Goods and Services

The following goods and services are available in the Beyond Empires setting.

Spellshard, Estherian
An Estherian spellshard is a specially-prepared skyshard that is used to store spells, rather than writing them into a spellbook. A spellshard is about a foot long and three inches across, and holds the equivalent of 100 pages of spells. Imprinting a spell into a spellshard takes an hour per spell level and requires the wizard to cast arcane mark. This unusual use of arcane mark requires a material component of powdered silver worth, the cost of which is equal to (spell level² x 10 gp; 5 gp for 0-level spells). Once this process is complete, the wizard can concentrate on the shard to bring any spell stored in it into focus; the spell appears as silvery writing within the shard.

Nadawa
These large, desert-dwelling lizards are popular mounts and beasts of burden in the Sea of Dust and Mihmet. They are relatively docile by nature, but can be trained for combat. For more information, see their Bestiary entry.

Alchemist's Frost
Alchemist's frost is a thin liquid that grows extremely cold when exposed to air. You can throw a flask of alchemist's frost as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d8 points of cold damage, and every creature within 5 feet of the point where the flask hits takes 1 point of cold damage.

Alchemist's Spark
Alchemist's spark combines two substances that react violently when mixed. A flask of alchemist's spark has two compartments that keep the two components separate; throwing the flask shatters it and allows the substances to mix, releasing a powerful electirical discharge. You can throw a flask of alchemist's spark as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d8 points of electricity damage, and every creature within 5 feet of the point where the flask hits takes 1 point of electricity damage.

Fuse Grenade
This hollow clay or iron container holds a small charge of black powder and a fuse. Timer or impact fuses can be used; timer fuses can be cut to any number of rounds (typically 1-3), after which point the grenade explodes, while impact fuses detonate as soon as the grenade strikes a surface. Lighting the fuse is a move action.

A fuse grenade deals 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). You throw a fuse grenade as if it were a splash weapon. Crafting a fuse grenade is a DC 25 Craft (alchemy) check.

Pellet Grenade
This variant of a fuse grenade has most of the black powder replaced with metal pellets. When it explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves).

A typical pellet grenade uses iron pellets, but they can instead be packed with silver, cold iron, or adamantine, bypassing damage reduction as appropriate to that material type. Like ammunition, the pellets are destroyed after one use. Crafting a pellet grenade is a DC 25 Craft (alchemy) check.