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    Ring of Spell Storing 5e: How Storing Works, Best Spells and 2024 Rules

    A Ring of Spell Storing 5e is a rare ring that holds up to 5 levels of spells, cast into it by anyone, for the attuned wearer to cast later. A stored spell keeps the original caster's slot level, save DC, attack bonus and spellcasting ability, and it leaves the ring once it's cast. It requires attunement, but not by a spellcaster, so a fighter or rogue can wear it. The verdict: a strong party item when a caster keeps it filled, and close to useless when nobody does.

    Table of Contents

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    Ring of Spell Storing Rules Text

    SRD 5.1 (2014) first, then SRD 5.2.1 (2024).

    Ring of Spell Storing

    2014 rules

    Ring, rare (requires attunement)

    RareRequires attunement

    This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM.

    Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

    While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

    Item text from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. More rare magic items.

    Ring of Spell Storing

    2024 rules

    Ring, Rare (Requires Attunement)

    RareRequires attunement

    This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM.

    Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

    While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

    Item text from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. More rare magic items.

    Read side by side, the two cards say the same thing. The 2024 card writes "level 1 through 5" where 2014 wrote "1st through 5th level", and both give a found ring 1d6 − 1 levels of spells. The rules around the ring did change, and those changes matter more than the card does.

    How the Ring of Spell Storing Works

    Capacity: 5 levels, counted by slot

    The ring holds 5 levels of spells at a time, and a stored spell takes up space equal to the slot used to cast it, not the spell's base level. Cure Wounds cast with a 1st-level slot takes 1 level; the same spell cast with a 3rd-level slot takes 3 and is released at 3rd level. Some full loads:

    • •Five 1st-level spells (five Shields, for instance).
    • •Misty Step (2) + Counterspell (3).
    • •One 5th-level spell, such as Cone of Cold or a 5th-level Cure Wounds.

    Only spells of 1st through 5th level can go in, so cantrips and 6th-level spells are out. If a spell doesn't fit in the space left, it's wasted: the slot is spent and nothing is stored.

    Putting a spell in

    Any creature can cast a spell into the ring by touching it while casting. The caster doesn't need to be attuned or wearing it; the wizard can cast into the fighter's ring while the fighter wears it. The spell does nothing else when it goes in.

    The spell's casting time still applies, and that settles reaction spells. Both SRDs say a reaction spell is cast in response to the trigger in its description, and the ring changes nothing about that. Shield can only be loaded when the caster is hit by an attack (or targeted by Magic Missile) while touching the ring, and it then gives no AC, because its only effect is to be stored. Counterspell needs a creature within 60 feet casting a spell, so an ally casting a cantrip during a rest sets it up. Bonus action spells with a trigger work the same way.

    Material components are spent when the spell goes in, because that is when it's cast. A stored Revivify uses up its 300 GP diamond at storing time.

    Casting a spell out

    While wearing the ring you can cast any stored spell. It uses the original caster's slot level, spell save DC, spell attack bonus and spellcasting ability, and is otherwise treated as if you cast it. Then it leaves the ring.

    The general rules for spells cast from items fill in the rest (2014 and 2024 SRD, "Magic Items"):

    • •Casting time: the spell's normal casting time. Shield is still a reaction; Healing Word is still a bonus action.
    • •Components: none, unless the item says otherwise. The ring doesn't, so a stored spell needs no words, gestures or materials from the wearer.
    • •Concentration: the wearer concentrates. A fighter casting a stored Bless holds concentration on it, and loses it to a failed Constitution save like any caster would. See concentration.

    The bonus action spell rule (2014) and one slot per turn (2024)

    2014: if you cast a spell with a bonus action, you can't cast another spell that turn except a cantrip with a casting time of 1 action. A spell from the ring is still a spell you cast, so a stored Misty Step as a bonus action stops a wizard from also casting a leveled spell with their action.

    2024: the rule is that you can expend only one spell slot to cast a spell on a turn. A spell from an item doesn't expend any of the user's slots, and the ring's spell was paid for by whoever stored it. Under this wording a wizard can cast Fireball with a slot and a stored Misty Step as a Bonus Action on the same turn.

    Who can't use it

    Anyone who can't cast spells at the moment. A raging barbarian can't cast spells in either edition, and a character in armor they aren't proficient with (2014) or trained in (2024) can't cast spells. The ring doesn't get around either rule.

    A found ring: what's in it

    A ring found as treasure holds 1d6 − 1 levels of spells, chosen by the GM: between 0 and 5 levels, average 2.5, with a 1 in 6 chance it's empty. The SRD doesn't say how the wearer learns what's inside. Identify reveals an item's properties and spells affecting it, which doesn't clearly cover stored spells. DM ruling: the attuned wearer knows which spells are stored and at what level, the same way attunement reveals charges.

    Rituals

    A ritual is cast without expending a slot, and the ring measures both the space a spell takes and the level it's released at by the slot used. The text has no answer for a slotless spell. DM ruling: a spell cast as a ritual can't be stored, because it has no slot level to record. Cast it normally with a slot if you want it in the ring.

    Ring of Spell Storing: 2014 vs 2024

    2014 (SRD 5.1)2024 (SRD 5.2.1)
    Rarity / attunementRare, attunement (anyone)Same
    Capacity5 levels, 1st-5th level spells5 levels, level 1-5 spells
    Found with1d6 − 1 levels, GM's choiceSame
    Released spell usesOriginal caster's slot level, DC, attack bonus, abilitySame
    Bonus action casting limitBonus action spell = only an action cantrip that turnOne spell slot expended per turn; ring spells use none of yours
    ValueNo price in the SRD4,000 GP (rare)

    What this means at the table:

    • •The card didn't change. Any ruling you made with the 2014 ring still applies to the ring itself.
    • •Casters get more out of it in 2024. The one-slot-per-turn rule leaves the ring outside the limit, so a caster can combine a slotted action spell with a stored bonus action spell.
    • •Non-casters play it the same. A fighter who casts Shield from the ring has the same turn in both editions.

    Best Spells to Store

    A spell is worth storing if the wearer needs it at a moment the caster isn't there, or needs it on top of what the caster can do. These are SRD spells that work well, with what they do from the ring:

    SpellLevelWhy store it
    Shield1+5 AC as a reaction. A fighter at AC 18 hit by an attack at +7 is hit on 11+ (50%); with Shield, on 16+ (25%).
    Healing Word1Bonus action heal at range for the party's front-liner to bring back the healer.
    Misty Step2Bonus action escape from a grapple or a bad position, for anyone.
    Counterspell3Uses the storing caster's slot level, DC and ability, so the fighter can counter a spell while the wizard is unconscious.
    Revivify3The diamond is spent at storing time; the wearer can then revive an ally within a minute of death without having it.
    Dimension Door4Long-range escape for the wearer and one ally.

    Two patterns stand out. First, reaction and bonus action spells, because the wearer can cast them without giving up their attack. Second, emergency spells for when the caster is down: Revivify on a ring worn by the fighter is the party's insurance against losing the cleric.

    What not to store: concentration spells for a wearer with a low Constitution save, and damage spells that use the storing caster's DC when the wearer is the one with the better spellcasting ability.

    Is the Ring of Spell Storing Worth It?

    For a party with a full caster, yes. The ring turns that caster's leftover slots at the end of a day into spells the rest of the party can use the next day, and it refills every time the caster has a spare slot before a long rest.

    For a non-caster, it's an attunement slot well spent if someone fills it. A fighter's other attunement options are usually defensive. The ring gives them reaction Shields and a Misty Step, which few other items can.

    For a solo caster, less so. You spend your own slots to fill it. The gain is action economy (2024) and having a stored spell that ignores Silence or a lost component pouch. Compare it with a Pearl of Power, which adds one 3rd-level slot a day without anyone spending a slot first.

    When it's a trap: in a party with no caster, where the ring empties once and stays empty, and for a barbarian who wants to cast while raging.

    Ring of Spell Storing for DMs

    Where it turns up. A rare item, so it fits mid-level treasure. A ring found in a hoard is a chance to give the party a spell they don't have: roll 1d6 − 1 and pick something that fits the dungeon.

    What it changes. It hands spells to whoever wears it, which breaks a few assumptions. The fighter can now counter a spell, the rogue can cast Revivify, and the casters effectively start the day with more resources if they filled the ring the night before. Track what's stored, and at what slot level, on the character sheet.

    Pricing. The 2024 SRD values rare items at 4,000 GP and says uncommon and rare items are usually found only in cities, sometimes for a service rather than coin. The 2014 SRD has no prices; any 2014 figure is from the Dungeon Master's Guide. The shop price calculator and magic item rarity calculator help if it shows up for sale.

    At the table. Decide the two rulings above before they matter: how the wearer knows what's stored, and whether a ritual can be stored.

    Hooks.

    • •A ring found on a dead adventurer holds a single spell. It's Revivify, and the body is still warm.
    • •An enemy captain wears a ring loaded by her court mage. Once the party identifies the stored spell, they know what to bait out first.
    • •A temple keeps a ring stocked with healing as a public charity. Someone has been quietly swapping the Cure Wounds for something else.

    Who loaded which spell into the ring, and at what level, is easy to lose between sessions. Loreify records the game and keeps that kind of detail in the recap.

    Frequently Asked Questions

    Can a non-spellcaster use a Ring of Spell Storing?

    Yes. It requires attunement, but not by a spellcaster. Any attuned wearer can cast the stored spells, using the original caster's DC, attack bonus and spellcasting ability.

    How many spells can a Ring of Spell Storing hold?

    Up to 5 levels' worth at a time, counted by the slot used to cast each spell. That could be five 1st-level spells, one 5th-level spell, or any mix that adds up to 5.

    Whose spell save DC does a Ring of Spell Storing use?

    The original caster's. The stored spell uses their slot level, spell save DC, spell attack bonus and spellcasting ability, not the wearer's.

    Who concentrates on a spell cast from a Ring of Spell Storing?

    The wearer who casts it from the ring. The general rule for spells cast from magic items says the user must concentrate if the spell requires it.

    Can you store a cantrip in a Ring of Spell Storing?

    No. Only spells of 1st through 5th level can be cast into the ring.

    How much is a Ring of Spell Storing worth?

    4,000 GP under the 2024 SRD, the value of any rare magic item. The 2014 SRD has no magic item prices.


    Item text: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Analysis, rulings and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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