Item: Ember Dust
Activate 1 Interact
This handful of gritty black dust glows faintly, like old coals, but is cool to the touch. When ember dust is sprinkled upon the ground or a flat surface in an adjacent unoccupied square, the dust transforms into a bonfire that fills the majority of the square. For 8 hours, the bonfire blazes regardless of whether it has any fuel.
The fire doesn't harm the surface on which it was sprinkled, and it can't be extinguished except by fully dousing or submerging it in water, or by smothering it completely. Anything that's lit from the bonfire requires fuel to burn and can be quenched normally.
While it's safe enough to move through the space and edge around the bonfire, a creature remaining in the bonfire for at least a full round takes 1d6 fire damage each round.
After 8 hours, the bonfire becomes a normal fire and continues burning only as conditions permit.
Trait Effects
Consumable: An item with this trait can be used only once. Unless stated otherwise, it’s destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. A character can Craft consumable items in batches of four.
Fire: Effects 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. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Magical: Something 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.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Moonlit Spellgun (Minor) | 2 | Common |
| Candle of Inflamed Passions | 3 | Common |
| Frozen Lava | 5 | Common |
| Moonlit Spellgun (Lesser) | 5 | Common |
| Sparking Spellgun (Lesser) | 5 | Common |
| Frozen Lava of Blackpeak | 7 | Common |
| Skull Bomb | 8 | Uncommon |
| Thawing Candle | 8 | Common |
| Frozen Lava of Pale Mountain | 9 | Common |
| Moonlit Spellgun (Moderate) | 9 | Common |
| Sparking Spellgun (Moderate) | 9 | Common |
| Frozen Lava of Mhar Massif | 11 | Common |
| Frozen Lava of Droskar's Crag | 13 | Common |
| Moonlit Spellgun (Greater) | 13 | Common |
| Sparking Spellgun (Greater) | 13 | Common |
| Frozen Lava of Ka | 15 | Common |
| Frozen Lava of Sakalayo | 17 | Common |
| Moonlit Spellgun (Major) | 17 | Common |
| Frozen Lava of Barrowsiege | 19 | Common |
| Blood Pack Squib | 2 | Uncommon |