It’s Wednesday, and here at Necromancers of the Northwest that makes it market day, or, in other words, neat new magical gear that you can use in your various quests and adventures. Since it’s Evocation Week this week, as evidenced by the banner up above, I thought I’d make some items that will be of particular value to evokers. But since evokers are rarely portrayed as the patient sort, why don’t I stop talking and start showing?
Amulet of Spell Penetration
This amulet features a large sapphire on a golden chain, which glows when the item’s magic is in use. Three times per day, as part of casting a spell, the wearer can choose to have that spell be unaffected by spell resistance.
Gloves of Spell Shaping
These gloves are made of red silk, with lightning bolts or similar designs sewn onto the backs of the hands in golden thread. Three times per day, as a free action made while casting a spell, the wearer can use these gloves to affect the area of that spell. If the spell’s area is line-shaped, he may have its length halved in order to double its width (so a line 5 feet wide by 60 feet long could become a line 10 feet wide by 30 feet long). If the spell’s area is cone-shaped, the wearer can halve the cone’s size in order to create a second cone, identical to the first, originating from the opposite side (or opposite corner) of his square. If the spell’s area has a radius, the wearer can choose any number of squares within the spell’s area to be unaffected by the spell.
Headband of Intense Electricity
This headband is blue, with a pattern of yellow lightning bolts and an enormous tiger eye quartz set in the center. As long as it is worn, all spells the wearer casts that deal electricity damage deal an additional point of electricity damage per damage dice (so a lightning bolt that did 5d6 damage would deal 5d6+6 damage, instead).
Headband of Intense Flames
This headband is black, with a pattern of red comets and an enormous ruby set in the center. As long as it is worn, all spells the wearer casts that deal fire damage deal an additional point of fire damage per damage dice (so a fireball that did 5d6 damage would deal 5d6+6 damage, instead).
Headband of Intense Frost
This headband is dark blue, with a pattern of white snowflakes and an enormous sapphire set in the center. As long as it is worn, all spells the wearer casts that deal cold damage deal an additional point of cold damage per damage dice (so a cone of cold that did 9d6 damage would deal 9d6+9 damage, instead).
Ring of Potent Energy
These rings have copper bands, and feature a single gem whose color seems to shift depending on how the light strikes it: sometimes red, sometimes blue, sometimes green or yellow. Three times per day, as a free action made while casting a spell, the ring’s wearer can alter that spell so that it is better able to overcome the energy resistance of its targets. Any creature damaged by such a spell applies only half of any applicable energy resistance to the damage the spell deals, and if the target has immunity to an energy of the same type as the damage the spell deals, the spell deals half its normal damage to the target, instead of no damage.