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Ring of Spell Turning - how exactly does it operate?
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<blockquote data-quote="lmccauley" data-source="post: 165156" data-attributes="member: 3112"><p>I'm a little unsure of how a ring of Spell Storing works. I've looked through the SRD, and this is what I've come up with. Can someone confirm if it's correct?</p><p></p><p>Activate using command word. Spell is now active for 150 minutes (10 minutes/level X Caster Level 15 of ring) or until 1d6+4 levels of spell are turned.</p><p>Once duration is ended, or 1d6+4 levels of spell are turned, then the spell turning effect of the ring is no longer active.</p><p>The spell turning effect can be re-activated by speaking the command word - there is no limit to the number of times this can be done per day.</p><p></p><p>Is this correct?</p><p></p><p>The party wizard is very keen to find out, once he's been Raised...</p><p></p><p>Thanks,</p><p>Liam</p><p></p><p></p><p></p><p>I've reproduced the entries for the "Ring of Spell Turning", Command Word and the spell "Spell Turning" from the SRD below to save you looking them up:</p><p></p><p>-------------------------</p><p></p><p>Ring of Spell Turning</p><p></p><p>On command, this simple platinum band automatically reflects spells cast at the wearer, exactly as if spell turning had been cast upon the wearer.</p><p></p><p>Caster Level: 15th; Prerequisites: Forge Ring, spell turning; Market Price: 150,000 gp.</p><p></p><p>-------------------------</p><p></p><p>Command Word</p><p></p><p>Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.</p><p></p><p>Knowledge (arcana) or Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check (DC 30) is needed to come up with the word itself. If that check is failed, succeeding at a second check (DC 25) might provide some insight into a clue.</p><p></p><p>The spells identify and analyze dweomer both reveal command words.</p><p></p><p>-------------------------</p><p></p><p>Spell Turning</p><p></p><p>Abjuration</p><p>Level: Luck 7, Magic 7, Sor/Wiz 7</p><p>Components: V, S, M/DF</p><p>Casting Time: 1 action</p><p>Range: Personal</p><p>Target: The character</p><p>Duration: Until expended or 10 minutes/ level</p><p></p><p>Spells (and spell-like effects) targeted against the character rebound on the original caster. The abjuration turns only spells that have the character as a target. Effect and area spells are not affected. Spell turning also fails to affect touch range spells.</p><p></p><p>From seven to ten (1d4+6) spell levels are affected by the turning. The DM secretly rolls the exact number. Each spell turned subtracts its level from the amount of spell turning left.</p><p></p><p>A spell might be only partially turned. Subtract the 1d4+6 result from the spell level of the incoming spell. Divide the remaining levels of the incoming spell by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, the character and the caster each take a fraction of the damage. For nondamaging spells, each of opponents has a proportional chance to be affected.</p><p></p><p>If the character and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. Roll randomly to determine the result:</p><p></p><p>d% Effect</p><p>-- ------</p><p>01–70 Spell drains away without effect.</p><p>71–80 Spell affects both of the characters equally at full effect.</p><p>81–97 Both turning effects are rendered nonfunctional for 1d4 minutes.</p><p>98–100 Both of the characters go through a rift into another plane.</p></blockquote><p></p>
[QUOTE="lmccauley, post: 165156, member: 3112"] I'm a little unsure of how a ring of Spell Storing works. I've looked through the SRD, and this is what I've come up with. Can someone confirm if it's correct? Activate using command word. Spell is now active for 150 minutes (10 minutes/level X Caster Level 15 of ring) or until 1d6+4 levels of spell are turned. Once duration is ended, or 1d6+4 levels of spell are turned, then the spell turning effect of the ring is no longer active. The spell turning effect can be re-activated by speaking the command word - there is no limit to the number of times this can be done per day. Is this correct? The party wizard is very keen to find out, once he's been Raised... Thanks, Liam I've reproduced the entries for the "Ring of Spell Turning", Command Word and the spell "Spell Turning" from the SRD below to save you looking them up: ------------------------- Ring of Spell Turning On command, this simple platinum band automatically reflects spells cast at the wearer, exactly as if spell turning had been cast upon the wearer. Caster Level: 15th; Prerequisites: Forge Ring, spell turning; Market Price: 150,000 gp. ------------------------- Command Word Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed. Activating a command word magic item is a standard action and does not provoke attacks of opportunity. Knowledge (arcana) or Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check (DC 30) is needed to come up with the word itself. If that check is failed, succeeding at a second check (DC 25) might provide some insight into a clue. The spells identify and analyze dweomer both reveal command words. ------------------------- Spell Turning Abjuration Level: Luck 7, Magic 7, Sor/Wiz 7 Components: V, S, M/DF Casting Time: 1 action Range: Personal Target: The character Duration: Until expended or 10 minutes/ level Spells (and spell-like effects) targeted against the character rebound on the original caster. The abjuration turns only spells that have the character as a target. Effect and area spells are not affected. Spell turning also fails to affect touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The DM secretly rolls the exact number. Each spell turned subtracts its level from the amount of spell turning left. A spell might be only partially turned. Subtract the 1d4+6 result from the spell level of the incoming spell. Divide the remaining levels of the incoming spell by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, the character and the caster each take a fraction of the damage. For nondamaging spells, each of opponents has a proportional chance to be affected. If the character and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. Roll randomly to determine the result: d% Effect -- ------ 01–70 Spell drains away without effect. 71–80 Spell affects both of the characters equally at full effect. 81–97 Both turning effects are rendered nonfunctional for 1d4 minutes. 98–100 Both of the characters go through a rift into another plane. [/QUOTE]
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