Armor : Rings : Rods, Staffs, Wands : Weapons : Wondrous Items
XP Value: 4,000
GP Value: 20,000
This black ribbon, which can be worn as a garter, headband, choker, or ceremonial belt, prevents a priest or wizard from casting any spells while it is in contact with his or her skin. It does not end or prevent existing and operating spells already cast on the person from functioning, nor does it affect the magic of items used by the wearer.
It looks like a loop of black silk, no knots or clasps, but a smooth circle of cloth. The band adjusts to wherever it is worn, fitting snugly around the bicep, ankle, waist, or neck. While worn, it conceals any magical auras on or about the person, and prevents all detection and enchantment/charm powers or spells from affecting the person. In short, though this band is a bane to spell casters, it does protect its wearer from any scrying attempts through crystal balls, magical mirrors, and spells save true seeing.
A band of denial can only be destroyed by silver edged weapons, which must do it 4 points of damage or more to cut it and end its magical powers. It emerges unscathed from acid baths, explosions, and magical effects that destroy the body wearing it. Its properties affect only living beings, not undead or otherwise animated, non-living creatures. It can freely be removed by the wearer, unless physical restraints prevent this.
XP Value: 4,500
GP Value: 12,000
XP Value: 50
GP Value: 200
This plain, brass ring emits a single globe of light similar to a dancing lights spell. The globe moves and changes intensity in response to the wearer's silent will. If willed to become a beacon, the ring creates a brilliant shaft of white light (equal to full, bright noonday sunlight) extending vertically from the ring-hand up into the sky. The light lasts 2 hours (less 1d4 turns per dispel magic cast on it), but will not function indoors or underground. In Kuvera, these rings are worn by Lord Testoros and all Templars. Templars will give them to PCs who render important aid. The local priests also sell them at double list price.
XP Value: 50
GP Value: 200
The message ring is used to record and convey messages. It is often used to transmit direct orders from a superior to an underling. Such rings are used in profitable businesses, bureaucracies, religious orders, and military units.
The user of the ring looks into its inset gem, speaks a command word, and then immediately speaks his or her message (maximum length: 60 seconds). When the command word is spoken again by someone holding the ring, the speaker's face appears on the gem, and the message repeats. The gem speaks three times in this fashion. Then it is emptied, at which point a new message may be entered by anyone bearing the ring.
The new message may be triggered by the same command word or a new one, at The command word is usually the bearer's option. only known to the two correspondents, not to the ring's carrier. Thus, if the messenger is intercepted the message may not reach its destination, but the captors will rarely be able to discover what it was (and may not even suspect its existence). Spells such as contact other plane may reveal the command word.
XP Value: 3,000 (5,000)
GP Value: 6,000 (10,000)
This normal-appearing brass ring has two powers, controlled by silent effort of will. It can summon one or two gargoyles at a time from within the ring to serve the wearer. It can also repel gargoyles. Each use of either power immediately drains 1d6 + 1 hit points from the ring-wearer; these are be regained by rest or healing.
Gargoyles summoned by the ring have 25 hit points, and are utterly loyal to whoever wears the ring. The gargoyles will appear as if coming from another dimension, arriving within 20' to 40' from the ring-wearer. They are in continuous telepathic communication with the ringwearer.
This link prevents both gargoyles and the ring-wearer from being successfully tricked or influenced by charm, hold, sleep, suggestion and similar enchantment/charm spells and illusions. The ring-wearer can 'see' through the eyes of the gargoyles to gain their infravision. Control over the gargoyles and communication with them can be maintained up to a distance of 100 miles on the same world or plane.
Whenever the wearer desires (or whenever the ring is removed from the wearer's finger), gargoyles summoned by the ring vanish. They can be summoned again, but each gargoyle can only be summoned once per day. A gargoyle of the ring that is slain is forever gone. A ring of gargoyles can summon only 6 gargoyles; when the last is destroyed, the ring crumbles into nothingness. Injured gargoyles regain full hit points when 'inside' the ring, ready at full strength the next day.
The ring-wearer can also repel gargoyles by silent act of will, at any time. This power affects all gargoyles and margoyles; the ring-wearer can specifically exclude loyal gargoyles summoned by the ring. This power is identical in effects to the 6th level wizard spell repulsion, but no saving throw is allowed. The effects last for 6 rounds, but can be extended or started again at will.
A rare (5%) form of this ring is the margoyle ring. Its values appear in brackets, after those for the more common sort of ring. The ring-wearer still gains all the above powers of the gargoyle ring with the only exceptions noted below.
This special type of ring calls forth only a single creature: a margoyle of maximum hit points (48). It also can be summoned and returned to the ring only once a day. For every creature of its own hit dice or greater that a 'ring margoyle' slays or helps to destroy, it permanently gains 1 hit point (when it has so gained 8 hit points, it gains a hit die for THAC0, saving throw, and experience point purposes). The margoyle can continue this progression up to a maximum of 12HD, at which time it can grant a limited wish in exchange for its freedom.
XP Value: 2,500
GP Value: 10,000
This black obsidian ring is charged with the spell spectral hand and allows the user to cast that spell. The ring may be activated by uttering the command word inscribed in runed around the band; "Sheedaaraa". All other effects are as the spell except that the hand may also render any other touch delivered effects available to the wearer. The ring can hold up to 4d8 charges and cannot be recharged. It becomes a normal obsidian ring valued at 500 GP for its special intrest value.