Ring of [] Elemental Command

<img.ring>

Enc.: -
Item Save: <metal, soft> *
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XP: 5k
GP: 25k
Fire
Earth
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Water
Air
Rings
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Magic Items
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DMG

The 4 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:

1. Elementals of the plane to which the ring is attuned cannot approach within 5' of or attack the wearer; or, if the wearer desires,
    he or she may forego this protection and instead attempt to <charm : link to a main charm page?> 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.

2. 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.

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, 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.

4. 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

5. Only one power (whether major or minor) of a ring of elemental command can be in use at one time.


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.

<* just add item save reminder note. fire has a bonus vs. fire, etc.>
<arrange in proper order of the elements?>


-- Air:

The wearer can at will produce the following magical effects:

    gust of wind (once per round)
    fly
    wall of force (once per day)
    control winds (once per week)
    invisibility

The  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:

    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 nothing other than a ring of feather falling until
the condition you establish is met.

Q: A ring of earth elemental command
acts as a ring of feather falling
until activated, whereupon it grants
the ability to cast feather fall. Does
the ring still act as a ring of feather
falling?
A: The ?at will? abilities gained when the
ring is fully activated will replace the
ring?s original function. This holds true for
all rings of elemental command. In most
instances, however, the ?at will? spell
ability is just as effective as that of the
original ring (see the DMG, pages 129-130).
(147.10)


-- Fire:

The wearer con at will produce the following magical effects:

    burning hands (once per turn)
    pyrotechnics (twice per day)
    wall of fire (once per day) <my zg= default= MU. see spell version clarification in main note file>
    flame strike (twice per week)
    fire resistance

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:

    purify water
    create water (once per day)
    water breathing (5’ radius)
    wall of ice (once per day)
    airy water
    lower water (twice per week) <c?mu?>
    part water (twice per week)
    water walking

The ring will appear to be nothing other than a ring of water walking until
the condition you establish is met.