Ring of Melanokinesis (3.5e Equipment)
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User can create, shape and manipulate ink, including moving ink, change the color, consistency/viscosity between solid and liquid, etc., even if the ink is printed/written/tattooed. They can write/scribe/tattoo without tools by manipulating ink.
- Cephalopod Physiology: The user generates thick, slick ink, either in liquid solid or gaseous form. Ink can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour (or half the area in gaseous form) or filling many small receptacles.
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of Ink/level
Saving Throw: None
Spell Resistance: No
- Tattoo Manipulation: User can manipulate body-art (usually tattoos) and either make them manifest in physical form or gain their powers directly. Thus user with a bird-tattoo could make the bird manifest physically or gain its abilities or form. This ability only works if the art in question is made from ink, paint and other materials don't work.
Artistic Creation: User can manifest their body-art into reality 3/per day though this will leave them with Exhaustion afterwards.
Power Bestowal/Powers Via Object: User can utilize body-art as the medium to channel magic 6/per day.
Shapeshifting: User is able to gain the form of their body-art 6/per day though this will leave them with Exhaustion afterwards.
Seal Creation: User is able to use magical tattoos to induce Curses on targets 3/per day. User can only select 1/per Charisma Modifier to apply on a target.
- Telekinesis: "Telekinesis" is an umbrella term for any ability that involves using the mind to influence/manipulate/move matter/objects, except with the Ring of Melanokinesis uses the power of Ink to utilize these abilities.
Binding: To keep object/being from moving.
Levitation: To lift an object, e.g. raising a pitcher several inches into the air.
Orbital Field: To make objects and possibly energy orbit around the user.
Telekinetic Choking: To choke or strangle others without physical contact.
Telekinetic Grip: To grasp an object firmly in place, e.g. keeping the tides from washing a friend away.
Telekinetic Maneuver: To alter an object's directional course, e.g. changing what number a dice lands on or deflect an opponent attack.
Telekinetic Pull/Push: To pull objects towards the user or to push objects away from the user, e.g. yanking a book off a shelf or sliding a cup across a table.
Weapon Calling: To call weapons to one's hand.
- Attacks: The user can release/use ink to attacks of various shapes and/or intensities, either projected, used as a part of melee attacks, etc.
Formulated Ink Blasts: Release blasts of ink in a form of a creature or object. When the blast strikes the target, it detonates with tremendous power, focused on the one target, causing 1d6+1 points of damage per caster level (maximum 10d6+10).
Hidden Attacks: Channel attacks through a medium. This grants the Sneak Attack ability during the usage of this attack.
Ink Ball Projection: Create and launch spheres of ink. The 5-ft.-diameter sphere blasts deal 1d8 force damage as a cone that can reach up to 60 feet.
Ink Beam Emission: Release beams of ink. On a hit, target takes 2d10 bludgeoning damage, and the target's speed is reduced by 30 feet for 1d4 rounds while being Dazed for 1d4 rounds as well.
Ink Cutting: Use ink to cut opponents. All melee attacks made with the ink blade are touch attacks, and spell resistance applies to each blow. The character creates a melee weapon of their choice and applies the appropriate damage based on their size category.
Ink Spike Projection: Project ink spikes. Any creature that takes damage from this spell must also succeed on a Reflex save or suffer from Bleeding that slow the targets' land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC (DC 20 + 5 per difficulty of terrain).
Ink Vortex Creation: You create a powerful and immobile whirlpool of ink in a Medium (100 ft. + 10 ft./level) area. Any Large or smaller creature that comes in contact with it's 20-ft. square/level radius must succeed on a Reflex save or take 3d6 points of bludgeoning damage. A Medium or smaller creature that fails its first save must succeed on a second one or be pulled into the whirlpool and held suspended in its powerful currents, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the whirlpool to eject any carried creatures whenever you wish. Upon escaping, the targets are Dazed and Nauseated for 1d4 rounds as well.
Ink Wave Emission: Send out a wave of ink that repels everything. Until the start of your next turn, if someone attacks you, you can use your reaction to make a shield of ink to parry with. You use your Armor Class with your Spell Resistance (or spellcaster modifier) to determine the shield's hardness. The shield can be used to deflect spells below 9th level, and can even protect against things that are considered "unavoidable" such as Magic Missile.
Users may require outside sources of ink to create blasts.
Users may not be immune to effects of own blast.
Firing may be involuntary reaction, or released in constant stream.
Users will be exhausted when too much energy is used.
Users may be overcharged/wounded if too much energy is used at once.
Users need control to avoid unnecessary destruction.