Heart of Fire (3.5e Equipment)

Heart of Fire
The heart of fire is born from great cataclysms of heat and duress, be it a massive portal to the elemental plane of fire, the death of a deific fire god or elemental being, or other shocks to the fabric of the universe. Though it resembles a smooth polished crystal sphere no larger than a large softball, it is space wrapped up tightly around a torn-off fragment of the elemental plane itself. Born of great fire powers, it is treasured by elemental mages.

Upon touching a heart of fire, you feel a great but not entirely uncomfortable heat from it, regardless of surrounding temperatures. If a subject spends 3 full-round actions focusing on the sphere, they will be able to draw out some of its power. It may bestow one of these Blessings of Fire once a month per person. Once drawn, they gain one of the supernatural abilities below, and cannot change it until at least 1 month has passed. If they do, they may attune with the sphere again and gain a new benefit, losing their old benefit. These powers can be suppressed in an antimagic field, or suppressed for 1d4 rounds if successfully dispelled (CL equal to subject's HD). A disjunction may destroy the effect, but the subject can attune and re-gain their power if 1 month has already passed. Select from below.

Blessings of Fire
 * Cloak of Flame: Your body is wrapped in a constant burning aura which allows you to deal 2d6 fire damage on all your physical attacks. Those striking you with natural weapons or grappling also take this damage. It may be suppressed or activated as a free action once per round, and does not function if you are unconscious.
 * Soul Aflame: You gain the fire subtype, becoming immune to fire and vulnerable to cold. You may also be affected by attacks which turn or rebuke fire creatures. Some small part of your body changes subtly, such as burning red eyes or a faint smell of smoke.
 * Fire Affinity: Your spells pulse with heat, and your caster level for fire spells rises by 4. In addition, any metamagic applied to a fire spell has its metamagic cost reduced by 1 (to a minimum of 1). When casting, your magic effects often have a blazing appearance, and flames burn blue-hot.
 * Flamerunner: Your body can manifest flaming trails upon your feet which carry you across at high speed. You gain the effects of a Phantom Steed spell with your character level as your caster level, with a few changes. There is no horse, and it cannot be targeted (though the power can always be suppressed as described above), and instead of water walk, you gain "lava walk", allowing you to walk on lava without damage (it does not prevent damage from being forcefully submerged, or fire damage in general from non-mundane lava sources).  When you are running, a cometary aura of flame surrounds you, dealing 1d6 points of fire damage per 10 ft moving (maximum 20d6 at 200 ft movement) to anyone you attempt to overrun. This may provoke attacks of opportunity as per normal overruns.  Finally, you can use a Dimension Door effect every 1d4 rounds, as the spell, exploding in a blast of flame. Those grappling you at the time take 5d6 fire damage, no save.
 * Elemental Servant: A fire elemental is bound into your soul, allowing you to call (or dismiss) an elemental cohort as a standard action. The elemental's size and level is based on your HD, and is the same elemental each time. This elemental is 1-3 HD (Small), 4-6 HD (Medium), 7-9 HD (Large), 10-12 HD (Huge), 13-15 HD (Greater), 16-18 HD (Elder), 19-20 HD (Elder +3 HD added). In addition, you learn the associated elemental language, Ignan. If your elemental dies, it cannot be returned until a raise dead or similar spell is cast, which functions normally in spite of the elemental traits.
 * Overclock: You push your body and mind to the limits, entering a sort of "mental rage". Succeed on a concentration check DC 15 as a free action, and you gain +4 to Int and Cha, +2 on all skill checks based on mental ability scores, and -2 to Reflex saves as your ability to multi-task is overcome by the sheer information flow. This rage lasts for 3 + your newly modified charisma modifier rounds, and is often accompanied by the smell of smoke or burning eyes. When it ends, you are shaken for 1 minute as your mind reels from the effort. You can only overclock 1/encounter, but you may perform an overclock over and over. Each time you do, the DC on the concentration check rises by +5.

If the heart of fire is held in hand, it grants its user several spell-like abilities. A heart of fire has 20 charges and recovers them at 1 charge per day. Each spell level consumes that many charges (a 8th level spell is 8 charges, a 3rd level spell is 3 charges, a 0th level spell is 0 charges and thus can be used at will). It uses its current wielder's HD as its caster level and its wielder's primary casting score (default Cha for non-casters). A user can only use spells up to a level available as a wizard of his level. So, a 13 HD character can only cast up to 7th level spells.


 * 0th-Flare
 * 1st-Burning Hands
 * 2nd-Produce Flame
 * 3rd-Fireball
 * 4th-Wall of Fire
 * 5th-Fire Shield
 * 6th-Fire Seeds
 * 7th-Fire Storm
 * 8th-Incendiary Cloud
 * 9th-Meteor Swarm

The heart of fire may be recharged quicker by any spellcaster, by expending spell slots as a standard action. The sphere absorbs the expended magical energy, absorbing its spell level's worth of charges.