Ring of Elemental Command

Aura: strong conjuration


CL: 15th


Slot: ring


Price: 200,000 gp


Weight: —


Construction Requirements: Forge Ring, summon monster VI, all appropriate spells; Cost 100,000 gp


Source: Pathfinder Core Rulebook

Description

All four kinds of elemental command rings are very powerful. Each 01–18 — — Protection +1 2,000 gp 19–28 — — Feather falling 2,200 gp 29–36 — — Sustenance 2,500 gp 37–44 — — Climbing 2,500 gp 45–52 — — Jumping 2,500 gp 53–60 — — Swimming 2,500 gp 61–70 01–05 — Counterspells 4,000 gp 71–75 06–08 — Mind shielding 8,000 gp 76–80 09–18 — Protection +2 8,000 gp 81–85 19–23 — Force shield 8,500 gp 86–90 24–28 — Ram, the 8,600 gp — 29–34 — Climbing, improved 10,000 gp — 35–40 — Jumping, improved 10,000 gp — 41–46 — Swimming, improved 10,000 gp 91–93 47–50 — Animal friendship 10,800 gp 94–96 51–56 01–02 Energy resistance, minor 12,000 gp 97–98 57–61 — Chameleon power 12,700 gp 99–100 62–66 — Water walking 15,000 gp — 67–71 03–07 Protection +3 18,000 gp — 72–76 08–10 Spell storing, minor 18,000 gp — 77–81 11–15 Invisibility 20,000 gp — 82–85 16–19 Wizardry (I) 20,000 gp — 86–90 20–25 Evasion 25,000 gp — 91–93 26–28 X-ray vision 25,000 gp — 94–97 29–32 Blinking 27,000 gp — 98–100 33–39 Energy resistance, major 28,000 gp — — 40–49 Protection +4 32,000 gp — — 50–55 Wizardry (II) 40,000 gp — — 56–60 Freedom of movement 40,000 gp — — 61–63 Energy resistance, greater 44,000 gp — — 64–65 Friend shield (pair) 50,000 gp — — 66–70 Protection +5 50,000 gp — — 71–74 Shooting stars 50,000 gp — — 75–79 Spell storing 50,000 gp — — 80–83 Wizardry (III) 70,000 gp — — 84–86 Telekinesis 75,000 gp — — 87–88 Regeneration 90,000 gp — — 89–91 Spell turning 100,000 gp — — 92–93 Wizardry (IV) 100,000 gp — — 94 Three wishes 120,000 gp — — 95 Djinni calling 125,000 gp — — 96 Elemental command 200,000 gp (air) — — 97 Elemental command 200,000 gp (earth) — — 98 Elemental command 200,000 gp (fire) — — 99 Elemental command 200,000 gp (water) — — 100 Spell storing, major 200,000 gp appears to be nothing more than a lesser magic ring until fully activated (by meeting a special condition, such as single-handedly slaying an elemental of the appropriate type or exposure to a sacred material of the appropriate element), but each has certain other powers as well as the following common properties. Elementals of the plane to which the ring is attuned can’t attack the wearer, or even approach within 5 feet of him. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (as charm monster, Will DC 17 negates). If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made.

Creatures from the plane to which the ring is attuned who attack the wearer take a –1 penalty on their attack rolls. The ring wearer makes applicable saving throws against the extraplanar creature’s attacks with a +2 resistance bonus. He gains a +4 morale bonus on all attack rolls against such creatures. Any weapon he uses bypasses the damage reduction of such creatures, regardless of any qualities the weapon may or may not have.

The wearer of the ring is able to converse with creatures from the plane to which his ring is attuned. These creatures recognize that he wears the ring, and show a healthy respect for the wearer if alignments are similar. If alignments are opposed, creatures fear the wearer if he is strong. If he is weak, they hate and desire to slay him. The possessor of a ring of elemental command takes a saving throw penalty as follows: –2 against earth-based effects Earth –2 against air- or electricity-based effects Fire –2 against water- or cold-based effects Water –2 against fire-based effects In addition to the powers described above, each specific ring gives its wearer the following abilities according to its kind. Ring of Elemental Command (Air) • Feather fall (unlimited use, wearer only) • Resist energy (electricity) (unlimited use, wearer only) • Gust of wind (twice per day) • Wind wall (unlimited use) • Air walk (once per day, wearer only) • Chain lightning (once per week) The ring appears to be a ring of feather falling until a certain condition is met to activate its full potential. It must be reactivated each time a new wearer acquires it.

Ring of Elemental Command (Earth) • Meld into stone (unlimited use, wearer only) • Soften earth and stone (unlimited use) • Stone shape (twice per day) • Stoneskin (once per week, wearer only) • Passwall (twice per week) • Wall of stone (once per day) The ring appears to be a ring of meld into stone (allowing the wearer to cast meld into stone at will) until the established condition is met. Ring of Elemental Command (Fire) • Resist energy (fire) (as a major ring of energy resistance [fire]) • Burning hands (unlimited use) • Flaming sphere (twice per day) • Pyrotechnics (twice per day) • Wall of fire (once per day) • Flame strike (twice per week) The ring appears to be a major ring of energy resistance (fire) until the established condition is met.

Ring of Elemental Command (Water) • Water walk (unlimited use) • Create water (unlimited use) • Water breathing (unlimited use) • Wall of ice (once per day) • Ice storm (twice per week) • Control water (twice per week) The ring appears to be a ring of water walking until the established condition is met.