Holy Water

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Holy Water
Alchemy Level:1
Duration:Instant
Range:Tag Bag
Flag Required:Person
Herbalism Required to Use:No

Holy Water

A thrown alchemical that calls for disengage undead

Detailed Information

Disengage Calls

The disengage call prevents it's victims from attacking or otherwise acting in a hostile manner towards the source of the call.

When struck with a disengage effect, a target cannot make any attacks against the disengage call's source for one minute. The target is also afflicted with a mild compulsion to avoid approaching the source of the call. The target should be focused on always staying at least five feet apart.

During this time the person affected by disengage is free to attack other people or take other actions. They do not forget that a hostile effect has been used on them.

If at any time the source of the disengage attacks the target or moves within five feet of the target with an unsheathed weapon or active spell tag bag, the disengage effect is broken. The target is now free to once again attack the source if they wish. Due to the compulsion to avoid the source a target can't break the effects of disengage simply by moving towards the source with an unsheathed a weapon or active spell.

The disengage call never inflicts damage.

Unless modified by another call (such as poison) disengage is a compulsion spell effect. Compulsion spells do not count as compulsion spells if there is a type listed, such as dominate undead.

Thrown Poisons

A thrown poison is a type of consumable alchemical item that represents a small breakable vial being hurled at an enemy. To use a thrown poison the prop to represent the poison must be "at hand", easily reachable. As long as this is the case you may use a tag bag to make the attack described by the item. After this is done make sure you remember to destroy the piece of paper that represents the item, it was used when you "threw" it at your opponent in character.

Each item's call determines what rules it follows. So a thrown item that calls for 4 nature damage counts as a spell, even if it comes from an alchemical, because there is no way to distinguish the source of the call for the person getting hit.

A shield may fully block any attack that makes the poison call, preventing any effect to the bearer.

Blade poisons, ingested poisons, and thrown poisons all require the herbalist skill to use. If a character attempts to use any of these types of alchemy compounds they fail to use the item successfully and suffer the effects as if the item were used on them.

Categories: Items | Alchemical Items | Level 1 Alchemical Items

Page last modified on August 25, 2022, at 08:19 PM
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