Item: Everburning Coal
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 1d6×25 miles from your intended destination instead of 1d10×25 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.
Trait Effects
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 |
|---|---|---|
| Blazing Banner (Greater) | 12 | Uncommon |
| Flaming Star (Major) | 12 | Common |
| Ash Gown (Greater) | 11 | Common |
| Bloodburn Censer | 13 | Common |
| Eternal Eruption of Droskar's Crag | 13 | Common |
| Eternal Eruption of Mhar Massif | 11 | Common |
| Furnace of Endings (Major) | 13 | Uncommon |
| Sparkshade Parasol | 11 | Common |
| Fire-Jump Ring | 10 | Uncommon |
| Rhyton of the Radiant Ifrit | 14 | Common |
| Volcanic Vigor | 10 | Uncommon |
| Eternal Eruption of Ka | 15 | Common |
| Eternal Eruption of Pale Mountain | 9 | Common |
| Flaming (Greater) | 15 | Common |
| Furnace of Endings (Greater) | 9 | Uncommon |
| Volcanic Vigor (Greater) | 15 | Uncommon |
| Flaming | 8 | Common |
| Flaming Star (Greater) | 8 | Common |
| Globe of Shrouds | 8 | Common |
| Ash Gown | 7 | Common |