Item: Bottled Sunlight (Major)
Activate 1 Interact
This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet).
During this hour, it can be thrown like a bomb. This requires a single action to Activate with a Strike, like other bombs, and deals the damage below. If it's not thrown within an hour of the first activation, it defuses harmlessly and is consumed.
The bomb deals 4d4 vitality damage and 4 vitality splash damage, as well as 4d4 additional fire damage. As normal, vitality damage harms only undead and other creatures with void healing. Undead with a particular vulnerability to sunlight (such as vampires or wraiths) take the maximum amount of vitality damage from bottled sunlight (16 vitality instead of 4d4). For any ability that depends on the number of weapon dice bottled sunlight has, count only the vitality damage dice.
Trait Effects
Alchemical: Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren’t magical and don’t radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.
Bomb: An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other 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.
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.
Splash: Some weapons and effects, such as alchemical bombs, have the splash trait. When you use a weapon or effect with the splash trait, you don’t add your Strength modifier to the damage roll. A splash weapon or effect deals any listed splash damage to the target on a failure, success, or critical success, and to all other creatures within 5 feet of the target on a success or critical success. On a critical failure, the weapon or effect misses entirely, dealing no damage. Add splash damage together with the initial damage against the target before applying the target’s resistance or weakness. You don’t multiply splash damage on a critical hit.
Vitality: Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy. These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Bomb: Increase the radius of the bomb's splash damage (if any) to 10 feet.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Bottled Sunlight (Greater) | 12 | Common | 3d4 |
| Bottled Sunlight (Moderate) | 4 | Common | 2d4 |
| Bottled Sunlight (Lesser) | 2 | Common | 1d4 |
| Alchemist's Fire (Major) | 17 | Common | 4d8 |
| Ghost Charge (Major) | 17 | Common | 4d8 |
| Redpitch Bomb (Major) | 17 | Rare | 4- |
| Star Grenade (Major) | 17 | Uncommon | 4d8 |
| Tallow Bomb (Major) | 17 | Uncommon | 0- |
| Alchemist's Fire (Greater) | 11 | Common | 3d8 |
| Ghost Charge (Greater) | 11 | Common | 3d8 |
| Redpitch Bomb (Greater) | 11 | Rare | 3- |
| Star Grenade (Greater) | 11 | Uncommon | 3d8 |
| Tallow Bomb (Greater) | 11 | Uncommon | 0- |
| Alchemist's Fire (Moderate) | 3 | Common | 2d8 |
| Dwarven Daisy (Moderate) | 3 | Uncommon | 2d6 |
| Ghost Charge (Moderate) | 3 | Common | 2d8 |
| Redpitch Bomb (Moderate) | 3 | Rare | 2- |
| Star Grenade (Moderate) | 3 | Uncommon | 2d8 |
| Tallow Bomb (Moderate) | 3 | Uncommon | 0- |
| Alchemist's Fire (Lesser) | 1 | Common | 1d8 |