[D&D/PF Magic Items] Ring of Wizardry (and Rings generally)

Beaumains
Beaumains
edited September 2012 in Campaign Portal Building
The general question is whether it is possible to 'juggle' magic rings, and how that would work. Given that it is physically possible to wear multiple magic rings, but that only two such rings can be effective, it should be possible to change the ones that are active.

For example (completely arbitrary), consider a character who has a _ring of feather falling, ring of force shield,_ and _ring of protection_. The first is activated by circumstance, the second can be activated/deactivated at will, and the third is continuously active; so what happens if the character has the shield active and falls? Could the character suppress the Ring of Protection to allow both the Ring of Feather Falling and the Ring of Force Shield to remain active? I guess there is a secondary question there about whether rings of the continuous variety can be deactivated or suppressed without removing them, and if not, whether such a ring interferes with any others if there is a 'more than 2' effect in play. That is, does the fact that a Ring of Protection is continuous, and the fact that the character has more than 2 rings mean that none of the rings work at all?

Enter the Ring of Wizardry. The question here is, what happens if a character removes, deactivates, or suppresses this ring _after_ casting spells associated with it (i.e. the extra spells prepared by wearing the ring). Is there a difference if the spell has an instantaneous duration/effect (e.g. _fireball_ ), an instantaneous effect but lasting duration (e.g. _sleep, summon monster_ ), or a lasting duration/effect (e.g. _charm person_ )? What about spells that require concentration (e.g. _flaming sphere, silent image_ )? Does the wizard lose other prepared spells of the level in question, or just the (expired/used) spell slots? In the case of a lasting duration or effect, is the spell cut short?

The ring is based on _limited wish_ which seems like it could go either way on this, but I'd like to get some other DMs' perspectives here.

Comments

  • GamingMegaverse
    GamingMegaverse
    Posts: 3,037
    I always go to my rule 0- what makes the game more fun for the group as a whole?
    killervp
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    Just trying to help out.

  • Beaumains
    Beaumains
    Posts: 132
    That's a good rule 0. In a way, that's what I'm trying to figure out here.
  • Leonidas300
    Leonidas300
    Posts: 284
    @Beaumains -

    What I think you have here is a difference between RAW (Rule as Written) and RAI (Rule as Intended).

    So let's start with the easy one RAW - No, the rules as written do not prohibit switching rings. It does prohibit 3 rings worn together from functioning -

    "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". - PFCRB pg. 478

    So in your example above:

    "a character who has a ring of feather falling, ring of force shield, and ring of protection. The first is activated by circumstance, the second can be activated/deactivated at will, and the third is continuously active; so what happens if the character has the shield active and falls? Could the character suppress the Ring of Protection to allow both the Ring of Feather Falling and the Ring of Force Shield to remain active?"

    I think a correct interpretation of RAW would rule that the third ring does not function, so the first two rings put on would determine which rings are active. (Rings should be viewed a s a continuous Item basically they are “in use” by being worn).

    Now if you were to take (likely A Standard Action) to Take a ring off and put another on the “new” second ring should then become an active ring unless it has a period of attunement.

    It should be noted that some rings (such as Sustenance and Elemental Command) as well as some wondrous items) have an attunement period before they function fully.

    Now for RAI:

    At some point I remember reading an FAQ or designer’s note that the two ring limit was imposed to keep players from having up to 10 different rings to switch around and benefit from but I cannot find that article so I will lay out some supporting evidence of RAI.

    Rule as intended I believe strongly supports not flip flopping between rings.

    First in D&D 3.5 they have what became known as the “Attunement rule”

    Rules Compendium Pg 83 – “Some items—particularly those that have a limited number of uses per day—indicate that they must be worn for a certain length of time before they can be used. This attunement period prevents creatures from treating them as disposable tools to be donned and stowed repeatedly throughout the day.

    This coupled with existing rules on Stat bonus items as well as some rings became a popular justification to enact a 24 hour attunement period on worn magical items (barring Armor).

    Pathfinder just has a statement that say “some items may require a period of attunement” and leave it at that.

    I think the most compelling evidence to support RAI is the items that they have to allow a character to get around the 2 ring limit –

    In 3.5 they had a feat called extra rings that allowed the player to wear and receive benefit for up to 4 magical rings (It was an Eberron Feat though).

    In both editions they have the hand of the mage which allows a player to wear a third ring in lieu of a neck slot.

    In the recently released Advanced Race Guide for Pathfinder they have the:

    Belt, Meridian

    Aura moderate transmutation; CL 9th

    Slot belt; Price 1,000 gp; Weight 1 lb.

    DESCRIPTION
    This narrow cloth belt has a silver buckle in the shape of four rings. The belt allows a creature to wear a magic ring on each foot in addition to the ring on each hand, though only two rings function at any given time. As a swift action, the wearer can change which of his rings are active (both hands, both feet, left hand and right foot, and so on). For example, a creature could wear a ring of protection, ring of energy resistance, ring of swimming, and ring of counterspells, switching between any two of them as a swift action each round as it desires.

    The belt does not change the type of action required to activate a ring (for example, activating a ring of invisibility is still a standard action), but allows the wearer to easily switch between the constant powers of several worn rings. While the belt is worn, wearing a ring on a foot counts toward the attunement process of certain rings (such as a ring of sustenance) even if the belt isn't used to make that ring active during that attunement period.

    CONSTRUCTION REQUIREMENTS
    Craft Wondrous Item, polymorph; Cost 500 gp


    Given the very low price of this item, it would seem that they are providing outlets to allow players a way around just two rings and it would be strange to do this unless the RAI was just for two rings to be worn.

    Hope this helps,

    Leonidas300
    "A Manifestation of Chaos":http://www.obsidianportal.com/campaigns/metzger
    Obsidian Portal COTM Sept. 2012
  • twiggyleaf
    twiggyleaf
    Posts: 2,099
    For me, two rings functioning is the way. If you want a third to work, take off one of the other two and put it on.


    twiggyleaf
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  • Beaumains
    Beaumains
    Posts: 132 edited September 2012
    Twiggs & Leonidas; thanks for your input! It's not a situation I've really had to deal with until recently.

    I realized a bit of the RAI that Leonidas describes, but thought it was a bit closer to RAW, hence the question of whether there's a difference between activation for rings and whether continuously active rings can be suppressed.

    It seems to me that the fact that some rings are explicitly given attunement periods implies that others should not. I am less familiar with PF than 3.5 (though the systems are quite similar), and am relying on the SRD for those rules when needed, so I have not seen the line saying "some rings may require an attunement period" - though I'll surely take your word on it (especially since the example rings would be quite broken if they could be musically chaired the way you describe).

    On the other hand, it doesn't seem unreasonable for a character to be able to musically chair some rings (especially the lesser ones). I don't see why a barbarian shouldn't be able to swap out his _ring of protection_ for a _ring of fire resistance_ when he knows it will benefit him more. Even some of the more extravagent rings (e.g. _ring of wishes_ if so lucky) shouldn't necessarily require attunement despite their burst power, it seems.

    I like Twiggs' idea here, combined with the text that "A third magic ring doesn’t work ..."; and could see and allow characters to take advantage of a reversal there. That is, they could wear two rings on each hand, one active, the other not. To swap the rings they would have to remove the active ring, leaving the inactive ring to become active. Replacing the formerly active ring would not re-activate it, but removing the newly activated ring would. Obviously this could only work with two rings; a character with three rings would have to remove two to register the new ring, which would require more time (one would require at least a move action, so more would require at least a full-round action).

    I'd be interested in any other insights, either to the original question or my thoughts here (or even someone else's feedback).

    EDIT: Also, I'd like to get a more specific answer on the Ring of Wizardry question, independent of the larger issue. Suppose a wizard has the Type I variety, and uses it to prepare and summon a bunch of _unseen servants_ to clean up his study while he's away, but he needs to leave immediately and doesn't want to risk taking any unnecessary valuables with him (a prudent measure), what happens when he removes the ring? There are, of course, more substantial possibilities than this, such as using the ring to charm 4 extra people in a day, or using a type IV ring to do a bunch of scrying before setting out.
    Post edited by Beaumains on
  • cgregory
    cgregory
    Posts: 780 edited September 2012
    There are a couple of calls you can make off the top of my head.


    1. If you remove the ring you lose a number of spells (of the ring's level) equal to the number of bonus spells the ring gave you. Optionally, if you don't have enough spells of that level you lose a number of spells of a higher level equal to the remaining number of bonus spells you need to make up.
    For example, let's take a spellcaster with 4 first and 4 second level spells and a ring of wizardry type I. He casts 5 first level spells then removes the ring. He would lose 3 first and 1 second level spells to make up for the 4 bonus spells the ring granted him. Spells he cast before taking off the ring continue to function as normal.

    2. He can swap it no problem. Why you might ask? Pearls of Power, I answer.
    Granted pearls only work for those who prepare spells, limit the variety of spells to those spells already cast, and take a standard action to rememorize the spell, the overall result is fairly similar. Cast more spells per day.

    |*Level*|*Ring of Wizard*|*4 Pearls of Power*|*6 Pearls of Power*|
    |1st| 20K|4K|6K|
    |2nd|40K16K|24K|
    |3rd|70K|36K|54K|
    |4th|100K|64K|96K|

    As you can see in the case of a Wizard (4 bonus spells, so 4 pearls of power) the effect is far more expensive than going the pearl of power route. A sorcerer (6 bonus spells) can't go the pearl of power route but a Wizard could mimic the effect (6 bonus spells) for less than the ring. Granted at 4th level it is close and the ring is probably the better deal.

    -Carl
    "Throne of Thrones":http://www.obsidianportal.com/campaigns/throne-of-thorns
    Post edited by cgregory on

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