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Alchemical FuseConsumable 1

Source Pathfinder #179: Cradle of Quartz
Price 3 gp
Weight light

An alchemical fuse is a length of treated cord that can be used to time the detonation of an alchemical bomb or a stick of pyronite, or simply as a timer—at the GM's option, fuses can be used as timers to trigger other devices that can be triggered with a single appropriate action, as well.

Activate One Action Interact

Effect You attach the alchemical fuse to an alchemical bomb, stick of pyronite, or other device that can be triggered by a fuse. Alternately, you can attach one fuse to another to extend its burn time by 1 round.

Activate One Action Interact

Effect You light the alchemical fuse with an adjacent fire source or a fire source that you hold in a hand. If you have a tindertwig in your other hand, you can activate the tindertwig and use it to light a fuse with the same Interact action. A lit fuse takes 1 round per attached fuse to burn down. During the round that the fuse runs out, the device to which the fuse has been attached explodes or otherwise activates at the end of your turn. For a bomb, this deals splash damage, and for pyronite, it deals pyronite's normal damage. An alchemical fuse burns underwater or in up to moderate wind.

Activate One Action Interact

Effect You extinguish the fuse.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren't magical and don't radiate a magical aura.


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. When a character creates consumable items, they can make them in batches of four.


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 magical connection to that element.