Liquid Ice
Source Advanced Player’s Guide
Also known as ‘alchemist’s ice,- this sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.
Create: Craft (alchemy) DC 25
Alchemical Power Components
Source Adventurer’s Armory
Liquid ice augments cold magic.
- Cone of Cold (M): The spell deals +1 point of damage per caster level.
- Gentle Repose (M): The spell’s duration increases to 2 days per level.
- Ray of frost (F): The spell deals +1 point of damage.
- Ray of frost (M): The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage.
- Protection from Energy (M): If cast to ward against fire, increase the amount of fire damage absorbed by 5.
- Resist energy (M): If cast to ward against fire, increase the fire resistance to12. At caster level 7th, you may use two jars of liquid ice as a power component to increase the fire resistance to 24. At caster level 11th, you may use three jars as a power component to increase the fire resistance to 36.
An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.
- Spells followed by an (M) expend the alchemical item as a material component;
- Spells followed by an (F) use the item as a focus and do not expend it.
In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.