Item: Flask of Elemental Water
Activate 1 Interact
While the elemental once imprisoned in this flask has long departed, some of its energy is still contained within, ready to be released when the flask is broken. You activate a flask of elements by removing a wax seal from the stopper. If you or anyone else hurls the flask (another Interact action), it explodes where it lands. Your toss can place the center of the explosion—a 20-foot burst—anywhere within 60 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the flask by the start of your next turn, it shatters harmlessly. The effect of the explosion depends on the type of flask.
The flask explodes in a thick cloud that unleashes a downpour, which has the water trait. Creatures within the area take 3d6 bludgeoning damage with a DC 23 Basic Reflex save. The rain extinguishes all non-magical fires in the area, and the ground becomes a Quicksand hazard as large as the area.
Trait 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.
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.
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