Ring of Earth and Water
On first fitting this ring to a finger,
the wearer feels it squeeze slightly, and gains a vision of a
towering earth elemental rising to do the wearer's bidding.
An evil entity of elemental earth and
water called Bwimb gave this ring to the Necromancer's order.
Property (Attuned): As an action, you
can use one of the following effects.
Water Walk: You can move across any
liquid surface as if it were solid ground.
Control Water: Once every ten days, you
can choose a 100-foot‐by‐100‐foot area of water or similar
liquid within 500 feet of you that you can see. You can reduce or
increase the water’s depth by up to 20 feet, to a minimum of 1
inch, for up to 1 hour. In larger bodies of water, a decrease in
depth creates a squarish depression in this effect’s area. An
increase in depth in a similar situation creates a squarish hump of
water. In this case, if the area includes dry land nearby, the water
can spill over onto the dry land.
Meld Into Stone: Once per day, you can
enter an area of nonmagical stone large enough to contain you and
your equipment, remaining within for up to 1 hour. While inside the
stone, you have total cover from and are not visible to other
creatures. Creatures and objects are heavily obscured to you. If you
do not leave the stone before the duration elapses, or if the effect
is dispelled or the stone heavily damaged, you are violently expelled
from the stone and take 17 (5d6) bludgeoning damage.
Stone Shape: Twice per day, you can
touch a stone or stone object with a weight of up to 2,000 pounds
(about 15 cubic feet). You can form it into any solid shape, but fine
detail isn't possible.
Summon Earth Elemental: Once every ten
days, you can choose a point of earth or stone within 25 feet of you
that you can see. A Large earth elemental emerges from that spot and
acts immediately on the same action, attacking the creatures closest
to it other than you. The elemental remains for up to 1 minute, or
until it is destroyed. If you can communicate with the elemental, you
can direct it to perform actions.
Summon Water Elemental: Once every ten
days, you can choose a point of water or similar liquid within 25
feet of you that you can see. A Large water elemental emerges from
that spot and acts immediately on the same action, attacking the
creatures closest to it other than you. The elemental remains for up
to 1 minute, or until it is destroyed. If you can communicate with
the elemental, you can direct it to perform actions.
Transmute Mud to Rock: Once every ten
days, you can choose a section of nonmagical mud or similarly soft
earth within 100 feet of you that you can see whose volume doesn't
exceed ten adjacent 5- foot cubes. The mud within that volume turns
to sandstone permanently. A creature in the mud when it is transmuted
is allowed a DC 13 Dexterity saving throw to escape before the area
turns to stone.
Transmute Rock to Mud: Once every ten
days, you can choose a section of nonmagical stone within 100 feet of
you that you can see whose volume doesn't exceed ten adjacent 5‐foot
cubes. The stone within that volume turns to mud with a viscosity you
choose (soft clay to quicksand). A creature standing on the stone
when it is transmuted is allowed a DC 13 Dexterity saving throw to
escape before the area turns to mud.
Water Breathing: You can breathe
underwater.
Earthquake: Once every thirty days, you
can cast the earthquake spell, using Intelligence, Wisdom, or
Charisma (your choice) as your magic ability.
Secret: ?
Rarity: Artifact
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