Word Bottle
Aura: moderate evocation
CL: 7th
Slot: none
Price: 1,500 gp
Weight: 1 lb.
Construction Requirements: Craft Wondrous Item, imbue with spell ability Other Items 6 Artifacts and B lood sprayed as the snake-thing’s headless neck thrashed wildly, turning the swamp water a pale pink. Yet even as Amiri watched, the stump scabbed over and began to stretch and expand, extruding new tendrils of flesh. Within moments, two new heads were hissing down at her, each smaller than the original but no less vicious. “It’s a hydra!” Ezren shouted from the safety of the trees. “You have to burn the stumps! Get out of there and let me torch it!” “Not just yet,” Amiri called back, hefting her new sword. The gems inset along its enormous blade glowed red with bloodlust, pulsing in time with her pounding heart. “I’m just starting to get a feel for this thing...”; Cost 750 GP
Source: Ultimate Equipment
Description
This fragile glass flask encloses a single scrap of worn parchment held in place by a taut metal wire threaded through its cork stopper. As a full-round action, a spellcaster can cast a targeted language-dependant spell of 3rd level or lower into the flask as a full round action, which covers the parchment with magical writing and charges the flask with power. The flask cannot be used with spells that have a casting time longer than 1 full round. Any of the spell’s variables that are determined by its caster (such as commands given to the spell’s target) are decided when the spell is cast into the bottle.
The charged flask can be thrown as a splash weapon with a range increment of 10 feet. The flask shatters and is destroyed upon impact, releasing the stored spell. A creature struck by the flask is subject to the effects of spell contained within, just as if it had been the target of the spell. Creatures within 5 feet of the flask when it breaks hear whispery echoes of the spell’s words and are also subject to its effects, though they receive a +5 bonus on their saves to resist the spell. If the spell does not ordinarily allow a save, creatures caught in the splash radius may still make a Will save to negate it (with the +5 bonus).
