This viscous cool fluid solidifies when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's ice as an improvised weapon. On a hit, the target's speed is cut in half. A creature can end this effect by using its action to make a DC 10 Strength check to smash the ice.
If the creature fails to end the effect of alchemist's ice after 2 turns, the creature's movement speed is reduced to 0. If the creature fails to end the effect of alchemist's ice after 3 turns, the creature is considered incapacitated and it's AC increased by 5.
If a creature under the effect of alchemist ice is also effected by Alchemist's Fire (flask), the effects of alchemist's ice will end. If the effects of alchemist's ice are ended in this way, the target creature and every creature in a 20ft radius takes 4d8 force damage multiplied by the number of turns the target was effected by alchemist's ice (1 minimum and 3 maximum).
Notes: Damage, Utility, Combat, Consumable
Previous Versions
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10/10/2022 5:03:25 AM
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2
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1
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1.0
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Coming Soon
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