Explosive Charge

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Explosive Charge
Alchemy Level:3
Flag Required:None
Herbalism Required to Use:No
Production Requirements:3 Production Points, 3 Coins, Hermetic Rod, Alchemy Three

Explosive Charge

An Explosive Charge is a tiny bomb, capable of destroying the works of mundane locks. It is a single use item that will safely and automatically open a single mundane lock. Using an Explosive Charge has no effect on any potential traps however, and may even set off a trap if it was part of the locking mechanism. Players are encouraged to role-play the use of this admixture, warning others to stand back, etc.

Related Rules


The most common type of trap is a single step mechanism, which is a prop with some kind of tripwire type activator and a noisemaker. Trigger the noisemaker and you spring the traps effect, which should be noted somewhere on the trap. Trap effects are automatically assumed to hit the torso.

When a noisemaker goes off players should make a good inspection of the item for trap information before assuming the trap was simply a noisemaker. Only someone with the tinkerer skill may set or disarm a trap.

Magic Lock Spell

This will not open a magic lock

Categories: Alchemical Items | Level Three Alchemical Items | Items

Page last modified on May 02, 2017, at 12:40 PM
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