Everburning CoalEquipment 12
Source Pathfinder Rage of Elements
Price 1,750 gp
Weight negligible
This lump of coal is always warm to the touch and glows faintly red from within, as if holding an ember of flame waiting to be stoked. No amount of water or coldness can extinguish the coal's warmth. When you hold an everburning coal in your hand, you gain resistance 10 to cold and are protected from mild, severe, and extreme cold.
In addition, an everburning coal is a planar key for Interplanar Teleport and similar magic to travel to the Plane of Fire. When using it this way, you can attune it to the fires of your destination to make it more likely to arrive where you intend to be, appearing 1d6Ă—25 miles from your intended destination instead of 1d10Ă—25 miles away.
Activate—Coal Wall 3 (concentrate, manipulate)
Frequency once per day
Effect The everburning coal creates a towering wall of hot coals. This has the effect of Wall of Ice, except for the following adjustments.
- The wall has the fire trait instead of cold and water.
- The wall deals fire damage instead of cold damage.
- The weakness to fire is instead weakness to cold and to water.
- Destroying a section of the wall with cold or water (rather than with fire) causes a section to evaporate.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
MagicalSomething with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.