Fu Water
Burnt fulu ashes float in this liquid, lending a distinctive red color and imparting it with a variety of purifying effects. Unlike many fulu items, fu water must be created using divine magic.
Activate ◆ Interact
Effect This potion functions as a bottle of holy water. Like holy water, you throw it as a Strike. It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the manipulate trait to the attack made with it.
Activate ◆ Interact
Effect You drink the fu water to counteract ailments within yourself. Attempt a counteract check with a +9 counteract modifier and a counteract rank of 3 against one effect that imposes the Confused, Fascinated, Frightened, or Stupefied condition. You are then Sickened 1.
Traits
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.
This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
A potion is a magical liquid activated when you drink it.
Some weapons and effects, such as alchemical bombs, have the splash trait. You don't add your Strength modifier to the damage roll for any thrown weapon with the splash trait (even if the item doesn't have the bomb trait). A splash weapon or effect deals any listed splash damage to the target on a failure, success, or critical success, and to all other creatures within 5 feet of the target on a success or critical success. On a critical failure, the weapon or effect misses entirely, dealing no damage. Add splash damage together with the initial damage against the target before applying the target's resistance or weakness. You don't multiply splash damage on a critical hit.