Gloves of Fireball manipulation:
These red gloves made of salamander skin and inlaid with pieces of red-dragon scales allow the wearer to manipulate the effect of the Fireball spell. When the spell is cast (by the wielder isnt granted by the gloves), the caster may opt to call upon the power of the gloves. In this case, a small ball of fire appears between the catser's hands, and is released only at the end of the round. Casting the spell and using the gloves is a full action, which provokes an attack of opportunity unless cast defensively. If the caster is struck while the ball of fire has not yet been released a concentration check must be made, or the spell blows up prematurly.
When casting the fireball spell, the caster may choose to manipulate the spell effect in one of two ways:
1. The long shot - the Fireball may be cast at a greater distance, but is easier to avoid, similarly to ranged weapons. range increment is 10 ft/caster level (example- a 10th level fireball would have a normal DC up to 600' ,-2 up to 500' ect..) For every range increment by the save DC is decreases by 2. As with projectile weapons, the Fireball can shoot out to up to 5 range increments.
2. Spreading the damage - the Fireball may be spread to cover a greater area, but does less damage. For every 5' of diameter increment, the spell does one less die of damage.
The gloves may be used up to 3 times per day.
Amulet of backward compatability -
the origins of this strange amulet are lost in myth. it is divided into three parts, each of which is divided into again, and so on, ad infinitum. Some claim the three parts represents the past, present and future while other maintain that it represents the mystical three tomes known simply as "the core rules",
The amulet allows the caster to prolong the duration of some spells: 3 times per day the caster may cast spells of up to 3rd level with the duration listed in the mysterious spell books of the 3rd edition rules
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10 Lightning-rod bolts -
These magical crossbow bolts+1 attracts lightning; anyone hit by a lightning-rod bolt automatically fails his saving throw against lightning bolt and call lightning spells, until the bolt is pulled out (full action, provokes an attack of opportunity).
The bolts are usually kept wrapped in an insulating cloth, which takes a full round to unwrap. Carrying these bolt unwrapped bestows a -4 penalty on saving throws vs. lightning bolt and call lightning.
Ring of wizardlings -
This lesser form of the "Rings of Wizardy" doubles the no. of cantrips that can be cast per day.
Headband of cleverness - This lesser form of the "Headband of intellect" gives a +1 to intelligence. (yes i know it suck, its for a friend who insists and a DM who approved it)
thank you
Z
These red gloves made of salamander skin and inlaid with pieces of red-dragon scales allow the wearer to manipulate the effect of the Fireball spell. When the spell is cast (by the wielder isnt granted by the gloves), the caster may opt to call upon the power of the gloves. In this case, a small ball of fire appears between the catser's hands, and is released only at the end of the round. Casting the spell and using the gloves is a full action, which provokes an attack of opportunity unless cast defensively. If the caster is struck while the ball of fire has not yet been released a concentration check must be made, or the spell blows up prematurly.
When casting the fireball spell, the caster may choose to manipulate the spell effect in one of two ways:
1. The long shot - the Fireball may be cast at a greater distance, but is easier to avoid, similarly to ranged weapons. range increment is 10 ft/caster level (example- a 10th level fireball would have a normal DC up to 600' ,-2 up to 500' ect..) For every range increment by the save DC is decreases by 2. As with projectile weapons, the Fireball can shoot out to up to 5 range increments.
2. Spreading the damage - the Fireball may be spread to cover a greater area, but does less damage. For every 5' of diameter increment, the spell does one less die of damage.
The gloves may be used up to 3 times per day.
Amulet of backward compatability -
the origins of this strange amulet are lost in myth. it is divided into three parts, each of which is divided into again, and so on, ad infinitum. Some claim the three parts represents the past, present and future while other maintain that it represents the mystical three tomes known simply as "the core rules",
The amulet allows the caster to prolong the duration of some spells: 3 times per day the caster may cast spells of up to 3rd level with the duration listed in the mysterious spell books of the 3rd edition rules

10 Lightning-rod bolts -
These magical crossbow bolts+1 attracts lightning; anyone hit by a lightning-rod bolt automatically fails his saving throw against lightning bolt and call lightning spells, until the bolt is pulled out (full action, provokes an attack of opportunity).
The bolts are usually kept wrapped in an insulating cloth, which takes a full round to unwrap. Carrying these bolt unwrapped bestows a -4 penalty on saving throws vs. lightning bolt and call lightning.
Ring of wizardlings -
This lesser form of the "Rings of Wizardy" doubles the no. of cantrips that can be cast per day.
Headband of cleverness - This lesser form of the "Headband of intellect" gives a +1 to intelligence. (yes i know it suck, its for a friend who insists and a DM who approved it)
thank you

Z
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