Item: Phoenix Cinder
Activate 1 (manipulate)
An incandescent, multipronged crystal the color of dying fire, a phoenix cinder gives off pleasant warmth and a sense of peace. A low, soft chirruping around the crystal invokes the idea of using fire to cleanse and protect. The crystal offers this power to anyone who touches it. A partaker must be willing to gain the boon's effects.
Stage 1 (1 Week) The first time you enter this stage from a particular phoenix cinder, you are affected as if by Regenerate.
For 3 days after taking in the cinder, you are immune to fire. While in this stage or higher, you have fast healing equal to half your level, as well as resistance to fire damage equal to half your level. You gain a +1 circumstance bonus to saving throws (or any other defense) against fire. Treat the outcome of any saving throw you roll against fire effects as one step better. You can cast Ignition as an innate spell, and you have access to the following activation.
Activate 1 (concentrate, fire)
Frequency once per day
Effect You wreathe yourself in flame for 1 minute. Adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire. You can Dismiss the activation.
Stage 2 (1 Month) You can use the activation once per hour. Always feverish and flushed, you feel as if temperatures lower than sweltering are cold. Reduce your current and maximum Hit Points by 2 × your level, and you have a weakness to cold damage equal to half your level. You have urges to burn and use fire when you can. When confronted with the opportunity to do so, you must succeed at a Will save to avoid it. Doing so once after each time you roll initiative is enough.
If you die at this stage or higher, your body burns from the inside out over 1d4 rounds, reducing you to fine ash. Anything flammable on you is destroyed. A phoenix emerges from your remains, but doesn't have the holy trait and is interested more in selfish pursuits and spreading fire than kindness. You also attempt a DC 8 Flat; on a failure, the phoenix gains the unholy trait, and also thirsts for vengeance against the little beings like the one who dared to use its power for a time.
Stage 3 (1 Month) You now have fast healing equal to your level but reduce your current and maximum Hit Points by 4 × your level, rounded up, instead of 2 × your level. Also, you have a weakness to cold damage equal to your level and a weakness to holy equal to half your level. You can use the activation you previously gained once per minute, but you can no longer Dismiss it. Whenever you drop to 0 Hit Points, a flame strike erupts from a randomly chosen point on the edge of your space.
Stage 4 You die.
Purging You must collect the remains of a phoenix of your level or higher who has been unable to self-resurrect, compressing the remains with powdered diamonds, opals, and rubies worth 75 gp × your level into an egg. You can then use Divine Immolation as if you dropped to 0 Hit Points during this boon's stage 3. If you do so, the phoenix whose remains you collected is reborn as if it used its Self-Resurrection, and the phoenix cinder's effects end on you.
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.
Primal: This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Frozen Lava of Ka | 15 | Common |
| Frozen Lava of Sakalayo | 17 | Common |
| Moonlit Spellgun (Major) | 17 | Common |
| Bower Fruit | 13 | Rare |
| Frozen Lava of Barrowsiege | 19 | Common |
| Frozen Lava of Droskar's Crag | 13 | Common |
| Moonlit Spellgun (Greater) | 13 | Common |
| Panacea Fruit | 19 | Rare |
| Sparking Spellgun (Greater) | 13 | Common |
| Frozen Lava of Mhar Massif | 11 | Common |
| Pyronite | 11 | Rare |
| Overloaded Brain Grenade | 10 | Unique |
| Frozen Lava of Pale Mountain | 9 | Common |
| Moonlit Spellgun (Moderate) | 9 | Common |
| Searing Suture (Greater) | 9 | Uncommon |
| Sparking Spellgun (Moderate) | 9 | Common |
| Skull Bomb | 8 | Uncommon |
| Thawing Candle | 8 | Common |
| Frozen Lava of Blackpeak | 7 | Common |
| Frozen Lava | 5 | Common |