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Silver Crescent (Lesser)Consumable 6


AlchemicalConsumableLightLozenge
Source Pathfinder Treasure Vault (Remastered)
Type Other
Price 35 gp
Weight negligible

Activate 1 (manipulate)


A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain a +1 item bonus to saving throws against olfactory effects. While shedding this light, you can't be Concealed if you're visible, and if you're Invisible, you're concealed instead rather than being undetected.

Effect: Silver Crescent


Secondary Effect 2

Effect A ray of light descends on a 5-foot square of your choice within 120 feet. Any creature in that space takes 4d6 vitality with a DC 20 reflex and is Dazzled until the end of its next turn on a failed save. This is treated as silver for the purposes of weaknesses, resistances, and the like. The silver crescent becomes inert.

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.

Alchemical

Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren't magical and don't radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.

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.

Lozenge

You Activate an alchemical lozenge by putting it in your mouth. It stays there, slowly dissolving and releasing its ingredients over time. You can bite a lozenge for a secondary effect. The action this takes is noted in the item. As soon as this secondary effect is over, the lozenge is used up and its benefits for you end. You can drink elixirs, potions, and beverages with a lozenge in your mouth, but you can't benefit from more than one lozenge at a time. If you have two lozenges in your mouth at the same time, both become inert. You can also spit out a lozenge as a single action to end its effect and make it inert. A lozenge dissolves due to its alchemical ingredients, so it typically still works even if you don't have saliva.