Expedition to Undermountain
Horned Ring of Jhesiyra
Price: Legacy Item
Body Slot: Ring
Caster Level: 19th
Aura: Strong; (DC 24) abjuration and conjuration
Activation: Standard (command)
Upon command, the wearer of a horned ring can cloak himself in an antimagic aura. A horned ring provides magical protection equivalent to a brooch of shielding and a major ring of energy resistance (electricity).
Three rituals are required to unlock all the abilities of the Horned Ring of Jhesiyra.
My Soul To Keep: You must receive the gift of Jhesiyra Kestellharp and accept it as a “Soulbound Item.” At this point, the ring can no longer leave your possession. Any attempt to do so will result in a magical “tut tut/bad boy”-tinged giggle in their heads. Further attempts will result in hit point loss, 10 hit points at a time, until the player is dead or stops trying to pull it off. Cost: 2,500 gp. Feat gained: Least Legacy (Horned Ring of Jhesiyra)
What is Cast May Die: You must defeat in personal combat a living spell with a CR equal to your level or higher. Cost: 12,500 gp. Feat gained: Lesser Legacy (Horned Ring of Jhesiyra)
Legend of the Citadel: Descend to the bottom of the Citadel of the Bloody Hand and survive the experience. Cost: 40,500 gp. Feat gained: Greater Legacy (Horned Ring of Jhesiyra)
Bards, sorcerers, or wizards are the most likely wearers of the Horned Ring of Jhesiyra, but any character with arcane spellcasting ability might find it a useful tool.
Horned Ring Wielder Requirements
Ability to cast 1st-level arcane spells
Spellcraft 3 ranks
Any nonevil alignment
LEGACY ITEM ABILITIES
Table 1-1: Horned Ring
All the following are legacy item abilities of the Horned Ring of Jhesiyra.
——————— Personal Costs ———————
|Wielder Level||Save Penalty||Skill Check Penalty||Caster Level Penalty||Spell Slot Loss||Abilities|
|5th||—||—||—||—||Short Step; Lowlight Vision|
|6th||–1||—||—||1st||Enthralling Lights 3/Day|
Low-Light Vision (Su): When you reach 5th level, you gain low-light vision. If you already
have innate low-light vision, the range of your sight triples.
Short Step (Sp): As a full action, the ring may be activated to teleport the wearer to one location the wearer can currently see within 100 feet. This requires a Use Magic Device check with a DC of 10 + 5 per successful Short Steps within the last minute. Any creature that could see the wearer before the teleport will know where it went.
Enthralling Lights (Sp): Starting at 7th level, three times per day on command, you can create an area of dancing stars and glowing dust, duplicating the effect of a hypnotic pattern spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher.
Caster level 5th.
Improved Familiar: You gain improved familiar, as a bonus feat. You may magically change your existing familiar into a new form immediately (but only once).
Long Step (Sp): As a standard action, the wearer may power an immediate Long Step for himself using his own life and mystic energies. All prepared or spontaneous spell slots the wearer has are drained, and the wearer becomes Exhausted. Emergency Long Step can only target the wearer, and after it is used, the ring loses all functionality (even passives) for 8 hours.
Prerequisites: Legacy Item.
Cost to Create: Legacy Item.
Fashioned by Halaster, these iron rings have pairs of tiny curved horns curling out and back toward the wearer.
Only eight horned rings are known to exist, and nearly all are accounted for among Halaster’s ex-apprentices. Jhesiyra Kestellharp had one in her possession, but it vanished centuries ago along with her. (DC 15)
For reasons unknown, Jhesiyra transformed herself into a living wish spell to attempt escape from Halaster, but was brought back to Undermountain by Halaster. Prior to this it is known that she lived in Myth Drannor and served for many years as the “Magister” of that great empire. (DC 25)
There is more history behind the ring, but you do not yet know it’s lore.