Item: Sparkshade Parasol
This large magical parasol shields you from the heat in hot environments, no matter whether the heat comes from above, like the beating sun, or below, like roiling lava. While holding the sparkshade parasol, you gain resistance 10 to fire and are protected from mild, severe, and extreme environmental heat.
Activate—Parasol's Protection R (manipulate)
Trigger You're targeted by or inside the area of an effect that deals fire damage
Frequency once per 10 minutes
Effect You hold your parasol between yourself and the incoming flames, gaining fire resistance 20 against the triggering effect. (This applies only to any damage the effect deals.) For the next 1 minute, flames dance harmlessly along the parasol's brim, letting you use Parasol's Pyrotechnics.
Activate—Parasol's Pyrotechnics 2 (concentrate, manipulate)
Requirements Flames are dancing on the sparkshade parasol due to you using Parasol's Protection
Effect You release captured flames out from your parasol, shooting fire in a 30-foot line. Each creature in the line takes 10d6 fire damage (DC 28 Basic Reflex save). This activation loses its charge.
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.
Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
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 |
|---|---|---|
| Ash Gown (Greater) | 11 | Common |
| Fire-Jump Ring | 10 | Uncommon |
| Volcanic Vigor | 10 | Uncommon |
| Furnace of Endings (Greater) | 9 | Uncommon |
| Furnace of Endings (Major) | 13 | Uncommon |
| Ash Gown | 7 | Common |
| Volcanic Vigor (Greater) | 15 | Uncommon |
| Furnace of Endings | 5 | Uncommon |
| Smoke Veil | 3 | Common |
| Furnace of Endings (Lesser) | 2 | Uncommon |
| Aeon Stone (Flickering) | 11 | Uncommon |
| Alchemist Goggles (Greater) | 11 | Common |
| Armory Bracelet (Greater) | 11 | Common |
| Bewitching Bloom (Purple Iris) | 11 | Common |
| Blazons of Shared Power (Greater) | 11 | Common |
| Boots of Dancing | 11 | Rare |
| Boots of Elvenkind (Greater) | 11 | Common |
| Boots of Free Running (Moderate) | 11 | Uncommon |
| Bravery Baldric (Flight) | 11 | Common |
| Bravery Baldric (Greater Healthful) | 11 | Common |