D&D 5E Let's break the Ring of Spell Storing

By your interpretation the suggestion that was dismissed earlier in the thread, where the wearer readies an action to make a touch attack if the BBEG casts a spell, would successfully steal the spell?
It's not spelled out, but the style of the 5e rules is more about common sense than punctilious, exhaustive coverage of every possible contingency.

In this case, we have to assume that the intent of the caster determines whether a spell goes into the ring; otherwise, the wizard wearing the ring would never be able to cast a spell (other than the ones stored in the ring).

So no, touching the BBEG as it casts a spell serves no purpose other than to put you in harm's way.
 

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As a rule of thumb in my game I only let expendable one shot items scrolls potions and such to be sold, permanent items are only given as a reward or for lesser items on commission for a favor or something. Any thing at rear or so can be found and any thing very to extremely are the objects of a greater quest. And if they are doing artifacts those should be a something at the end of you long campaign and unique one of a kind deal with all others also wanting it could posse a issue keeping it.
 

And that's part of the appeal of 5e - returning to the idea that a magic item isn't just a power-up available once the PC has the cash - but an item to be added to the campaign by the DM when he is ready for it to be there.

Or by randomly generating treasure! I fondly remember the 2e game where my 2nd level paladin found a holy avenger.. *sigh* those were the days :)

Warder
 

I am sure there will be some rules for it in the DMG, one of the things associated with rarity will be price range.

From the beta test.

Buying Magic Items
Unless you decide your campaign works otherwise, magic items are, by and large, so rare that no market exists for them. Situations might arise that allow characters to buy or sell magic items. Buying magic items might be easier in a city with a magical academy or a large temple, or in some other location that serves as a hub where adventurers can sell their loot. For example, an apothecary might offer a small selection of potions, or the adventurers might hear rumors of a black market auction where magic items are sold.
Common magic items, such as certain potions and scrolls, can sometimes be procured from an alchemist or a spellcaster. Individuals who aren't normally in the business of selling magic items might want something other than gold in exchange. For example, an NPC mage might create a scroll or adventurers if they complete a quest for her.


Rarity
Magic item rarity serves several purposes in the game. An item’s rarity provides a rough measure
of the strength of the magic in the item as compared to other magic items. If your campaign allows
for trade in magic items, rarity can help you set prices for them. Rarity also gives you a sense of
how likely characters are to find a particular item, given the characters’ level. All that said,
rarity shouldn’t get in the way of your storytelling. If you allow a ring of invisibility to fall
into the hands of a 1st-­‐level character, then so be it. It might be an enjoyable feature of your
campaign.
A magic item has one of six different levels of rarity, from most to least available: common,
uncommon, rare, very rare, legendary, and artifact. The closer an item’s rarity is to artifact, the
less numerous such items become. Most legendary items and all artifacts are unique.


MAGIC ITEM RARITY
Rarity Min. Level Item Value
Common 2 50–100 gp
Uncommon 3 100–500 gp
Rare 5 500–5,000 gp
Very rare 7 5,000–10,000 gp
Legendary 9 10,000–50,000 gp
Artifact 11 50,000+ gp

Min. Level: The item should be in the hoard or possession of a creature of this level or higher.
Item Value: The recommended amount that the item is worth, in gold pieces.
item is worth, in gold pieces.

If your players are selling magic items then you have a high magic game or your doing something wrong as I always only give an item if the player is going to use it not sell it, after all this is not an MMO and is not about the gear. As this you posted are beta I will wait for the DMG but still if you doing things right as a GM selling of items should not be going on unless you like a lot of magic just laying around. I also hope they have rules for breaking magic items and if it depends on its power or the players save or both.
 

If your players are selling magic items then you have a high magic game or your doing something wrong as I always only give an item if the player is going to use it not sell it, after all this is not an MMO and is not about the gear. As this you posted are beta I will wait for the DMG but still if you doing things right as a GM selling of items should not be going on unless you like a lot of magic just laying around. I also hope they have rules for breaking magic items and if it depends on its power or the players save or both.

So if a player did not particularly want a magic item that he received and wants to sell it, are you as DM doing something wrong? Or do you hand out so few that a player would never ever even think about selling one?
 

So if a player did not particularly want a magic item that he received and wants to sell it, are you as DM doing something wrong? Or do you hand out so few that a player would never ever even think about selling one?

I have never given a player an item they did not want unless it was cursed, as a GM the player will tell you with there play style and what they do as well as if you are around them long enough you always 90% of the time know how they will react. Also selling of items is not easy as most do not have the gold to just buy them out right maybe a king or a town garrison or even a powerful wizard. And carrying around that much gold is a hazard in of its self, thieves and brigands abound. Any yes I only give magic out at the right level so as to not over power a player to were they rely too much on it and not the class abilities or skills, some times your mind is the best weapon not a magical item.
 

Players should find an assortment of items no matter how much magic is in the world. The treasure is not always a perfect for the players, some enemies use magic tridents or flails, some times there are evil weapons or magic holy symbols of dark gods.

There is always going to be a market for magic items, because in a believable world you don't just find what you want so pc's and npc's alike sell, trade, barter, and take items.
 

Players should find an assortment of items no matter how much magic is in the world. The treasure is not always a perfect for the players, some enemies use magic tridents or flails, some times there are evil weapons or magic holy symbols of dark gods.

There is always going to be a market for magic items, because in a believable world you don't just find what you want so pc's and npc's alike sell, trade, barter, and take items.

No, no, no. Obviously, only USEFUL items will be found by PCs. Ones that the PCs want to own. Trying to sell a magic item will result in the wrath of the gods, so it NEVER makes sense to buy and sell magic items in a D&D world.

Well, except Potions of Healing.

And, maybe some Holy Water.

And, of course, the Sphere of Annihilation (since the wife won't let me keep that in the guest bedroom).

[/tongue in cheek]
 

So if a player did not particularly want a magic item that he received and wants to sell it, are you as DM doing something wrong? Or do you hand out so few that a player would never ever even think about selling one?

I my game the PCs recovered a magical greatsword that they didn't want. They traded it to a kobold warlord for raw adamantine ore, maps, and information to help them in their crusade against dwarf slavers (who are mining admantine).

That was the first "+1" weapon I've handed out in a campaign that's run about a dozen sessions. There have also been a couple of rings (protection and fire resistance).

There's always a market for magic items . . . it's just probably not cash for items with a price list.
 

I my game the PCs recovered a magical greatsword that they didn't want. They traded it to a kobold warlord for raw adamantine ore, maps, and information to help them in their crusade against dwarf slavers (who are mining admantine).

That was the first "+1" weapon I've handed out in a campaign that's run about a dozen sessions. There have also been a couple of rings (protection and fire resistance).

There's always a market for magic items . . . it's just probably not cash for items with a price list.

I think that both work, even in the same campaign. Sometimes, the magic item gets traded for high value goods, sometimes services, sometimes gold, and sometimes a combination of them.
 

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