Bazaar of the Bizarre
3 that ring true
by Bill Birdsall

 
Advanced Dungeons & Dragons - Dragon - Dragon 120
Ring of Rapid Regeneration - Ring of Para-Elemental Command - Ring of Quasi-Elemental Command
-
Bill Birdsall is an occasional contributor
to our magical-item files, and we ran two
of his magical rings in DRAGON® issue <ring of magick resistance, ring of health>
#l17, in the “Bazaar of the Bizarre
column. Three of his rings for the AD&D®
game were withheld due to space limitations,
and we present them now. — RM

Ring of Rapid Regeneration
This ring acts as a normal ring of regeneration
with one major difference — it
regenerates 1 hp per round rather than
one per turn. This ring is created by combining
a ring of regeneration with a rare
distillation of troll’s blood and potions of
speed during the enchantment process.
1% percent of the rings of regeneration
found will be rings of rapid regeneration.
    XP Value: 5,000
    GP Value: 50,000

Ring of Para-Elemental Command
The four types of rings of para-elemental
command are lesser versions of
the rings of elemental command. Each
appears to be nothing more than a normal
ring, but each has certain other powers as
well as the following common properties: 

1. Para-elementals of the plane to which

the ring is attuned cannot approach within
5’ of the wearer or attack the wearer. If
the wearer desires, he may forgo this
protection and instead attempt to charm
the para-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.
The properties below still function with
respect to the para-elemental.

2. Creatures, other than normal para-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 and makes applicable
saving throws from the creatures’ attacks
at +2. In addition, all attacks are made by
the wearer of the ring at +4 “to hit” (or -
4 to the para-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
para-elementals or quasi-elementals, even
if the weapon is not magical.

3. The wearer of the ring is able to converse
with the para-elemental creatures of
the plane to which the ring is attuned.
Recognizing that the character wears the
ring, the creatures show a healthy respect
to the wearer.

Note that the Dungeon Master is free to
create any new para-elementals for the
relevant planes as desired.

4. In addition, the possessor of a ring of
para-elemental command suffers a saving
throw penalty as shown in Table 1.

Table 1

Ring of Para-Elemental Command
Ring Type Penalty
Smoke -2 vs. breath weapons or wind-based attacks.
Ice -2 vs. fire or steam.
Ooze -2 vs. petrification or polymorph.
Magma -2 vs. cold or water.

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

Smoke: At will, the wearer produces the
following magical effects: wall of fog (once
per hour), fog cloud (twice per day), solid
fog (once per week), or free action. The
ring appears to be nothing more than a
ring of free action until a certain condition
is met (such as having the ring blessed,
slaying a smoke para-elemental, or whatever
is determined necessary to activate
its full potential).

Ice: At will, the wearer produces the
following magical effects: ice storm (twice
per day), wall of ice (twice per day), Otiluke’s
freezing sphere (once per week), or
warmth. The ring appears to be nothing
more than a ring of warmth until the
condition established is met.

Ooze: At will, the wearer produces the
following magical effects: grease (once per
turn), melt (once per hour), rock to mud
(twice per day), or water walking. The
ring appears to be nothing more than a
ring of water walking until the condition
established is met.

Magma: At will, the wearer produces the
following magical effects: burning hands
(once per turn), affect normal fires (once
per turn), flaming sphere (twice per day),
or fire resistance. The ring appears to be
nothing more than a ring of fire resistance
until the condition established is met.

Rings operate at the 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 each
take only five segments to bring forth.
XP Value: 4,000
GP Value: 20,000
 

Ring of Quasi-Elemental Command
The eight types of quasi-elemental command
rings are lesser versions of the para-elemental
command rings. Each has
certain powers (detailed below), as well as
the following common properties:

1. Quasi-elementals of the plane to
which the ring is attuned cannot approach
within 5? of the wearer or attack the
wearer. If the wearer desires, he or she
may forgo this protection and instead
attempt to charm the quasi-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. The secondary properties
given below then function with respect to
the quasi-elemental.

2. Creatures, other than normal quasielementals,
from the plane to which the
ring is attuned attack at -1 on their ?to
hit? dice. Also, the ring wearer takes damage
at -1 on each hit die and makes applicable
saving throws from the creatures
attacks at +2. All attacks are made by the
wearer of the ring at +4 ?to hit? (or -4
to the quasi-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
quasi-elementals, even if the weapon is not
magical.

3. The wearer of the ring is able to converse
with the quasi-elemental creatures
of the plane to which the ring is attuned.
Recognizing that the character wears the
ring, the creatures show a healthy respect
to the ring wearer.

Note that the Dungeon Master is free to
create any new quasi-elementals for the
relevant planes as desired.

4. In addition, the possessor of a ring of
quasi-elemental command suffers a saving
throw penalty as shown on Table 2.

Table 2
Ring of Quasi-Elemental Command
Ring Type Penalty
Lightning -2 vs. water, steam, or cold.
Steam -2 vs. lightning or electricity.
Radiance -2 vs. paralyzation or darkness.
Mineral -2 vs. petrification.
Vacuum -2 vs. death magic.
Salts -2 vs. poison.
Ash -2 vs. water or cold.
Dust -2 vs. disintegration.

5. Only one power of a ring of quasielemental
command can be used at one
time.

6. All rings of quasi-elemental command
detect as magic, but do not identify precisely
until a certain condition is met (such
as having the ring blessed, slaying a quasielemental
of the type to which the ring is
attuned, or whatever is determined necessary
to activate its full potential).

Lightning: At will, the wearer produces
the following magical effects: shocking
grasp (once per turn) or lightning bolt
(four times per week).

Steam: At will, the wearer produces the
following magical effects: melt (once per
turn) or fog cloud (twice per day).

Radiance: At will, the wearer produces
the following magical effects: rainbow
pattern (once per hour) or sunray (twice
per week).

Mineral: At will, the wearer produces
the following magical effects: transmute
metal to wood (once per day) or wall of
stone (once per day).

Vacuum: At will, the wearer produces
the following magical effects: unseen
servant (once per day) or negative plane
protection (four times per week).

Salts: At will, the wearer produces the
following magical effects: irritation (twice
per day) or preserve (twice per day).

Ash: At will, the wearer produces the
following magical effects: pass without
trace (once per hour) or detect invisibility
(once per hour). The ring appears to be
nothing more than a magic ring until the
condition established is met.

Dust: At will, the wearer produces the

following magical effects: dust devil (once
per day) or transmute water to dust (once
per day).

Rings operate at the 12th-level of experience
or the minimum level needed to
perform the equivalent magic spell or
wand effect (if greater), with respect to
range, duration, or area of effect determinations
which might apply. The powers
take only five segments to bring forth.
XP Value: 2,000
GP Value: 10,000
 

APRIL 1987