Ring of Water Elemental Command

Ring of Water Elemental Command
Magic Item [Extremely Rare]
Type: Jewelry (Ring)
Rank: 8 (Potency 80)
Properties

Until its powers are unlocked, the wearer can breath underwater.

After a task is performed to unlock the ring's full power (GM discretion), it gains the following additional properties:

  • The wearer gains the ability to speak Primal. Additionally, any creatures with the Water keyword are considered to have a Prejudice of Rank 2 Trust towards the wearer.
  • The wearer gains a +2 bonus to Attacks made against creatures with the Water keyword
  • Gain a +2 bonus to all Defenses against attacks made by creatures with the Water keyword.
  • When wielding a weapon, you may choose to transform all damage dealt by the weapon into Cold damage. When you do, gain a +1 WD Item bonus to damage.
  • Gain Damage Resistance to Cold damage.
  • Gain a Swim Speed equal to your Skirmish speed.
Special Actions
Knife of Ice [Cold]
Standard Action [REC 6]
Potency (MR): 1d4+8 (No)
Limitation: Three times per day
Primary Effect: You conjure a knife made of frigid ice. The knife flies towards a foe then detonates. Make an attack:
Range: 100 ft
Target: One creature within range
Attack: +15 vs. Reflex
Hit: 2d8+5 Cold Damage and the target is Confined [SE, ST 2d10 vs CON]. Additionally, the target is automatically hit with the secondary attack.
Miss: Half Damage
Secondary Effect: The knife explodes in a shockwave of cold. Make an attack:
Range: 5ft from Primary Target
Target: Primary Target and all creatures within range.
Attack: +15 vs. Reflex
Hit: 8d8+5 Cold damage.
Miss: Half Damage.

Freezing Sphere [Cold]
Standard Action [REC 8]
Potency (MR): 1d12+8 (Yes)
Limitation: Once per day
Primary Effect: A sphere of frigid cold bursts in the area, freezing all creatures within it. Make an attack:
Range: 500 ft
Area: 20ft diameter area within range
Target: All creatures in area
Attack: +15 vs. Reflex
Hit: 6d6+70 Cold Damage.
Miss: Half Damage
Secondary Effect: A ripple of cold air travels outward to a 100 ft diameter area from the origination of the sphere, freezing all water (and water-based liquids) in the area to a depth of 6 inches, until the ice thaws naturally. Any creatures Swimming on the surface when the water is frozen become trapped and are Confined [SE, ST 4d10 vs STR].
Allocation: 4 Stamina, 6 Resolve
Aura: Strong Conjuration
"Of all of the elements, I believed water to be the strongest. Strength is not just about physical power. It is about adaptability, speed, potential. In these qualities, water is the most abundant. Of course, it also happens to be excellent for destroying just about anything"
——Horan the Crusher, Elementalist.

Description

This ring is made of a calming blue turquoise, but carved along the center length of the band is a small basin that runs around the ring, filled with a tiny river of rushing, crashing water. When the powers of this ring are used, the water swells to almost twice its size, as if threatening to burst from the ring on its own.

Lore

The Rings of Elemental Command are powerful devices constructed by only the most skilled of spellcasters, designed to attune to one particular elemental plane upon creation. Henceforth, the ring will grant mastery over denizens of that plane, as well as grant the wearer fantastic elemental powers and protections against Elementals.

The rings must be created by a group of exactly four master spellcasters, two divine and two eldritch, with an elemental of the type of ring they wish to create already present to be consumed by the ring. This Process has been attempted only a handful of times throughout history, as getting the individuals required to create such a ring into one location is extremely difficult, not to mention getting them to agree to work together. After that comes the question of who gets to keep the ring, the subsequent argument afterwords almost always dissolving the partnership immediately. Because of this, there are only 7 known rings of Elemental Command currently on the material plane , and all of them are in the possession of extremely powerful figures, most likely the sole survivors of the original group that created the device.

Each ring appears to be a ring of lesser magical power until its true nature is discovered, and a specific task (decided by the GM) is performed to unlock its sealed power. If a creature attempts to identify the ring, they become aware of its nature as a Ring of Elemental Command, but still must perform the task to bring forth its latent abilities.