This ring can hold one 1st level and one second level spell that can then be cast at will. A spell of first or second level cast into the ring will replace the stored spell. It contains two random spells when found based on the below d100 chart. Roll for both the first and second level spell.
Spell (lvl 1)
Roll
Spell (lvl 2)
Roll
Longstrider
1-2
Acid Arrow
1-2
Feather Fall
3-4
Mirror Image
3-4
Shield of Faith
5-6
Lesser Restoration
5-6
Heroism
7-8
Calm Emotions
7-8
Faerie Fire
9-10
Protection from Poison
9-10
Healing Word
11-12
See Invisibility
11-12
Shield
13-14
Detect Thoughts
13-14
Hunter's Mark
15-16
Moonbeam
15-16
Sanctuary
17-18
Spike Growth
17-18
Protection from Evil and Good
19-20
Blindness Deafness
19-20
Detect Evil and Good
21-22
Enthrall
21-22
Expeditious Retreat
23-24
Misty Step
23-24
Detect Poison and Disease
25-26
Find Steed
25-26
Identify
27-28
Enlarge Reduce
27-28
Bane
29-30
Blur
29-30
Hellish Rebuke
31-32
Magic Mouth
31-32
Cure Wounds
33-34
Enlarge Reduce
33-34
Detect Magic
35-36
Locate Object
35-36
Alarm
37-38
Ray of Enfeeblement
37-38
Find Familiar
39-40
Knock
39-40
Divine Favor
41-42
Spider Climb
41-42
Unseen Servant
43-44
Arcane Lock
43-44
Hideous Laughter
45-46
Gentle Repose
45-46
Goodberry
47-48
Heat Metal
47-48
Fog Cloud
49-50
Silence
49-50
Thunderwave
51-52
Blindness Deafness
51-52
Command
53-54
Prayer of Healing
53-54
Entangle
55-56
Suggestion
55-56
Animal Friendship
57-58
Levitate
57-58
Bless
59-60
Darkness
59-60
Create or Destroy Water
61-62
Alter Self
61-62
Jump
63-64
Pass without Trace
63-64
Charm Person
65-66
Animal Messenger
65-66
Comprehend Languages
67-68
Zone of Truth
67-68
Sleep
69-70
Barkskin
69-70
Illusory Script
71-72
Web
71-72
Color Spray
73-74
Flaming Sphere
73-74
Grease
75-76
Shatter
75-76
Speak with Animals
77-78
Rope Trick
77-78
Silent Image
79-80
Hold Person
79-80
Mage Armor
81-82
Darkvision
81-82
False Life
83-84
Enhance Ability
83-84
Inflict Wounds
85-86
Scorching Ray
85-86
Floating Disk
87-88
Aid
87-88
Magic Missile
89-90
Flame Blade
89-90
Purify Food and Drink
91-92
Locate Animals or Plants
91-92
Disguise Self
93-94
Warding Bond
93-94
Guiding Bolt
95-96
Arcanist's Magic Aura
95-96
Burning Hands
97-98
Branding Smite
97-98
Magic Weapon
99-100
Augury
101-102
Find Traps
103-104
Gust of Wind
105-106
Spiritual Weapon
107-108
Continual Flame
109-110
*Note: If a 100 is rolled for the level 2 spell, the DM can roll an additional d10.
Actually the best use I could see for it is if you had a obstacle that required a spell or two to get through and you wanted to be sure that A) your players kept the spells in this ring in mind and 2) are guaranteed to have the spells needed. This can actually be used to show off spells to a group of new players as well. Or if your in a very high magic setting where you are always in situations where you need more spells.
I think the item itself is fine. I would reduce the # of random spells from your chart to something that fits more easily onto a printed page. Twenty-five perhaps.
Created this and looking for feedback.
https://www.dndbeyond.com/magic-items/791818-ring-of-spell-mastery
This ring can hold one 1st level and one second level spell that can then be cast at will. A spell of first or second level cast into the ring will replace the stored spell. It contains two random spells when found based on the below d100 chart. Roll for both the first and second level spell.
Longstrider
Acid Arrow
Feather Fall
Mirror Image
Shield of Faith
Lesser Restoration
Heroism
Calm Emotions
Faerie Fire
Protection from Poison
Healing Word
See Invisibility
Shield
Detect Thoughts
Hunter's Mark
Moonbeam
Sanctuary
Spike Growth
Protection from Evil and Good
Blindness Deafness
Detect Evil and Good
Enthrall
Expeditious Retreat
Misty Step
Detect Poison and Disease
Find Steed
Identify
Enlarge Reduce
Bane
Blur
Hellish Rebuke
Magic Mouth
Cure Wounds
Enlarge Reduce
Detect Magic
Locate Object
Alarm
Ray of Enfeeblement
Find Familiar
Knock
Divine Favor
Spider Climb
Unseen Servant
Arcane Lock
Hideous Laughter
Gentle Repose
Goodberry
Heat Metal
Fog Cloud
Silence
Thunderwave
Blindness Deafness
Command
Prayer of Healing
Entangle
Suggestion
Animal Friendship
Levitate
Bless
Darkness
Create or Destroy Water
Alter Self
Jump
Pass without Trace
Charm Person
Animal Messenger
Comprehend Languages
Zone of Truth
Sleep
Barkskin
Illusory Script
Web
Color Spray
Flaming Sphere
Grease
Shatter
Speak with Animals
Rope Trick
Silent Image
Hold Person
Mage Armor
Darkvision
False Life
Enhance Ability
Inflict Wounds
Scorching Ray
Floating Disk
Aid
Magic Missile
Flame Blade
Purify Food and Drink
Locate Animals or Plants
Disguise Self
Warding Bond
Guiding Bolt
Arcanist's Magic Aura
Burning Hands
Branding Smite
Magic Weapon
Augury
Find Traps
Gust of Wind
Spiritual Weapon
Continual Flame
*Note: If a 100 is rolled for the level 2 spell, the DM can roll an additional d10.
Actually the best use I could see for it is if you had a obstacle that required a spell or two to get through and you wanted to be sure that A) your players kept the spells in this ring in mind and 2) are guaranteed to have the spells needed. This can actually be used to show off spells to a group of new players as well. Or if your in a very high magic setting where you are always in situations where you need more spells.
I think the item itself is fine. I would reduce the # of random spells from your chart to something that fits more easily onto a printed page. Twenty-five perhaps.
I like the idea that it could be any 1st and second level spell from any class, but you could limit it in someway should you choose