This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 or 1 of each element it allows: fire, lightning, or cold. Per short rest roll 1d4+1 and recover that many charges.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell (i.e a 6th level or higher spell), the ring becomes Overcharged and the becomes unstable. The wearer must use his next turn to discharge the ring before it reaches Overcharge Critical and detonates. The level of the spell that was cast to overcharge the ring will determine the damage used either in detination or release of energy. (Ex. A 9th level spell over charge would do 9d10 damage of either fire, lightning or cold damage). The range of the attack is the same as the spells initial casting.
Overcharge Critical
If the ring reaches Overcharge Critical roll a d20. On a 2 to 10 take d8 the number roll force damage. On 11 to 20 the ring go dormant that many hours. On a 1 take 10d12 force damage to yourself and everyone within 30 ft.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, but the wearers spellcasting ability, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Notes: Buff, Utility, Jewelry
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