Ring of Quasielemental Command (Magic Ring)

The eight types of quasielemental command rings are lesser versions of the paraelemental command rings. Each bas certain pawns (derailed below), as well as the following common properties:
# Quasielementals of the plane to which the ring is attuned cannot approach within 5' of the wearer or attack the wearer. If the wearer desires, he or she may forgo this protection and instead attempt to charm the quasi elemental (saving threw applicable at -2 on the die). If the latter fails, however, total protection is lost, and no further attempts at charming can be made. The secondary properties given below then function with respect to the quasielemental.
# Creatures other than quasielementals, from the plane to which the ring is attuned attack at -1 In attack rolls. Also, the ring wearer takes damage at -1 on each hit die and makes applicable saving throws from the creature's attacks at +2. All attack rolls made by the wearer of the ring at +4 (or-4 to the quasielemental creature's saving throw) and the wearer dues +6 damage (total, not per die), adjusted by any other applicable bonuses or penalties. Any weapon used by the ring wearer can hit quasielementals, even if the weapon is not magical.
# The wearer of the ring is able to converse with quasielemental creatures of the plane to which the ring is attuned. Recognizing that the character wears the ring, the creatures show a healthy respect to the ring wearer. Note that the DM is free to create new quasielementals for the relevant planes as needed.
# In addition, the possessor of a ring of quasielemental command suffers a saving throw penalty as shown on the table below.
# Only one power of a ring of quasielemental command can be used at one time.
# All rings of quasielemental command detect as magic, but do not identify precisely until a certain condition is met (such as having the ring blessed, slaying a quasielemental of the type to which the ring is attuned, or whatever is determined necessary to activate its full potential). 
Ash: At will, the wearer gams the following magical effects-pass without trace (once an hour) or detect invisibility (once an hour). The ring appears to be nothing more than a magical ring until the condition established is met. 
Dust: At will, the wearer produces the following magical effects: dust devil (once a day) or transmute water to dust (once a day). 
Lightning: At will, the wearer produces the following magical effects-shocking grasp (once per turn) or lightning bolt (four times a week). 
Mineral: At will, the wearer gains the following magical effects-transmute metal to wood (once a day) or wall of stone (once a day). 
Radiance: At will, the wearer produces the following magical effects- rainbow pattern (once an hour) or sunray (twice a week). 
Salts: At will, the wearer gains the following magical effects-irritation (twice a day) or preserve (twice day). 
Steam: At will, the wearer produces the following magical effects melt (once per turn) or fog cloud (twice a day). 
Vacuum: At will, the wearer gains the following magical affects-unseen servant (once a day) or negative plane protection (four times a week).
The rings operate at 12th-level or the minimum level needed to perform the equivalent magic spell or wand effect (if greater), with respect to range, duration, or area of effect determinations which might apply. The powers take only a -2 Initiative penalty to activate.
Ring Type	Penalty
Lightning	-2 vs. water, steam, or cold.
Steam 	-2 vs. lightning or electricity.
Radiance 	-2 vs. paralyzation or darkness.
Mineral 	-2 vs. purification.
Vacuum 	-2 vs. death magic.
Salts 	-2 vs. poison.
Ash 	-2 vs. water or cold.
Dust 	-2 vs. disintegration.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Rings