Item: Ice Forge

Level11
Rarity
Rare
Price1300 gp
UsageOther
PublicationPathfinder Adventure Path: Gatewalkers

While many of the magical wonders created by saumen kar have been destroyed, ice forges, while rare, still see use today among the few individuals who manage to discover and keep one of these portable treasures. When an ice forge isn't activated, it appears to be a small anvil carved from a lump of ice no larger than an apple. While in this state, the ice forge remains cold to the touch but doesn't melt in the presence of high temperatures. It can be used to chill a beverage in a small container, although those who venerate and respect these items' legacy would doubtless find this use to be insulting at best.


Activate—Expand Forge 3 (concentrate, manipulate)

Effect You toss the ice forge onto the ground, and it immediately expands in size, transforming into a fully functional forge that appears to be made of solid ice. Expanded, the ice forge is 10 feet square and 10 feet high. While the forge itself is cold to the touch, it won't melt in higher temperatures, nor will it cause harm to someone who remains in contact with the chill surface for an extended period of time. The forge can be used to work metal as a normal forge (although fuel must be provided)—the heat created by its use does no harm to the ice forge, nor does it transmit to the surface it sits upon, making an ice forge an ideal solution for those who seek to use forges in areas where open flames or smoke would be dangerous.

You can return an ice forge to its handheld anvil form by spending a single action to issue a verbal command, which has the auditory trait. Doing so immediately snuffs out any fire within the forge and leaves behind unused material or ashes. Once deactivated, the forge can't be activated again for 4 hours.


Activate—Ice Sculpture 1 minute (concentrate, manipulate)

Requirements The ice forge is in forge form

Frequency once per day

Effect The ice forge casts Creation (heightened to 5th rank) to your specifications.


Trait Effects

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.

Structure: A spell, item activation, or ability with the structure trait creates a magical building or other structure. The structure must be created on a plot of land free of other structures. The structure adapts to the natural terrain, adopting the structural requirements for being built there. The structure adjusts around small features such as ponds or spires of rock, but it can't be created on water or other nonsolid surfaces. If created on snow, sand dunes, or other soft surfaces with a solid surface underneath, the structure's foundation (if any) reaches the solid ground. If the structure is on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a DC 3 flat check each day; on a failure, the structure begins to sink or collapse. The structure doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the structure when it's created ends up unharmed inside the complete structure and always has a clear path of escape. A creature inside the structure when the effect ends isn't harmed, and it lands harmlessly on the ground if it was on an upper level of the structure.


Related Items