Aura Faint Evocation; CL 5; Slot Ring; Weight -; Price 800 GP;
DESCRIPTION
Each of these finely crafted rings comes adorned with a small gemstone, representing one of the four elemental energies: frost (blue sapphire), flame (red garnet), corrosive (green peridot), or shocking (yellow citrine).
When activated, a Minor Elemental Ring adds an extra 1d6 points of energy damage (cold, fire, acid, or electricity, depending on the type of ring) to all magical weapon attacks made by the wearer. Activating or deactivating the elemental power is a command-word action, similar to activating the flaming or frost weapon special abilities.
The ring does not need to be worn on the same hand that wields the weapon, but the wearer must have it on at the time of the attack to gain the benefits. The energy damage does not stack with similar energy damage from weapon properties (such as flaming or shocking), but it will stack with different types of energy damage (e.g., a flaming weapon with a ring of shocking).
Corrosive +1d6 Acid
Flaming +1d6 Fire
Frost +1d6 Cold
Shock +1d6 Electric
CONSTRUCTION REQUIREMENTS
Feat: Forge Ring; Spell: corresponding energy spell (such as burning hands, chill metal, shocking grasp, or acid arrow); Cost 400 GP;
Aura Evocation; CL 10; Slot Ring; Weight -; Price 2400 GP;
DESCRIPTION
Each ring in this series is inscribed with delicate runes of power and set with a gemstone symbolizing one of the four elemental forces: frost (blue sapphire), flame (red garnet), corrosive (green peridot), or shocking (yellow citrine).
An Elemental Ring not only confers an additional 1d6 points of energy damage (cold, fire, acid, or electricity, dependent upon the type of ring) to all magical weapon attacks made by the wearer, but also the burst weapon special ability corresponding to the same energy type (icy burst, flaming burst, corrosive burst, or shocking burst). This means on a critical hit the weapon deals an extra 1d10 points of damage of the respective energy type. If the weapon’s critical modifier is x3, add an extra 2d10 instead, and if the modifier is x4, add an extra 3d10 points.
Activating or deactivating the elemental power is a command-word action, similar to activating the flaming or frost weapon special abilities. The energy damage does not stack with similar energy damage from weapon properties (such as flaming or shocking), but it will stack with different types of energy damage (e.g., a flaming weapon with a ring of shocking).
Corrosive +1d6 Acid, Corrosive Burst
Flaming +1d6 Fire, Flaming Burst
Frost +1d6 Cold, Icy Burst
Shock +1d6 Electric, Shocking Burst
CONSTRUCTION REQUIREMENTS
Feat: Forge Ring; Spell: corresponding energy spell (such as burning hands, chill metal, shocking grasp, or acid arrow), and the corresponding burst energy spell (such as flame strike, chain lightning, etc.); Cost 1200 GP;
Aura Evocation; CL 10; Slot Ring; Weight -; Price 800 GP;
DESCRIPTION
The Eldritch Ring is made of blackened steel, and the surface of the band is smooth and imageless. When donned by a Warlock the surface changes to reflect the symbol of their Patron. The ring enhances a Warlocks Eldritch blast in several ways each of which has a cost associated.
Add 10 ft. to Range of Blast; Lose all DR granted from Warlock Class until the start of your next turn.
Add 2d6 to the Damage of Blast; You also take this additional damage, this damage cannot be negated in anyway.
When using Invocations that add an extra dice of energy damage, instead of adding the extra dice convert normal blast damage type to the invocation energy type; You are staggered for one round.
CONSTRUCTION REQUIREMENTS
Feat: Forge Ring; Special: Eldritch Knowledge; Cost 400 GP;
Aura Strong Evocation; CL 12th; Slot Ring; Weight -; Price 500 GP;
DESCRIPTION
This Ring allows a spellcaster to store a single touch spell of up to 3rd level in it. Anytime a creature hits the wearer with a melee attack or melee touch attack, the ring can cast the spell on the wearer as an immediate action if the wearer desires. Once the spell has been cast from the ring, a spellcaster can cast any other targeted touch spell of up to 3rd level into it. The ring magically imparts to the wielder the name of the spell currently stored within it.
A randomly rolled Primed Ring has a 50% chance to have a spell stored in it already. A Primed Ring emits a strong aura of the evocation school, plus the aura of the stored spell.
CONSTRUCTION REQUIREMENTS
Feat: Forge Ring; Level: Creator must be a caster of at least 12th lvl ; Cost 250 GP;
Aura Faint Evocation; CL 5th; Slot Ring; Weight -; Price 300 GP;
DESCRIPTION
Once per day, this ring allows the wearer to reroll a single d20 check before the success or failure of the original roll is known. The result of the reroll must be kept, even if it is worse than the original roll. The ring may not be used on a check that’s already been rerolled by some other means.
CONSTRUCTION REQUIREMENTS
Feat: Forge Ring; Spell: Divine Favor; Cost 150 GP;
Aura Faint Enchantment; CL 3rd; Slot Ring; Weight -; Price N/A;
DESCRIPTION
This ring is made of a blackened, porous material that always appear slimy. Activating this ring is a free action, when activated the next Enchantment spell cast by the wearer before her next turn is treated as 2 Caster levels higher for effects and duration and the DC to resist is increased by +2. After the ring has been activated the wearer suffers a -2 to saves made vs Mind-Affecting spells and effects for 24 hours. This penalty is not reduced by the removal of the ring. This ring can be activated 1/Day and must be worn for 24 hours before it can be activated by the wearer.
CONSTRUCTION REQUIREMENTS
Feat: Forge Ring; Spell: Charm Person ; Cost N/A;
Aura Moderate Transmutation; CL 9th; Slot Ring; Weight -; Price 1,200 GP;
DESCRIPTION
This ring is forged from iron mined deep within the Iron Peaks, making it exceptionally durable yet surprisingly light on the finger. It is intricately engraved with the sigil of House Alderhold—a runic hammer encircled by chains—symbolizing strength and resilience. When worn, the Ring of the Runic Hammer enhances the wearer's fortitude, granting a +1 bonus to all Fortitude checks and saving throws. Additionally, it increases the wearer’s vitality, providing +1 hit point per Hit Die. A unique feature of this ring is its magical orientation capability; the wearer always knows the direction to the Iron Peaks, although this ability functions only on the same plane where the Iron Peaks exist.
CONSTRUCTION REQUIREMENTS
Feat: Forge Ring; Spells: Bear’s Endurance, Find the Path; Cost: 600 GP;
Aura Moderate Transmutation; CL 5rd; Slot Ring; Weight -; Price 1200;
DESCRIPTION
This stout iron ring is engraved with symbols of war and imbued with fierce energy. Once per day, as a swift action, the wearer can activate the ring to gain a +4 bonus to melee weapon damage for 5 rounds.
CONSTRUCTION REQUIREMENTS
Feat: Forge Ring; Spell: Bull's Strength; Cost 600;
Aura Abjuration; CL 8rd; Slot Ring; Weight -; Price N/A;
DESCRIPTION
The thirsty ring is a thick dark metal band with its surface covered in many tiny pinholes. When this ring is removed and placed into a potion, oil, poison, or alchemical liquid for a full 24 hours the ring absorbs the properties of the liquid leaving behind only pure water. After the ring has absorbed one of these items it can be used by the wearer as a standard action to activate it and deliver the absorbed items effects as a melee touch. The ring can hold only one effect at a time.
CONSTRUCTION REQUIREMENTS
Feat: Forge Ring; Spell: Spell Absorption; Cost N/A;
Aura Moderate Divination; CL 7th; Slot Ring; Weight -; Price 800 GP;
DESCRIPTION
This elegant ring is crafted from finely polished silver, featuring an inlay of the finest oak wood harvested from the ancient forests surrounding Barrowfield. At its center lies an intricately detailed emblem of the Wakefield Sword, a symbol representing the martial prowess and honor of House Wakefield. The oak wood inlay gives the ring a unique warmth and character, reflecting the wearer's connection to nature and the storied history of the land. Once per day, the wearer of this ring can activate its power prior to making an attack roll. When activated, the wearer may roll the attack twice, taking the more favorable result. This ability must be declared before the first roll is made, enhancing the wearer's precision and effectiveness in combat situations.
CONSTRUCTION REQUIREMENTS
Feat: Forge Ring; Spells: Guidance; Cost: 400 GP;