Rings

A ring of Elemental Mastery can take four forms, each with varying effects based on the attuned element. A ring of elemental mastery will begin with 50 charges. All rings are treated as having a caster level of 17, and DC 24 resists. The wearer may roll Device checks if spell focus checks are required. All effects of the rings of elemental mastery require move actions to activate, as the rings must be manipulated, and the natural forces attuned to bring about the effect desired by the wearer.

Air: This ring allows the wearer to use the following magical effects. Each effect requires a move action to activate.

-*Control Weather* (3 charges)

-*Fickle Winds* (1 charge)

-*Fly* (1 charge)

-*Invisibility* (0 charges)

-*Lightning Bolt* (2 charges)

Earth: This ring allows the wearer to use the following magical effects. Each effect requires a move action to activate.

-*Earthquake* (3 charges)

-*Flesh to Stone* (2 charges)

-*Stone Shape* (1 charge)

-*Wall of Stone* (1 charge)

-*Web* (0 charges)

Fire: This ring allows the wearer to use the following magical effects. Each effect requires a move action to activate.

-*Burning Hands* (1 charge)

-*Spark* (1 charge)

-*Energy Resistance, Fire* (0 charges)

-*Fireball* (2 charges)

-*Wall of Fire* (2 charges)

Water: This ring allows the wearer to use the following magical effects. Each effect requires a move action to activate.

-*Create Water* (0 charges)

-*Ice Prison* (2 charges)

-*Fog Cloud* (1 charge)

-*Mist Shield* (1 charge)

-*Water Breathing* (0 charges)

-*Water Walk* (1 charge)

Feather Fall:

At will the wearer may use *Feather Fall* as a quick action on themselves only.

Fire Protection:

The wearer gains fire tolerance 10, and is immune to the effects of mundane fires.

Graceful Movement:

The wearer of this ring is unaffected by the spells *Web*, *Hold Person*, or *Entangle*, and may move and act normally underwater. They are immune to the *entangled* condition, and unaffected by difficult terrain. Further they gain a +10 bonus to TED against grapple, pin, drag, reposition, and trip exploits.

Healing:

The wearer of this ring gains fast healing 1. This may be used to end the bleed effect.

Invisibility:

At will the wearer may become invisible, as per the spell, as a standard action.

Luck:

1/long rest the wearer of this ring may gain Advantage on any resistance. 1/short rest they may reroll one attack roll in the same manner.

Protection:

Rings of protection range in bonus from +1 to +5, and give this as a bonus to the wearers AC and resistances. The price of a ring of protection is 5,000 for +1, 10,000 for +2, 20,000 for +3, 35,000 for +4, and 55,000 for +5. Rings of protection do not stack with themselves, so if a creature wears a +1 ring on one hand and a +2 ring on the other, they only gain a +2 bonus.

Specialization:

This ring is only useful for a prepared caster. They may choose one spell for each spell level they can cast; they may expend prepared spells of that level to cast the selected spell.

Spell Turning:

This ring has 50 charges. The wearer may spend charges as a quick action to reflect a spell which targets only the wearer of the ring back at the caster. So if a wizard casts *Chains of Light* at the wearer, the wearer may spend six charges to reflect this spell back at the wizard, who must resist vs their original DC for the spell cast, using the original caster level, MB, and spell focus. The price of this ring decreases by 1,000 gp for each charge expended.

Stars:

This ring has several effects. First, it allows the wearer to cast the following magical effects as spell like abilities, with DC 25 and spell focus determined by Device check:

-*Light* at will

-*Ambiance* 3/day

-*Shadow Step* 1/day

-*Fireball* 1/day

Second, once per year the ring can be used to cast *Teleport*, bringing with the wearer and up to eight other creatures. The creatures are teleported to a distant world under an alien star. On that world is the reverse of this ring, which leads back to the original planet. Each Ring of Stars leads to a different alien world.

Three Wishes:

This ring is set with three gems. Each allows the wearer to cast the spell *Wish* as a spell-like ability. The price of the ring drops by a third for each expended wish.

Vampiric Regeneration:

This ring causes the wearer to heal 1 HP each round. Further, the wearer does not die until they reach negative Health equal to their total HP. The wearer can also forgo food and water for up to a week at a time.

Water Walking:

This ring allows the wearer to walk on liquid as if it were solid. Walking on dangerous liquids can still cause damage. The wearer may choose to forgo these benefits and submerge themselves, but once submerged the wearer must fully leave the liquid before the ring will allow them to walk on it again.