Item: Spark Wafer
Activate 1 (manipulate)
These wafers contain ground-up alchemical reagents that activate shortly after being snapped. First popularized by technicians in Absalom's Ivy Playhouse, they have spread throughout Golarion as an inexpensive way to add to the visual splendor of a show without relying on magic. When you activate a spark wafer, you bend the wafer, nearly snapping it in two, and then throw it at a corner of a square within 20 feet (all part of the same manipulate action). The wafer then releases a 10-foot-high column of sparks for 1 round. The sparks shed bright light in a 5-foot type:burst and dim light in the next 5 feet. Any creature that begins their turn in the burst takes 1d4 fire damage (DC 14 Basic Reflex save).
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.
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.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Alchemical Fuse | 1 | Common |
| Glow Rod | 1 | Common |
| Matchstick | 1 | Common |
| Searing Suture (Lesser) | 1 | Uncommon |
| Self-Immolating Note | 1 | Uncommon |
| Sparkler | 1 | Uncommon |
| Moonlit Spellgun (Minor) | 2 | Common |
| Sprite Apple (Golden) | 3 | Common |
| Sprite Apple (Pink) | 4 | Common |
| Moonlit Spellgun (Lesser) | 5 | Common |
| Sprite Apple (Chartreuse) | 5 | Common |
| Silver Crescent (Lesser) | 6 | Common |
| Sprite Apple (Teal) | 6 | Common |
| Moonlit Spellgun (Moderate) | 9 | Common |
| Searing Suture (Greater) | 9 | Uncommon |
| Overloaded Brain Grenade | 10 | Unique |
| Pyronite | 11 | Rare |
| Silver Crescent (Moderate) | 11 | Common |
| Moonlit Spellgun (Greater) | 13 | Common |
| Silver Crescent (Greater) | 16 | Common |