The heat shimmers before your eyes as you feel another blast of steam. Wrapped in a purple towel Valcav splashes another cup of water on the burning coals. He grins at you from across the sauna. “Nothing like the burning heat of a sauna to refresh the mind and cleanse the body.” Sweat is dripping off of Valcav as he tosses on another cup of water before moving closer to you. “If you think this is too hot, then you won’t last more than a minute on the plane of fire.” He presses a hidden button on the sauna bench, revealing a secret compartment. “But if you purchase one of these fine items, you might just last long enough to make it out alive.”.
Pure Flame Ashes
This fine ash can only be created by the intense heat found on the elemental plane of fire. It is kept in a red drawstring bag that remains warm to the touch regardless of ambient temperature.
Pure flame ashes are a single use magic item. The user must spend a full-round action coating their hands with the ashes order to activate the item’s abilities. For the next 6 rounds, the user’s spells, spell-like abilities, and supernatural abilities that deal fire damage become unfathomably hot. Fire damage from created by those effects ignore any fire resistance that a target might have. A target with fire immunity takes half damage from one of those effects. Pure flame ashes have no effect on fire damage from weapons or non-fire based attacks. During these rounds, the user’s hands are covered in flames that do not harm them. If the user fails a saving throw against an effect that deals cold damage the ash freezes and flakes off of them. The user loses any remaining rounds of the ash’s ability.
Wondrous item, uncommon.
You must coat your hands with this gray ash in order to activate its powers. This consumes the ash’s magic leaving behind just the bag that it came in. Once activated your hands burst into superhot white flames that do not harm you. For the next 6 rounds any time you deal fire damage with a spell you can ignore a target’s fire resistance, dealing full damage to them. A target that is immune to fire damage is treated as if they had fire resistance instead. During these 6 rounds, if you take cold damage the fires on your hands are snuffed out and the ash’s ability is ended early
Efreeti Blessed Blade
These exquisite weapons are most often gifts efreeti nobility give to their favored servants. The curved blade is smoky black with a golden pommel and a sparkling ruby embedded in the hilt.
Aura strong evocation Price 112,360 gp; Slot none; CL 17th; Weight 4lbs.
This +2 flaming scimitar is a variant of the famous luck blades. The sword grants the wielder a +1 luck bonus on all saving throw. Once per day when making a saving throw against an attack or ability that has a reduced effect on a successful save, the wielder instead avoids the effect entirely. The sword must be drawn in order for the wielder to avoid the effect. They also cannot avoid an attack or ability if they are rendered helpless.
The wielder can also focus the sword’s luck to affect the world around them. Once per day when they roll a d20, they may roll twice and take the more favorable result. This is an extraordinary ability.
An efreeti blessed blade also contains a single wish that causes the ruby in the hilt to sparkle. When making a wish with the sword, it is treated as if it is being cast by an efreeti. Only non-genies can benefit from this wish and the GM decides how an efreeti would interpret the wording of the wish. Once the wish has been used the ruby in the hilt grows dull but the sword still retains the rest of its abilities.
Weapon (scimitar), legendary (requires attunement).
With this magic sword, you gain a +1 bonus to attack and damage rolls. By speaking the command word you can also coat the sword in magical flames. The flickering flames deal an additional 2d6 points of fire damage on successful attacks. The sword is also very lucky granting you a +1 bonus to saving throws. When you have the sword drawn you can choose to reroll a single d20 roll you just made. You must abide by your second roll and once this ability has been used, you must wait until the next dawn to use it again. The sword also contains a single wish bound within its ruby hilt. Since the sword is the focus of the spell you do not suffer the stress of wishing for a great effect. Your DM still has the final word on how exactly your wish is interpreted.
The first of these sets of armor was forged for a mighty hero in order to slay a rampaging red dragon. The full face helm takes the form of a shouting dwarf with a beard made of stylized fire.
An azer’s skin is a magical set of armor stored inside a helm. The armor can only be activated when a creature is wearing the helm and speaks the command word. This causes streams of molten bronze to flow from the helm and engulf the wearer’s body. This skintight armor functions as a set of +1 full plate with the following differences. It has a maximum Dexterity bonus of +4, an armor check penalty of –2, and an arcane spell failure chance of 20%. The armor cannot be activated if the wearer is already wearing armor. By speaking the command word again, the wearer can recall the armor back into the helm.
By speaking a second command word, when the armor is activated, the wearer can wreath their upper body in a haze of flames. Anyone grappling or striking the wearer with a non-reach melee attack takes 1d6 points of fire damage. The wearer is immune to fire damage for this duration and can transfer some of the flames to their weapons. They deal 2d6 points of fire damage on successful melee attacks. The armor’s flames last for up to 1 hour but must be spent in ten-minute increments.
Wondrous item, rare (requires attunement).
While wearing this helm and not wearing additional armor you can activate its power by speaking the command word. Liquid metal pours over your body, quickly solidifying into a set of lightweight plate mail. This armor provides an additional +1 to your armor class and does not have a strength requirement or give you disadvantage on stealth checks. By speaking another command word you can cover your upper body in writhing flames. You gain immunity to fire damage and any creature that hits you with a melee attack while within 5 feet takes 1d6 points of fire damage. Additionally any melee attacks you make also deal an additional 1d6 points of fire damage. You can keep the armor’s flames lit for up to 1 hour but can spread it throughout the day in 10-minute increments.