Today marks the third day of Advanced Arcana IV Week here at Necromancers of the Northwest, and that means it’s time for some magical items to support our latest release. While Advanced Arcana IV doesn’t feature any new magic items like Advanced Arcana III did, the new book does feature a brand new system for creating and customizing your own mage’s sanctum. Located in the appendices, places of power offer extensive rules and a slew of new choices for making a mage's hold all your own. Don’t believe me? Feel free to check it out for yourself—I’m sure you will be quite pleased. In the meantime, I’ve got some lovely, bulky magical items perfectly suited to help you decorate your mage’s lair.
CASTER’S CIRCLE
Aura faint transmutation; CL 3rd
Slot —; Price 30,000 gp; Weight —
Construction Requirements Craft Wondrous Item, fox’s cunning; Cost 15,000 gp
These massive rings are designed to be set into stonework or buried within loose earth, and must be in contact with solid ground in order to have any effect. The first, larger piece is an iron ring 50 feet in diameter, which hums dully and saps magic from the area within it. The first ring feeds this magic to the second ring, a 5-foot diameter copper ring placed at the very center of the iron ring. By focusing all the magical energy drawn from the area of the iron ring, the copper ring allows a caster standing within the circle to cast more powerful spells.
These items must remain in contact with the ground where they are placed for at least 24 hours, and must be placed in the appropriate configuration (with the copper circle inside the iron one) before they have any effect. Once activated, any spells cast within the iron circle (but outside of the copper circle) are treated as though the caster’s caster level were 4 levels lower than it actually is. Conversely, any spell cast within the copper circle is treated as though the caster’s caster level were 4 levels higher than it actually is.
Both circles are supernaturally strengthened against magical attack and have spell resistance 25. Destroying either circle ruins the entire item. The iron circle has hardness 8 and 200 hit points, while the copper circle has hardness 4 and 20 hit points.
FRIENDLY FIRE
Aura faint evocation; CL 3rd
Slot -; Price 24,000 gp; Weight 20 lbs.
Construction Requirements Craft Wondrous Item, scorching ray; Cost 12,000 gp
Considered by many to be more of a remote trap than anything else, this wondrous flame was harvested from the Plane of Fire and treated extensively by its creator to make it malleable and effective for many purposes. While the units of friendly fire must be purchased in 5-foot cubes, any number of cubes can be synced to the same command words, allowing mages with large sanctums to construct large areas of the magical fire within their lairs.
A cube of friendly fire is difficult to move once created and can only be transported with conjuration (teleportation) magic. For the purpose of such spells, the fire is treated as a living creature which never attempts a Will saving throw. Friendly fire is operated by command word and can be commanded to do any of the following.
Burn: The flames generate an intense heat, dealing 4d6 points of fire damage to characters who stand within the fire (DC 13 Reflex save for half) and 1d6 points of fire damage to adjacent characters. While in this mode, the fire generates bright light to 10 feet and normal light for 30 feet after that.
Absorb Heat: The flames draw in heat energy within them. While in this mode, the flames deal no damage and all characters within the area of friendly fire gain fire resistance 10. The flames also shed light, as though in burn mode.
Dim: While in this mode, the flames shed no light and deal no damage, effectively becoming invisible. Characters passing through an area of friendly fire while in this mode experience a strange sensation but no other effect.
TOME OF TRANSPORTATION
Aura strong conjuration; CL 17th
Slot —; Price 250,000 gp; Weight 100 lbs.
Construction Requirements Craft Wondrous Item, gate; Cost 125,000 gp
Thee wondrous books are crafted to be immense in both size and magical power. Most are at least 10 feet high and contain hundreds of pages.
A tome of transportation is a powerful device which allows characters to visit locations keyed to the tome. When a tome of transportation is created, it is keyed to 5 locations, all of which are on the same plane of existence, and which appear on the pages of the book like vivid pictures. By stepping into the image, any character can instantly be transported to the depicted location. This requires a move action. Additional locations may be added to the tome of transportation by conducting a magical ritual. For locations located on the same plane as a tome of transportation’s original 5 locations, this process costs 45,000 gp, and for locations located on another plane of existence, it costs twice as much. In either case, the ritual must be performed at the location in question, and takes 1 hour to perform.