Ring of Paraelemental Command (Magic Ring)

The four types of rings of paraelemental command are lesser versions of the rings. Each appears to be nothing more than a normal ring, but each has certain other powers as well as the following common properties:
# Paraelementals 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 paraelemental (saving throw applicable at -2). If the latter fails, however, total protection is lost, and no further attempts at charming can be made. The properties below still function with respect to the paraelemental.
# Creatures, other than normal paraelementals, from the plane to which the ring is attuned attack at -1 on their THAC0 roll. The ring wearer takes damage at -1 on each hit die and makes applicable saving throws from the creatures' attacks at +2. In addition, all attack rolls made by the wearer of the ring are at -4 (or-4 in the paraelemental creature's saving throw), and the wearer does +6 damage (total, not per die), adjusted by any other applicable bonuses and/or penalties. Any weapon used by the ring wearer can hit paraelementals or quasielementals, even if the weapon is not magical.
# The wearer of the ring is able to converse with the paraelemental 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 wearer. Note that the Dungeon Master is free to create any new paraelementals for the relevant planes as needed.
# In addition, the possessor of a ring of paraelemental command suffers a saving throw penalty as shown in the table below.
# Only one power (major or minor) of a ring of paraelemental command can be used at one time.
Ice: At will, the wearer produces the following magical effects: ice storm (twice per day), wall of ice (twice per day). Otiluke's freezing sphere (once per week), or warmth. The ring appears to be nothing more than a ring of warmth until the condition established is met.
Magma: At will, the wearer produces the following magical effects: burning hands (once per turn), affect normal fires (once per turn), flaming sphere (twice a day), of fire resistance. The ring appears to be nothing more than a ring of fire resistance until the condition established is met.
Ooze: At will, the wearer produces the following magical effects: grease (once per turn), melt (once an hour), rock to mud (twice a day), or water walking. The ring appears to be nothing more than a ring of water walking until the condition established is met.
Smoke: At will, the wearer produces the following magical effects: wall of fire (once per hour) fog cloud (twice per day), solid fog (once per week), or free action. The ring appears to be nothing more than a ring of free action until a certain condition is met (such as having the ring blessed, slaying a smoke paraelemental, or whatever is determined necessary to activate its full potential).
Rings operate at the 12th level or the minimum level needed to perform the equivalent magic spell (if greater), with respect to range, duration, or area of effect determinations that might apply. The additional powers each take five segments to bring forth.
Ring Type	Penalty
Smoke 	-2 vs. breath weapons or wind-based attacks.
Ice 	-2 vs. fire or steam.
Ooze 	-2 vs. purification or polymorph.
Magma 	-2 vs. cold or water.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Rings