
VRMH |

Maybe you can compromise with your GM. Does the hand that wears the ring have to be attached to the body?
(And if you desperately need that second ring, there's always the Hand of Glory. Though that means giving up your neck slot instead.)

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Rings bestow magical powers upon their wearers. Only a rare few have charges—most magic rings are permanent and potent magic items. Anyone can use a ring.
A character can only effectively wear two magic rings. A third magic ring doesn't work if the wearer is already wearing two magic rings.
You can wear two rings on one hand if you like. According to magic items on the body you simply have a ring slot which an equip up to 2 rings. They could be on the same finger for all the game mechanics care.

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As far as I have been able to find, the last specific RAW reference of being able to only wear a single magical ring on one hand at a time is in the 2nd edition DMG...
No more than two magical rings can be worn by a character at the same time. If more are worn, none will function. No more than one magical ring can be worn on the same hand. A second ring worn on one hand causes both to be useless. Rings must be worn on the fingers. Rings on toes, in ear lobes, etc., do not function as magical rings.
I checked the 3.0 DMG, the 3.5 DMG, and the PF Core Rulebook; and they all said the same thing (verbatim)...
A character can only effectively wear two magic rings. A third magic ring doesn’t work if the wearer is already wearing two magic rings.
Not a single mention (that I could find) in three different d20 sources of being able to only wear a single magical ring per hand.

Jolar |
That comment from 3.0 and on can be interpreted many ways. One of the many grey areas involving rule interpretations. A strong case can be argued both for and against wearing two magic rings on one hand vs. having to wear one on each hand using it. I will just use my DM's rule, since the DM is the ultimate decision maker.

Sereinái |

Don't think there is anything that states that the rings have to be on your fingers let along on each hand. Ears, noses and other places are all possible for those who don't want to keep their rings on their hands.
There is no logical reason to have them be forced to each hand since the rule of only 2 functioning exists.
Especially since Hands are one equipment slot and Rings are another.

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There was a feat back in 3.5 called 'Extra Rings' (not the epic one but Eberron one) where it specified that normally one ring in each hand can be worn and the feat allowing them to wear two each.
Tzizimine's Eberron Conversion got the feat pretty much verbatim so you can check out his material.
And that feat was mildly OP. Yeah, you needed it and forge ring and being a 12th level caster. But before that book Extra Rings was an epic level feat.

RainyDayNinja RPG Superstar 2013 Top 16 |

The description of the Meridian Belt implies that your two rings must be worn on two different hands, but I think it's perfectly reasonable to let you wear it somewhere else if you're missing a hand.

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I remember either reading or hearing that you did have to wear them on different hands. The fluff reason being that when two active magical rings were on one hand the magical energies somehow clashed and caused problems. Of course this could have just been something my group did to explain it away. Not sure if this was an actual rule.

Lord Pendragon |

That comment from 3.0 and on can be interpreted many ways. One of the many grey areas involving rule interpretations. A strong case can be argued both for and against wearing two magic rings on one hand vs. having to wear one on each hand using it. I will just use my DM's rule, since the DM is the ultimate decision maker.
Jolar, I think you've made the right decision to go with your DM's decision, since if you're having fun that's all that matters.
So. I was running a homebrew campaign and decided at one point that I was going to give a PC an Arm of Nyr. They were exploring an ancient ruin that had been a laboratory for a long-lost "master race" and came across what looked like a sarcophagus set against a wall, and a pedastal in front of it with a crystal glowing in the center.
Most of the PCs decide it looks ominous and decide to leave it quite alone. Then the wizard says, "To heck with it!" walks up and slaps his hand on the crystal.
Me: The sarcophagus splits open and metal tendrils snake out, grabbing your arms and legs and pulling you inside. The sarcophagus slams closed. The rest of the group can hear a grinding sound coming from within. <to wizard player> How does your player deal with extreme pain?
Wizard: I scream like a little girl!
Me: You guys hear a little girl screaming from inside. To one side, you notice a small pipe starts shooting out chunks of meat and blood. Then everything becomes quiet again. <pause> The sarcophagus opens, and the wizard is ejected onto the ground, unconscious. One of his arms has been replaced with a metallic appendage. It's silver in appearance, amazingly crafted to show musculature, and there is a tracery of glowing green lines across the surface from the shoulder to the fingernails, which glow green like emeralds lit from within.
So the wizard wound up getting a +4 bonus to strength and dex (I think it was. Melee bonuses, that much I remember). And the melee PCs in the party spent five minutes trying to get the machine to work again. But it only had the one charge. Silly metagamers. :p
It was great fun. The wizard's player later admitted that he was sure his character was dead.
I do think your DM is wrong in this case, but I can forgive a fun DM for being wrong. It's not my job--as a player--to whine and complain about every ruling he makes, regardless of whether it's RAW. If he's running an entertaining game, that's all that matters.

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I was about to raise a similar point. There are all kinds of critters in the Bestiaries with more than two arms, but no mention of additional ring slots... unless somebody with the Advanced Race Guide wants to see if additional limbs make some mention of it...?
Though the new, vaguer wording does make me wonder if a gelatinous cube carrying a magic ring in its interior counts as "wearing" it for purposes of accessing its power. (That could get ugly...)

Lamontius |

there was a feat if i can remember that allows you to use a third ring?
and there was a magic item which occupy your neck slot with a mommify hand where you can put another ring...
can some one rail me to the feat and the hand item please?
the magic item you are talking about is

Zhayne |

Kittenological wrote:And that feat was mildly OP. Yeah, you needed it and forge ring and being a 12th level caster. But before that book Extra Rings was an epic level feat.There was a feat back in 3.5 called 'Extra Rings' (not the epic one but Eberron one) where it specified that normally one ring in each hand can be worn and the feat allowing them to wear two each.
Tzizimine's Eberron Conversion got the feat pretty much verbatim so you can check out his material.
Or the Epic-level version was weak, so they corrected it by printing that and using the Most Recent Printing rule.