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Epic Magic Rings




Epic Magic Rings

Epic Ring Descriptions

Standard epic rings are described below.

Adamant Law

The wearer of this ring is constantly sheathed in a shield of law effect. It bestows one negative level on any chaotic creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.

Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, shield of law, creator must be lawful; Market Price: 250,000 gp.

Chaotic Fury

The wearer of this ring is constantly sheathed in a cloak of chaos effect. It bestows one negative level on any lawful creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.

Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, cloak of chaos, creator must be chaotic; Market Price: 250,000 gp.

Energy Immunity

This band continually provides the wearer with immunity to a single type of energy: fire, cold, electricity, acid, or sonic. The wearer takes no damage from the energy of the specific type.

Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, protection from energy; Market Price: 240,000 gp. Epic

Protection

This ring offers continual magical protection in the form of a deflection bonus to Armor Class of +6 or higher.

Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, shield of faith, creator’s caster level must be three times the ring’s bonus; Market Price: 720,000 gp (+6), 980,000 gp (+7), 1,280,000 gp (+8), 1,620,000 gp (+9), 2,000,000 gp (+10).

Epic Wizardry

Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.

Caster Level: 23rd (epic wizardry V), 26th (epic wizardry VI), 29th (epic wizardry VII), 32nd (epic wizardry VIII), 35th (epic wizardry IX); Prerequisites: Forge Ring, Forge Epic Ring, wish; Market Price: 250,000 gp (epic wizardry V), 360,000 gp (epic wizardry VI), 490,000 gp (epic wizardry VII), 640,000 gp (epic wizardry VIII), 810,000 gp (epic wizardry IX).

Ineffable Evil

The wearer of this ring is constantly sheathed in an unholy aura effect. It bestows one negative level on any good creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.

Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, unholy aura, creator must be evil; Market Price: 250,000 gp.

Ironskin

This ring grants its wearer damage reduction 15/adamantine.

Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, iron body; Market Price: 400,000 gp.

Rapid Healing

This ring grants a living wearer fast healing 3. It must be worn for 24 hours before its powers activate, and if removed it will not function again until it has been worn for 24 hours by the same individual.

Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, regenerate; Market Price: 300,000 gp.

Sequestering

This ring becomes invisible when worn. Upon command, the wearer gains the benefits of a sequester spell (though he or she does not become comatose as normal for the spell).

Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, sequester; Market Price: 300,000 gp.

Universal Energy Immunity

This ring functions as a ring of energy immunity for all types of energy—fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types.

Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, protection from energy; Market Price: 2,160,000 gp.

Universal Energy Resistance, Greater

This ring functions as a ring of greater energy resistance for all types of energy—fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 30 points of damage per round from the amount before applying.

Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, protection from energy; Market Price: 308,000 gp; Cost to Create: 154,000 gp + 13,080 XP.

Virtuous Good

The wearer of this ring is constantly sheathed in a holy aura effect. It bestows one negative level on any evil creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be over-come in any way (including restoration spells) while the ring is worn.

Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, holy aura, creator must be good; Market Price: 250,000 gp; Cost to Create: 125,000 gp + 12,500 XP.

Weaponbreaking

A ring of weaponbreaking is identical to a ring of ironskin, and has one additional power. Any weapon that successfully strikes the wearer must also make a Fortitude saving throw (DC 20) or be shattered into pieces.

Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, iron body, shatter; Market Price: 600,000 gp; Cost to Create: 300,000 gp + 16,000 XP.

Epic Psionics

This special crystal ring comes in a variety of types useful only to psionic characters (characters who have power points per day). The wearer’s total power points per day are increased, depending on the ring. The points granted are not bonus points—while the ring is worn, it actually increases the wearer’s points per day, but a night’s rest is required before gaining access to the increased power point per day total. (Power points are not actually stored in the ring, as would be the case for a crystal capacitor. Instead, the ring grants power points by magnifying the manifester’s own power.)

A ring of epic psionics V increases the wearer’s daily power points by 43 points, a ring of epic psionics VI grants 63 power points, a ring of epic psionics VII grants 87 power points, a ring of epic psionics VIII grants 115 points, and a ring of epic psionics IX grants 147 power points.

Manifester Level: 23rd (epic psionics V), 26th (epic psionics VI), 29th (epic psionics VII), 32nd (epic psionics VIII), 35th (epic psionics IX); Prerequisites: Craft Universal Item, Craft Epic Universal Item, great emulation; Market Price: 250,000 gp (epic psionics V), 360,000 gp (epic psionics VI), 490,000 gp (epic psionics VII), 640,000 gp (epic psionics VIII), 810,000 gp (epic psionics IX).

Nonepic Magic Ring

Universal Energy Resistance, Minor

This ring functions as a ring of minor energy resistance for all types of energy: fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 10 points of damage per round from the amount before applying. This is a nonepic magic item.

Caster Level: 15th; Prerequisites: Forge Ring, protection from energy; Market Price: 84,000 gp.

Table: Epic Rings
d% Ring Market Price
01-08 Universal energy resistance, greater 308,000 gp
09-13 Energy immunity (acid) 240,000 gp
14-15 Energy immunity (cold) 240,000 gp
19-23 Energy immunity (electricity) 240,000 gp
24-28 Energy immunity (fire) 240,000 gp
29-33 Energy immunity (sonic) 240,000 gp
34-38 Adamant law 250,000 gp
39-43 Chaotic fury 250,000 gp
44-48 Epic wizardry (V) 250,000 gp
49-53 Ineffable evil 250,000 gp
54-58 Virtuous good 250,000 gp
59-63 Rapid healing 300,000 gp
64-68 Sequestering 300,000 gp
69-72 Epic wizardry (VI) 360,000 gp
73-76 Ironskin 400,000 gp
77-80 Epic wizardry (VII) 490,000 gp
81-83 Weaponbreaking 600,000 gp
84-86 Epic wizardry (VIII) 640,000 gp
87-89 Epic protection +6 720,000 gp
90-92 Epic wizardry (IX) 810,000 gp
93-95 Epic protection +7 980,000 gp
96-97 Epic protection +8 1,280,000 gp
98 Epic protection +9 1,620,000 gp
99 Epic protection +10 2,000,000 gp
100 Universal energy immunity 2,160,000 gp