Once per long rest you may spend a charge to have this ring absorb 1 spell's effects when you are the singular target before dice are rolled to determine whether or not it will hit. When the ring reaches all 3 charges used roll 1d20 with a DC cumulative to the total number of levels of spells absorbed by the ring. On a failure the ring breaks, on a success it regains 1d4-1 charges with a minimum of 1 charge regained.
When a spell is absorbed you can do one of two things with it:
Arcane Fueling: You can take an action to regain spell slots equivalent to half the spell absorbed's level.
Spell Release: You can take an action to cast the spell back with disadvantage (or advantage on the target's saving throw).
Notes: Must be a spellcaster, Utility, Jewelry
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