RING OF ELEMENTAL COMMAND
RING OF ELEMENTAL COMMAND
The four types of elemental command rings are very powerful.
Each appears to be nothing more than a lesser ring (detailed below), but each has certain other powers as well as the following common properties:
Elementals of the plane to which the ring is attuned cannot approach within 5 ft. of or attack the wearer; or, if the wearer desires, he or she may forego this protection and instead attempt to charm the elemental (saving throw applicable at -2 on the die).
If the latter fails, however, total protection is lost and no further attempt at charming can be made, but the secondary properties given below will then function with respect to the elemental.
Creatures, other than normal elementals, from the plane to which the ring is attuned attack at -1 on their “to hit” dice, the ring wearer takes damage at -1 on each hit die, makes applicable saving throws from the creature’s attacks at +2, all attacks are made by the wearer of the ring at +4 “to hit” (or -4 on the elemental creature’s saving throw), and the wearer does +6 damage (total, not per die) adjusted by any other applicable bonuses and/or penalties. Any weapon used by the ring wearer can hit elementals or elemental creatures even if it is not magical.
The wearer of the ring is able to converse with the elementals or elemental creatures of the plane to which the ring is attuned, and they will recognize that he or she wears the ring, so they are at least going to show a healthy respect to the wearer. If alignment is opposed, this respect will be fear if the wearer is strong, hatred and a desire to slay if the wearer is weak.
In addition, the possessor of a ring of elemental command will suffer a saving throw penalty as follows:
Air: -2 vs. fire
Earth: -2 vs. petrification
Fire: -2 vs. water or cold
Water: -2 vs. lightning/electricity
Only one power (whether major or minor) of a ring of elemental command can be in use at one time.
Air: The wearer can at will produce the following magical effects:
control winds (once per week)
fly
gust of wind (once per round)
invisibility
wall of force (once per day)
The ring will appear to be nothing other than an invisibility ring until a certain condition is met (such as having the ring blessed, slaying an air elemental, or whatever you determine as necessary to activate its full potential).
Earth: The wearer can at will produce the following magical effects:
feather fall
move earth (once per week)
passwall (twice per day)
stone tell (once per day)
stone to flesh (twice per week)
wall of stone (once per day)
The ring will appear to be nothing other than a ring of feather falling until the condition you establish is met.
Fire: The wearer can at will produce the following magical effects:
burning hands (once per turn)
fire resistance
flame strike (twice per week)
pyrotechnics (twice per day)
wall of fire (once per day)
The ring will appear to be nothing other than a ring of fire resistance until the condition you establish is met.
Water: The wearer can at will produce the following magical effects:
airy water
create water (once per day)
lower water (twice per week)
part water (twice per week)
purify water
water breathing (5 ft. radius) (once per day)
wall of ice (once per day)
water walking
The ring will appear to be nothing other than a ring of water walking until the condition you establish is met.
Rings operate at 12th level of experience, or the minimum level needed to perform the equivalent magic spell, if greater, with respect to range, duration, or area of effect determinations which might apply.
The additional powers take only 5 segments to bring forth.