While attuned to this ring, you can cast mage hand and prestidigitation at will
The ring has 8 charges for the following properties. The ring regains 1d8 charges daily at dawn
Spells. While wearing this ring, you can use an action to expend a number of charges and cast one of the following spells: Counterspell (1 Charge) Magic Missile (1 Charge) Arcane Eye (2 Charges) Arcane Hand (4 Charges) Telekinesis (4 Charges) Reverse Gravity (6 Charges) You may upcast any of the preceding spells, spending one additional charge for each level the spell is upcast.
Arcane Blast. You can expend 2 charges as an action to use this property. Each creature and loose object in a 90-foot cone must make a DC 17 Strength save or be pushed 30 feet away from you. If the save is failed by five or more they are forced to the edge of the cone. You can spend an additional 2 charges, causing this property to deal 3d6 Force damage.
Pull. You can expend 2 charges as an action to use this property. Each creature and loose object in a 90-foot cone must make a Dc 17 Strength save or be pulled 30 feet towards you. If the save is failed by five or more they are pulled within 5 feet of you.
Ward. You can expend 1 charge as an action to gain resistance to all bludgeoning, slashing, and piercing damage for one minute. While this property is active you have vulnerability to all other damage types.
Notes: creature with a minimum Intelligence of 6
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