e Acid flask

Acid
(flask)

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Source
Core Rulebook

You can throw a flask of
acid as a splash weapon with a range increment of 10 feet.

A direct hit deals 1d6
points of acid damage. Every creature within 5 feet of the point where the acid
hits takes 1 point of acid damage from the splash.


Alchemical
Power Components

Source
Adventurer’s Armory

A common flask of
acid has many uses as an alchemical power component, particularly with
attack spells.

acid
arrow
(M):
The spell’s acid lasts 1 round longer than normal.

Acid Fog (M):
The fog’s radius and height increase by 5 feet.

acid
splash
(F):

The spell deals +1 point of damage.

acid
splash
(M):

The spell lasts 1 round longer than normal.

dispel
magic
(M):
Using acid as a material component while attempting
to dispel or counterspell a spell or effect with the earth subtype gives
you a +2 bonus on your dispel check. This bonus applies whether you are
using dispel magic, greater
dispel magic, or some other spell that you can use for counterspelling
(for example, if you have the Improved Counterspell feat).

grease (M):
The grease is acidic and deals 1 point of acid damage per round to any
creature in the area or holding the greased object.

Wall of Ice (M):
For each flask of acid used as a power component, you may designate one
10-foot square of ice wall that, if broken through, deals 1d6 acid damage
in addition to the normal cold damage.

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.

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.



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.

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