[abjuration]
Caster Level 12
Range 0
Area of Effect See description
Duration continuous
Save None
Aura Strong/Strong
Class Requirement none
Encumbrance none
XP Value/GP Value 10,000/49,000 g.p.
This powerful ring will protect the wearer from targeted ranged spells.
Once donned, the ring communicates it's ability of spell turning to the wearer.
Spell Turning. (continuous) Any incantation, scroll spell, or a creature's spell-like ability that targets the wearer with a range other than touch will have some of it's power rebounded back at the caster.
When the targeted spell is cast, roll a d10. The result is the percentage of spell energy rebounded back to the caster.
Damage done, if any, will be divided based on the percentage.
Saving throws are made easier based on any result under 10 on a 1 for 1 basis.
Thus, if a 7 is rolled, 70% of the effect is rebounded and the wearer can save at +7 and the caster at +3. A result of 10 means the entire spell effect is rebounded and the caster (only) must save without adjustment.
If a spell does not allow a save, the ring will grant a special save on any result other than a 10. This save is equal to a DC 20 and adjusted for the amount of spell energy turned. No other adjustments apply. Thus, a maze spell is cast by an illusionist at a fighter wearing the ring of spell turning. The result of the d10 was a 7. Thus the fighter is granted special save with a bonus of +7 vs. DC 20 (this will succeed on a natural 13 or higher on the d20). Success negates the effect. The illusionist gains the same save at a +3 bonus (needing a natural 17 or higher to remain unaffected).
If a spell effect has a limit on number of creatures or number of hit dice or the like, the spell will automatically fail if it cannot affect both the wearer and the caster combined.
Limitations
The ring only affects incantations, invocations from scrolls, or spell-like abilities that specifically target the wearer at range.
Invocations from items other than scrolls are not affected.
Spell-like or innate abilities cast using items are not affected.
Area of effect spells are not affected.
Touch spells are not affected.
Examples of spells or effects that can be turned: a magic missile spell, a maze spell, a feeblemind spell, a telekinesis effect (spell-like) by a demon targeting the wearer, etc.
In regards to a spell like hold person, it can be turned, however, the caster must have "room" in the limitation on number of humanoids affected to include both the wearer and themselves. Otherwise, the spell effect would fail when used against the wearer (although other creatures might be affected).
Most spells can affect both parties equally on a missed save. For example, a polymorph other spell can turn both the caster and the wearer into a toad with missed saves by both.
For spells such as a darkness spell targeting the wearer, if only one party misses the save, they will be the target of the full effect. If both parties make their save, the one with the larger percentage (affecting them) will have the effect appear near them. If the result of the d10 was a 5, the party that made the save by the widest margin will have the darkness appear next to them, or if equal, determine randomly. Typically spells like darkness or light with external effects on a successful save—only one effect will happen if both parties make their save.
Examples of spells or effects not affected: A magic missile cast from a wand, a slow spell, a fireball, a bestow curse spell, a hold person spell cast from a ring of spell storing, etc.
In the (unlikely) event that both the caster and the target wear a ring of spell turning, a resonating field appears and when a spell or effect (subject to the limitations above) is used by one on the other—instead of the d10, roll instead a d% and refer to the following:
01-70 — The spell is completely nullified.
71-80 — The spell affects both parties (at 100% effectiveness; if appropriate, saves still apply).
81-97 — The spell has the normal effect. Both rings become non-functional for 1d4 rounds.
98-00 — Both parties are sucked into a rift to (01-50) the Positive Energy plane or (51-00) the Negative Energy plane (no save). This typically results in immediate or near immediate death.
Attunement
The ring requires 24 hours of being worn to attune itself to a wearer (and will not function until it is attuned).