EHRYNN’S PERFECT MATCH
Aura strong conjuration and abjuration; CL 15th; Slot none; Price 24,000 gp; Weight negligible
DESCRIPTION
Ehrynn’s Perfect Match is a slender rod of gold approximately the length and width of a pencil, flat at one end and tapering to a point at the other. It is stored within a hollow tube carved from the thighbone of a Large creature, etched with ornate abjurative runes.
When the rod is withdrawn from its bone tube, a minute gate to the Plane of Fire opens at the tapered end, extruding a narrow, steady tongue of white-gold flame. The flame is nearly colorless at its core and devoid of smoke, sparks, or flicker. It burns continuously regardless of environmental conditions, including wind, rain, immersion in water, or burial in earth or sand.
The Perfect Match cannot be adjusted, dimmed, or extinguished by mundane or magical means. The only way to suppress its flame is to return the rod to its bone tube or to place it within an area that blocks planar effects (such as dimensional lock).
Activating or deactivating the Perfect Match requires a creature capable of physically manipulating magic items. Purely magical effects that cannot activate magic items (such as mage hand or unseen servant) cannot do so.
The Perfect Match does not deal damage as part of an attack and cannot be used as a weapon.
EFFECTS
Ignition
During the first round that the Perfect Match is lit, any easily flammable material (such as paper, dry wood, cloth, oil, or similar substances) brought into contact with its flame ignites immediately, catching fire as though exposed to an open flame.
Any unattended flammable object ignited by the Perfect Match burns as a normal fire, spreading to adjacent flammable materials and growing according to available fuel and environmental conditions.
Escalating Elemental Heat
Beginning on the second consecutive round that the Perfect Match remains lit, it deals 1 point of fire damage per round to any creature or object in direct contact with it. Each consecutive round thereafter increases this damage by 1 point per round, to a maximum of 30 points of fire damage per round.
This fire damage is incendiary. Any flammable creature or object damaged by it must succeed at a Reflex save (DC 15) or catch fire, following the standard rules for catching fire. Fire resistance and immunity apply normally, but this damage bypasses object hardness, representing direct exposure to elemental flame. It is sufficient to ignite, melt, scorch, or otherwise thermally damage objects, even if those objects would not normally burn.
Safety Disengagement
Once the damage reaches 30 points per round, an internal safety ward automatically disengages the planar aperture. The flame immediately ceases, and the Perfect Match begins to cool. During this cooling period, the damage it deals decreases by 1 point per round until it reaches 0. The Match does not reignite during this time.
Placing the Perfect Match back into its bone tube at any time immediately seals the planar aperture, extinguishing the flame and resetting the damage progression. When withdrawn again, the Match always begins at the ignition stage.
BONE TUBE
The bone tube continuously suppresses extraplanar effects originating from the Perfect Match alone. This functions as a permanent, item-specific abjuration effect equivalent to dimensional lock for the purposes of containing the Match, but it has no effect on other extraplanar creatures or magic.
The bone tube is required for safe storage of the Perfect Match. Placing the rod in any other container does not extinguish it unless that container is similarly warded against planar effects.
CONSTRUCTION
Requirements Craft Wondrous Item, gate, dimensional lock, resist energy; Cost 12,000 gp
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