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Elemental Harness

Necklace of Elemental Command

This necklace appears to be nothing more than an ordinary piece of jewelry, but it a very powerful item. The powers of the necklace are:

  1. Elementals can't attack or even approach within 5 feet of the wearer. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (saving throw applicable with a -2 penalty to the die). If the charm fails, however, total protection is lost and no further attempt at charming can be made, but the secondary properties given below will then function with respect to the elemental.
  2. Creatures, other than normal elementals, from the elemental planes attack with -1 penalties to their attack rolls. The necklace wearer takes damage at -1 on each die of damage and makes applicable saving throws from the creature's attacks at +2. All attacks are made by the wearer of the necklace with a +4 bonus to the attack roll (or -4 on the elemental creature's saving throw), and the wearer inflicts +6 damage (total, not per die) adjusted by any other applicable bonuses and penalties. Any weapon used by the necklace wearer can hit elementals or elemental creatures even if it is not magical.
  3. The wearer of the necklace is able to converse with elementals or elemental creatures. These creatures will recognize that he wears the necklace, and will show a healthy respect for the wearer, if alignments are similar. If alignment is opposed, creatures will fear the wearer if he is strong, hate and desire to slay him if the wearer is weak. Fear, hatred, and respect are determined by the DM.
  4. Only one of the powers of a necklace of elemental command can be in use at any given time.

In addition to the powers described above, the necklace gives the character the following abilities from the four elemental planes:

  • Air
    • Gust of wind (once per round)
    • Fly
    • Wall of force (once per day)
    • Control winds (once per week)
    • Invisibility
  • Earth
    • Stone tell (once per day)
    • Passwall (twice per day)
    • Wall of stone (once per day)
    • Stone to flesh (twice per week)
    • Move earth (once per week)
    • Feather fall
  • Fire
    • Burning hands (once per turn)
    • Pyrotechnics (twice per day)
    • Wall of fire (once per day)
    • Flame strike (twice per week)
    • Fire resistance
  • Water
    • Purify water
    • Create water (once per day)
    • Water breathing (5-foot radius)
    • Wall of ice (once per day)
    • Airy water
    • Lower water (twice per week)
    • Part water (twice per week)
    • Water walking

This necklace operates at 12th level of experience, or the minimum level needed to perform the equivalent magical spell, if greater.

Necklace of Paraelemental Command

This necklace appears to be nothing more than an ordinary piece of jewelry, but it is a very powerful item. The powers of the necklace are:

  1. Paraelementals can't attack or even approach within 5 feet of the wearer. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (saving throw applicable with a -2 penalty to the die). If the charm fails, however, total protection is lost and no further attempt at charming can be made, but the secondary properties given below will then function with respect to the elemental.
  2. Creatures, other than normal paraelementals, from the elemental planes attack with -1 penalties to their attack rolls. The wearer takes damage at -1 on each die of damage and makes applicable saving throws from the creature's attacks at +2. All attacks are made by the wearer of the necklace with a +4 bonus to the attack roll (or -4 on the elemental creature's saving throw), and the wearer inflicts +6 damage (total, not per die) adjusted by any other applicable bonuses and penalties. Any weapon used by the necklace wearer can hit paraelementals or paraelemental creatures even if it is not magical.
  3. The wearer of the necklace is able to converse with paraelementals or paraelemental creatures. These creatures will recognize that he wears the necklace, and will show a healthy respect for the wearer, if alignments are similar. If alignment is opposed, creatures will fear the wearer if he is strong, hate and desire to slay him if the wearer is weak. Fear, hatred, and respect are determined by the DM.
  4. Only one of the powers of a necklace of elemental command can be in use at any given time.

In addition to the powers described above, the necklace gives the character the following abilities from the four elemental planes:

  • Ice
    • Ice Storm (twice per day)
    • Wall of Ice (twice per day)
    • Otiluke’s Freezing Sphere (once per week)
    • Warmth
  • Magma
    • Burning Hands (once per turn)
    • Affect Normal Fires (once per turn)
    • Flaming Sphere (twice per day)
    • Fire Resistance
  • Ooze
    • Grease (once per turn)
    • Melt (one per hour)
    • Rock to mud (twice per day)
    • Water walking
  • Smoke
    • Wall of Fire (once per hour)
    • Fog Smoke (twice per day)
    • Solid Fog (once per week)
    • Free action

This necklace operates at 12th level of experience, or the minimum level needed to perform the equivalent magical spell, if greater.

Amulet of (Positive/Negative) Quasielemental Command

These amulets appear to be nothing more than ordinary amulets, but they have certain other powers as well as the following common properties:

  1. Quasielementals that are represented by the amulet can't attack or even approach within 5 feet of the wearer. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (saving throw applicable with a -2 penalty to the die). If the charm fails, however, total protection is lost and no further attempt at charming can be made, but the secondary properties given below will then function with respect to the elemental.
  2. Creatures, other than normal quasielementals, from the elemental planes in respect to the amulet attack with -1 penalties to their attack rolls. The wearer takes damage at -1 on each die of damage and makes applicable saving throws from the creature's attacks at +2. All attacks are made by the wearer of the amulet with a +4 bonus to the attack roll (or -4 on the elemental creature's saving throw), and the wearer inflicts +6 damage (total, not per die) adjusted by any other applicable bonuses and penalties. Any weapon used by the amulet wearer can hit quasielementals or quasielemental creatures even if it is not magical.
  3. The wearer of the amulet is able to converse with the quasielementals or quasielemental creatures of the planes to which the amulet is attuned. These creatures will recognize that he wears the amulet, and will show a healthy respect for the wearer, if alignments are similar. If alignment is opposed, creatures will fear the wearer if he is strong, hate and desire to slay him if the wearer is weak. Fear, hatred, and respect are determined by the DM.
  4. These amulets operate at 12th level of experience, or the minimum level needed to perform the equivalent magical spell, if greater.
  5. Only one of the powers of an amulet of quasielemental command can be in use at any given time.

In addition to the powers described above, the amulet gives the character the following abilities from the four elemental planes:

Positive
  • Lightning
    • Shocking grasp (once per turn)
    • Lightning bolt (four times a week)
  • Mineral
    • Transmute metal to wood (once a day)
    • Wall of stone (once a day)
  • Radiance
    • Rainbow pattern (once an hour)
    • Sunray (twice a week)
  • Steam
    • Melt (once per turn)
    • Fog cloud (twice a day)
Negative
  • Ash
    • Pass without trace (once an hour)
    • Detect invisibility (once an hour)
  • Dust
    • Dust devil (once a day)
    • Transmute water to dust (once a day)
  • Salt
    • Irritation (twice a day)
    • Preserve (twice a day)
  • Vacuum
    • Unseen servant (once a day)
    • Negative plane protection (four times a week)

Concurrent Powers

Any two

When any two items are worn, the wearer can use all the powers of the two items. If a power is repeated, such as a burning hands (once per turn), it would be once every five rounds. Additionally, the items will grant the wearer the ability to polymorph into any elemental the two items represent.

  1. Elementals can't attack or even approach within 10 feet of the wearer. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (saving throw applicable with a -3 penalty to the die). If the charm fails, total protection is not lost and one more attempt at charming can be made, but after that total protection is lost. The secondary properties given below will then function with respect to the elemental.
  2. Creatures, other than normal elementals, from the elemental planes in respect to the pieces worn attack with -2 penalties to their attack rolls. The wearer takes damage at -2 on each die of damage and makes applicable saving throws from the creature's attacks at +3. All attacks are made by the wearer of the amulet with a +5 bonus to the attack roll (or -5 on the elemental creature's saving throw), and the wearer inflicts +7 damage (total, not per die) adjusted by any other applicable bonuses and penalties. Any weapon used by the amulet wearer can hit elementals or elemental creatures even if it is not magical.
  3. Two different powers of the items can be in used at any given time.

Any three

When any three items are worn, the effects of wearing two come into effect. If a power is repeated, such as a burning hands (once per turn), it would be once every five rounds. Additionally, the wearer can survive on any plane that is represented by the three items by elemental adaptation. When in a plane, the wearer can travel normally.

  1. Elementals can't attack or even approach within 15 feet of the wearer. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (saving throw applicable with a -4 penalty to the die). If the charm fails, total protection is not lost and two more attempts at charming can be made, but after that total protection is lost. The secondary properties given below will then function with respect to the elemental.
  2. Creatures, other than normal elementals, from the elemental planes in respect to the pieces worn attack with -3 penalties to their attack rolls. The wearer takes damage at -3 on each die of damage and makes applicable saving throws from the creature's attacks at +4. All attacks are made by the wearer of the amulet with a +6 bonus to the attack roll (or -6 on the elemental creature's saving throw), and the wearer inflicts +8 damage (total, not per die) adjusted by any other applicable bonuses and penalties. Any weapon used by the amulet wearer can hit elementals or elemental creatures even if it is not magical.
  3. Three different powers of the items can be in used at any given time.

All four

When all four items are worn, the full power of the Harness of Elemental Command is revealed. The effects of wearing three come into effect. If a power is repeated, such as a burning hands (once per turn), it would be once every five rounds. Additionally, the Harness allows the wearer to planeshift at will without having to first travel through the Ethereal plane. When in a plane, the Harness will create a 10’ sphere around the wearer that will allow any traveling with the wearer to benefit from its protection and will be able to travel normally through the planes.

  1. Elementals can't attack or even approach within 20 feet of the wearer. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (saving throw applicable with a -5 penalty to the die). If the charm fails, total protection is not lost and three more attempts at charming can be made, but after that total protection is lost. The secondary properties given below will then function with respect to the elemental.
  2. Creatures, other than normal elementals, attack with -4 penalties to their attack rolls. The wearer takes damage at -4 on each die of damage and makes applicable saving throws from the creature's attacks at +5. All attacks are made by the wearer of the amulet with a +7 bonus to the attack roll (or -7 on the elemental creature's saving throw), and the wearer inflicts +10 damage (total, not per die) adjusted by any other applicable bonuses and penalties. Any weapon used by the amulet wearer can hit elementals or elemental creatures even if it is not magical.
  3. Four different powers of the items can be in used at any given time.

Elementalist Mages and priests and clerics of Elemental deities can not use any of these items.

If there is more than one Elemental Harness in the world, a piece from one Elemental Harness can not be used with a piece from another. They would destroy each other causing a rift to open to a random elemental plane.