[evocation; air]
Caster Level 12
Range See description
Area of Effect See description
Duration See description
Save See description
Aura Strong/Strong
Class Requirement none
Encumbrance none
XP Value/GP Value 3,000 XP/15,000 g.p.
This ring will grant the wearer a variety of special abilities if they are above ground at night or underground.
The ring does not function above ground during the day. Night means between sunset and sunrise for the area where the wearer is located.
Once donned, the ring communicates it's ability of regeneration to the wearer.
Ring Ability. [invocation] (declared; major, 5 segments) All abilities are innate invoked powers requiring a casting time of 5 segments.
2/day—faerie fire (CL 1)
1/day—spark shower (CL 12)
Spark Shower. 1/day [electricity] The ring spews a cone of purple sparks, 20-ft. long and 10-ft. wide at the end. All creatures in the area take 2d4 electricity damage. If wearing metal armor, the creature will take double damage.
Ring Ability. [invocation] (declared; major, 5 segments) All abilities are innate invoked powers requiring a casting time of 5 segments.
1/hour—dancing lights (CL 1)
2/night—light (CL 1; as Cleric)
Up to 4 lightning balls per night; See below. (CL 12)
Up to 3 shooting stars per week (CL 12)
Lightning Ball. [electricity] The wearer generates a floating ball of lightning. Based on the power of the charge in the ball of lightning, the wearer can generate more than one per night (and these can be generated all at once or at different times during the night).
Each 3-ft diameter lightning ball sheds cool white light with a 30-ft. radius and these can be controlled as per a dancing lights spell.
Each has a speed of 40-ft. and a range of 120-ft. from the wearer.
If a lightning ball has not discharged within 4 rounds, it will dissipate without effect.
If a lightning ball is sent into the same space as a creature, it will discharge and the creature must make a Dexterity save vs. Wand or take electricity damage (save for half). A creature wearing metal armor suffers a -2 penalty to the save. The damage is determined by the wearer's choice when creating the lightning ball(s).
Each night, the wearer can choose one of the following configurations (the wearer can generate these 1 at a time or more as desired):
One lightning ball (4d12 electricity damage)
Two lightning balls (each doing 5d4 electricity damage)
Three lightning balls (each doing 2d6 electricity damage)
Four lightning balls (each doing 2d4 electricity damage)
Shooting Star. [electricity] The ring can fire up to 3 shooting stars per week. These can fire one at a time, two at a time, or all at once.
The wearer designates a target within 70 feet and the star streaks in a straight line toward the target. If the star strikes anything in the path before the target, it will detonate. Each star can be fired at a different target or all can fire at the same target. If the target is a surface or an unattended object the star will strike that place unerringly.
If the target is a creature, the creature gains a Dexterity save vs. Wand to avoid the missile. Any target within 20-ft. suffers a -3 penalty to the save and those 21-ft to 40-ft. suffer a -1 penalty to the save. If the target makes the save, the missile continues in a straight path for up to 70-ft. before dissipating without effect and all creatures in the path must save or be struck. If the star hits an object or surface, it will detonate. Each star grants a separate saving throw.
A star that strikes a creature will do 12 points of damage due to the impact and then detonates in a burst of electricity in a 5-ft. radius. The creature struck takes 24 points of electricity damage (no save; thus a total of 36 points of damage per star that hits). Any other creatures in the burst area must make a Dexterity save vs. Wand or take 24 points of electricity damage (save for half).
A star that strikes an object detonates and all creatures within 5-ft. will take electricity damage (with a save for half damage).