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Daybreak AmmunitionAmmo 3


ConsumableLightMagical
Source Pathfinder Impossible Magic
Price 10 gp
Weight light

Ammunition any

Activate 1 (manipulate)


The bronze inlays of daybreak ammunition glow noticeably, even under direct sunlight. When activated daybreak ammunition hits a target, the missile flares with an aura of bright light in a 10-foot emanation from the target for 1 round. Each creature in the area must attempt a DC 18 fortitude save. Creatures with darkvision take a –2 circumstance penalty to this save.

Success The target is unaffected.

Failure The target is Dazzled for 1 round.

Critical Failure The target is Blinded for 1 round.

Effect: Daybreak Ammunition

Traits

Common

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.

Consumable

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.

Light

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.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.