Emberyl
Description
Emberyls are a special type of ruby that can be found in various places around the world that have a special property in that they can store heat. Most might think to just use them to keep warm in cold places, which they are fantastic at doing, but they can also be used for a variety of crafting purposes, including magic item creation. For example, they can be used to create rings, brooches for a Cloak of Warmth, and many other things. Emberyls which have been enhanced by magic often simply give someone the ability to trap the heat inside and only use it when activated, transferring the heat slowly to the user, rather than simply remaining hot to the touch. These items are tossed onto a fire at night and during the day can provide the stored warmth throughout the day.
An easy way to determine how long an Emberyl will last is that if you leave one on the fire for 8 hours, you have 8 hours worth of heat. How long this stored heat actually lasts though is dependent on how quickly you decide to drain it. If you are in a colder environment, you may need to tap more of the stored heat faster to stay warm enough to survive.
Emberyls will only protect you from ambient temperatures, and will not give you any sort of protection against magical frost, for example.
Example D&D 5e Magic Item
The Traveler's Guide to Aellorah
Cloak of Warmth
Wondrous Item
Uncommon Abjuration
A simple cloak with an Emberyl gem in the cloak pin. The pin's simple enchantment will keep you warm on the coldest of days.
This cloak will keep you warm in the coldest environments, protecting you from the ambient cold in the air. It will not protect you from cold damage, and will drain faster the colder your environment.
The cloak does not recharge on its own and the pin must be placed near a source of heat. Simply tossing it on your campfire at night will fill it with enough energy to keep you warm for the entire day.
The cloak pin can store a maximum of 24 hours worth of heat. The time drains linearly unless you are in extreme environments. You can determine the rate your pin is being drained by the following:
- Level 3 - An average winter night. Temperatures below 30° F. Drains heat at a rate of 1 hour per hour.
- Level 2 - A harsh, freezing winter night. Temperatures below 0° F. Drains heat at a rate of 2 hours per hour.
- Level 1 - The harshest frozen environments. Temperatures below -30° F, no colder than -50° F. Drains heat at a rate of 3 hours per hour.
If you place the cloak pin in a place that is much hotter than a campfire, for example a forge, the Emberyl gem will remain intact and store the heat, but the cloak pin will melt, destroying the enchantment that transfers the heat to you. The cloak pin will always be cool to the touch even after picking it directly out of the fire.
(Your dungeon master can determine the level you should be draining your heat at. If you are wearing warm clothing, this rate can be slowed at your dungeon master's discretion.)
Cost: 400 gp
Weight: 4lb
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