This sealed flask contains a blend
of alchemical ingredients that mimics sunlight when set
aflame, as well as phosphorus to ignite the mixture when
the flask is broken.
A flask of alchemical sun fl ash can be thrown as a splash
weapon (PH 158). Treat this attack as a ranged touch attack
with a range increment of 10 feet. A direct hit deals 1d6 points
of fire damage, and 1 point of splash damage to creatures in
adjacent squares. In addition, the ignited mixture releases
a flash of brilliance akin to pure daylight for 1 second. The
flash illuminates a 10-foot radius around the point of impact;
it provides bright light to a distance of 100 feet.
Creatures with light sensitivity, aversion to daylight, or
light blindness within the area of the flash are dazzled for 1
round. Vampires and creatures that are powerless in sunlight
can take only single move actions or standard actions on their
next turn if they are caught in the flash.
Multiple flashes over subsequent rounds can prolong
these effects described. However, two successive flashes do
not destroy vampires as natural sunlight would, but merely
hold them to single actions for 2 rounds.