Armor of Healing Fire, Variant (3.5e Equipment)

From D&D Wiki

Jump to: navigation, search

Armor of Healing Fire, Variant: This armor allow the wearer to create a burst of fire that hurts enemies and heals allies at the same time.

Constitution modifier (character wearing the armor) times per day a character can activate the abilities of this armor to cast a healing flame burst centered on himself. The white healing flames are activated as a standard action by the wearer. The healing flames function much like a fireball except as follows... It does 1d6 damage per 2 character levels, and it heals allies within the blast radius for the same amount. The damage and health is derived from the same dice roll. The healing flame burst is treated as a 3rd level spell just like a fireball and has the same attributes and saves unless stated otherwise.

Reflex saves for 1/2 damage still apply to enemies.

Because the burst goes out around the caster he is NOT subject to any healing or damage effects from this spell. The character activating this ability may, however, choose to take the damage from the spell, as if an enemy (deciding before the dice are rolled), and maximize the healing aspect of the flame (enemies (and the character wearing the armor) take damage as normal, but allies are healed as if all rolls were 6's).

The radius of the burst is 15 feet, centered on the character wearing the armor. The character wearing the armor can take an iteration times distance amount of damage to increase the size of the burst (5 damage (5 x 1) for +5 feet, 20 damage (10 x 2) for +10 feet, 45 damage (15 x 3) for +15 feet, etc.).

Additionally, the character can take a five times iteration times die-added amount of damage to increase the number of die damage/healing (5 damage (5 x 1 x 1) for +1d6, 20 damage (5 x 2 x 2) for +2d6, 45 damage (5 x 3 x 3) for +3d6, etc.).

Note: A Character cannot purposefully take more damage than he possesses (the character can still die if he chooses to take damage like an enemy and then rolls enough damage to incapacitate/kill him).

CL 16; Craft Magic Arms and Armor; Market Price: +3 bonus



Back to Main Page3.5e HomebrewEquipmentMagical Armor Enhancements

Home of user-generated,
homebrew pages!


Advertisements: