Ring of Elemental Command: The four types of elemental command rings are very powerful. Each appears to
be nothing more than an ordinary ring, but each has certain other powers as well
as the following common properties:
1. Elementals of the plane to which the ring is attuned can't attack or even
approach within 5 feet of the wearer. If the wearer desires, he may forego this
protection and instead attempt to charm the elemental (saving throw applicable with a -2 penalty to the die). If the charm 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.
2. Creatures, other than normal elementals, from the plane to which the ring
is attuned attack with -1 penalties to their attack rolls. The ring wearer takes
damage at -1 on each die of damage and makes applicable saving throws from the
creature's attacks at +2. All attacks are made by the wearer of the ring with
a +4 bonus to the attack roll (or -4 on the elemental creature's saving throw),
and the wearer inflicts +6 damage (total, not per die) adjusted by any other
applicable bonuses and penalties. Any weapon used by the ring wearer can hit
elementals or elemental creatures even if it is not magical.
3. The wearer of the ring is able to converse with the elementals or elemental
creatures of the plane to which the ring is attuned. These creatures will
recognize that he wears the ring, and will show a healthy respect for the wearer,
if alignments are similar. If alignment is opposed, creatures will fear the
wearer if he is strong, hate and desire to slay him if the wearer is weak. Fear,
hatred, and respect are determined by the DM.
4. The possessor of a ring of elemental command suffers 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
5. Only one of the powers of a ring of elemental command can be in use at any given time.
In addition to the powers described above, the ring gives characters the
following abilities:
Air
• Gust of wind (once per round)• Fly
• Wall of force (once per day)• Control winds (once per week)• Invisibility
The ring will appear to be an invisibility ring until a certain condition is met (having the ring blessed, slaying an air
elemental, or whatever the DM determines as necessary to activate its full
potential).
Earth
• Stone tell (once per day)• Passwall (twice per day)• Wall of stone (once per day)• Stone to flesh (twice per week)• Move earth (once per week)• Feather fall
The ring will appear to be a ring of feather falling until the DM established condition is met.
Fire
• Burning hands (once per turn)• Pyrotechnics (twice per day)• Wall of fire (once per day)• Flame strike (twice per week)• Fire resistance
The ring will appear to be a ring of fire resistance until the DM-established condition is met.
Water
• Purify water
• Create water (once per day)• Water breathing (5-foot radius)• Wall of ice (once per day)• Airy water
• Lower water (twice per week)• Part water (twice per week)• Water walking
The ring will appear to be a ring of water walking until the DM-established condition is met.
These rings operate at 12th level of experience, or the minimum level needed
to perform the equivalent magical spell, if greater. The additional powers have
an initiative modifier of +5.
Table of Contents