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Bottled Sunlight (Moderate)Weapon 4

Source Pathfinder Book of the Dead
Damage 2d4 Positive (plus 2 splash damage)
Type Simple
Range 10 feet
Price 20 gp
Weight light

Activate One Action Interact

This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet).

During this hour, it can be thrown like a bomb. This requires a single action to Activate with a Strike, like other bombs, and deals the damage below. If it's not thrown within an hour of the first activation, it defuses harmlessly and is consumed.

The bomb deals 2d4 positive damage and 2 positive splash damage, as well as 2d4 additional fire damage. As normal, positive damage harms only undead and other creatures with negative healing. Undead with a particular vulnerability to sunlight (such as vampires or wraiths) take the maximum amount of positive damage from bottled sunlight (2 instead of 2d4). For any ability that depends on the number of weapon dice bottled sunlight has, count only the positive damage dice.



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 alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects.


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.


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.


Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy.


When you use a thrown weapon with the splash trait, you don't add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure), the target of the attack still takes the splash damage. Add splash damage together with the initial damage against the target before applying the target's weaknesses or resistances. You don't multiply splash damage on a critical hit.