a continual feather falling effect)
- Resist energy (electricity) (unlimited use, wearer only) (30 points electrical resistance continual)
- Gust of wind (twice per day)
- Wind wall (unlimited use) (this spell doesn’t currently exist in DDO)
- Air walk (once per day, wearer only) (this spell doesn’t currently exist in DDO)
- Chain lightning (once per week) (recharge 1/day)
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) (this spell doesn’t currently exist in DDO)
- Soften earth and stone (unlimited use) (this spell doesn’t currently exist in DDO)
- Stone shape (twice per day) (this spell doesn’t currently exist in DDO)
- Stoneskin (once per week, wearer only) (recharge 1/day)
- Passwall (twice per week) (this spell doesn’t currently exist in DDO)
- Wall of stone (once per day) (this spell doesn’t currently exist in DDO)
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]) (30 points continual fire resistance)
- Burning hands (unlimited use) (no-charge clicky, 6 second cooldown)
- Flaming sphere (twice per day) (2/day clicky)
- Pyrotechnics (twice per day) (this spell doesn’t currently exist in DDO)
- Wall of fire (once per day) (1/day clicky)
- Flame strike (twice per week) (1/day clicky)
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) (this spell doesn’t currently exist in DDO)
- Create water (unlimited use) (this spell doesn’t currently exist in DDO)
- Water breathing (unlimited use) (underwater action effect)
- Wall of ice (once per day) (this spell doesn’t currently exist in DDO)
- Ice storm (twice per week) (1/day clicky)
- Control water (twice per week) (this spell doesn’t currently exist in DDO)
The ring appears to be a ring of water walking until the established condition is met.
All effects are Caster Level 15
Strong conjuration; CL 15th; Forge Ring, summon monster VI, all appropriate spells; Price 200,000 gp.
Evasion wasn’t intended to be very difficult to acquire in 3E. This should be added.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.
This would provide the bonuses of a heavy shield, including the ability to hide behind it, without occupying the shield slot.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.
Like evasion, Freedom of Movement wasn’t intended to be that difficult to acquire.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.
I’d like to see this added, but I’m not sure how it would work. Actually, it would work just like the shield other spell, I’m just unsure how hard it would be to code.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).
Another effect that isn’t supposed to be difficult to acquire. No reason for it to be limited to x charges per day either.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.
Would require adding meld into stone, which is actually a pretty useful spell that I’d like to see in the game.Meld into Stone
This ring allows the wearer to use the spell meld into stone on command.
Faint enchantment; CL 5th; Forge Ring, meld into stone; Price 27,000 gp.
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 as 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. I see this as working like one of the spells that creates a pop-up menu where you select the effect, like flame arrow except in this case, you would select 1, 2, or 3 charges.
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. Since we don’t have bull rush, I’d make this a Trip attempt on the target with a +7 (Str) +4 (Size) =+11 bonus, plus the bonus for additional charges used.
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. This would work like the stupid Half-Orc Lock Bash ability (everyone should be able to bash a stupid lock; poor showing, Devs). +7 with 1 charge, +8 with 2 charges, +9 with 3 charges.
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.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) (this spell does not currently exist in DDO)
Light (twice per night) (this spell does not currently exist in DDO)
Ball lightning (special, once per night) (1/day clicky)
Shooting stars (special, three per week) (1/day clicky)
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.)
This would basically work like an electrical flaming sphere, with a variable number of spheres.
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) (2/day clicky)
Spark shower (special, once per day) (1/day clicky)
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.This would replace the current Ring of Spell Storing (which would be renamed to something more appropriate, like Ring of Replenishment or some such). It would function as described.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 gpSpell 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.
This would function as described, requiring the addition of the spell turning spell.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.
Spell Turning
Abjuration
Level: Luck 7, Magic 7, Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until expended or 10 min./level
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.
From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.
When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.
If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.
Roll randomly to determine the result.
d% Effect
01-70 Spell drains away without effect.
71-80 Spell affects both of you equally at full effect.
81-97 Both turning effects are rendered nonfunctional for 1d4 minutes.
98-100 Both of you go through a rift into another plane.
Since DDO doesn’t track things like food, I think the major benefit of this would be the reduction in sleep time. It would reduce the time required to use a rest shrine by 50%.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.
Coding Telekinesis might have been difficult 9 years ago, but you should really be able to do so by now.Telekinesis
This ring allows the wearer to use the spell telekinesis on command.
Moderate transmutation; CL 9th; Forge Ring, telekinesis; Price 75,000 gp.
Telekinesis
Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target or Targets: See text
Duration: Concentration (up to 1 round/ level) or instantaneous; see text
Saving Throw: Will negates (object) or None; see text
Spell Resistance: Yes (object); see text
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
Sustained Force
A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.
This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.
Combat Maneuver
Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.
Violent Thrust
Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).
Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
This item, along with the spells Miracle and Wish, should be added to the game.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.
DO IT BUT MAKE IT GOGGLES!!!!!!!!!!!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.