| Advanced Dungeons & Dragons | - | Dragon | - | Dragon 120 |
| Ring of Rapid Regeneration | - | Ring of Para-Elemental Command | - | Ring of Quasi-Elemental Command |
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