Clocktinder
From P6 Spheres
< Equipment
| Main > Equipment > Alchemy > Tools > Clocktinder |
| Cost | Weight |
|---|---|
| 2 gp | - |
Benefit: A clocktinder looks very much like a tindertwig and functions similarly.
However, rather than bursting into flame, a piece of clocktinder struck against a hard surface merely smolders slowly from top to bottom — a process that takes 10 rounds — then finishes with a burst of flame at the end of that time.
It’s possible to tie multiple clocktinders together so the first sets off the second, the second sets off the third, and so on. Shorter times can be achieved by cutting a clocktinder into a shorter stick. Changing the number of rounds one or more section of clocktinder will burn requires a DC 10 Craft (alchemy), Craft (traps), or Disable Device check. (If the total time is more than a minute of delay, the DC increases to 15). If the check fails by 4 or less, the clocktinder burns to an end 1d12 minus 1d6 rounds early (minimum 1). If it fails by 5 or more, the clocktinder fizzles out prior to reaching the end of its burn.
Wrapping the far end of a piece of clocktinder to a vial of alchemist’s fire, boompot, dragonrod, or fog bomb sets off the attached device when the clocktinder bursts into flame.
COPYRIGHT NOTICE
Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.