Oil, Alchemist's Fire

Gray line

Source Core Rulebook

You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Alchemical Power Components

Source Adventurer's Armory

An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

This dwarven favorite can make fire spells last longer.

burning hands (M): One target that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
fireball (M): One target per caster level that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
flaming sphere (M): Any creature damaged by a flaming sphere catches on fire as if it has been struck by alchemist's fire.
Protection from Energy (M): If cast to ward against cold, increase the amount of cold damage absorbed by 5.
resist energy (M): If cast to ward against cold, increase the cold resistance to 12. At caster level 7th, you may use two flasks of alchemist’s fire as a power component to increase the cold resistance to 24. At caster level 11th, you may use three flasks as a power component to increase the cold resistance to 36.
scorching ray (F): Add a +1 circumstance bonus on your attack roll with all rays from the spell.
scorching ray (M): Any target damaged by a scorching ray catches on fire as if it has been struck by alchemist's fire.

Spells followed by an (M) expend the alchemical item as a material component

Spells followed by an (F) use the item as a focus and do not expend it.

In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.

Source Core Rulebook

Using Splash Weapons

Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)

You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.

You Miss: First, roll 1d8 to determine the misdirection of the throw.

1 - Falls short (straight line towards the thrower.)

2 through 8 - Count around the target creature or grid intersection in a clockwise direction.

Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.

Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares.

grey line

The Worlds of Mankind is owned and created by Mark John Goodwin

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.