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Primordial FlameEquipment 23


UniqueArtifactCursedEvocationFireLightMagical
Source Pathfinder #176: Lost Mammoth Valley
Weight 1 bulk

Created by the Kellid goddess Sister Cinder to lead her believers out of the Age of Darkness, this hand-held lamp is constructed from animal bone, hide, and sinew, and it contains an eternal flame that requires neither fuel nor oxygen to burn. The lamp's flame can be covered or hidden, but it can't be smothered or quenched. While uncovered, the Primordial Flame sheds bright light in a 100-foot radius (and dim light for the next 100 feet). If the light passes through an area of magical darkness or targets a creature affected by magical darkness, the Primordial Flame attempts to counteract the darkness with a counteract level of 10 and a counteract modifier of +35.

The presence of the Primordial Flame alters the surrounding environment, changing weather patterns, temperature, climate, and even seasons. Within a 10-mile radius of the Primordial Flame, the temperature remains 70° F (21° C) during the day and 60° F (16° C) at night. The weather is calm and free from extreme weather conditions (such as blizzards, hail, thunderstorms, and tornadoes), and the sky remains clear. Plants in the area flourish as if they were receiving optimal sunlight, water, and nutrients for their species, despite the lack of precipitation. If the Primordial Flame remains in the same region for an extended time, the area of this effect increases (typically by 1 mile each year, though terrain and other factors might alter this limit). During the time Venexus carried the Primordial Flame, its environmental reach expanded to cover the entirety of Lost Mammoth Valley.

Cursed The Primordial Flame was cursed by Syarstik Painted-Tiger, the guardian spirit of Red Cat Cave. As long as it remains cursed, a creature that holds the Primordial Flame can't willingly give up possession. A creature that has held the Primordial Flame and no longer has it in their possession is wracked with mental anguish, becoming Clumsy 4, Enfeebled 4, Stupefied 4, and Fatigued; these conditions can't be reduced or removed until the creature regains possession of the Primordial Flame or the curse is removed. The curse can be removed only by avenging Syarstik.


Activate Three Actions command, Interact

Frequency once per week


Effect The Primordial Flame's light intensifies, shedding bright sunlight in a 10-mile radius (and dim light to the next mile) for 1 hour. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, the Primordial Flame attempts to counteract the darkness with a counteract level of 10 and a counteract modifier of +35.


Activate Two Actions command, Interact

Frequency once per day


Effect The Primordial Flame casts a 7th-level Sunburst spell. If you can cast spells higher than 7th level, the Primordial Flame automatically heightens sunburst to half your level rounded up.


Activate Two Actions command, Interact


Effect The Primordial Flame casts a 5th-level Produce Flame spell. If you can cast spells higher than 5th level, the Primordial Flame automatically heightens produce flame to half your level rounded up.


Destruction If used to slay a herald of Sister Cinder while on the Shadow Plane, the Primordial Flame is destroyed.

Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Cursed

An item with this trait is cursed to cause trouble for its owner. A curse isn't detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can't be discarded once they've been triggered or invested the first time. The item can be removed only if the curse is removed.

Evocation

Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.

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 magical connection to that element.

Light

Light effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school 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.