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Player > Weapon > Solarian Crystals > Photino crystal, minor
Damage: +1d4 F
Critical: Burn 1d4
In their travels, solar wisps sometimes shed portions of themselves, which cool rapidly into a glittering stream of beautiful bright-orange jewels called photino crystals that are used throughout the Pact Worlds (and beyond) as naturally occurring solarian weapon crystals. A few small starship crews make a dangerous living by following wisps— at a great distance—and waiting for this molting, scooping up the resulting jewels until their cargo holds are full, and then returning to a safer location to sort them by quality. Despite the danger inherent in collecting the gems, these solarian weapon crystals are widely available, especially in the sun's Burning Archipelago in the Pact Worlds; aboard the kasathan worldship the Idari; and in Fullbright, Verces's scorched, sun-facing hemisphere.
|Photino crystal, shard||1||110||+1 F||—||—||—||AA2 p.117|
|Photino crystal, least||4||1850||+1d2 F||Burn 1||—||—||AA2 p.117|
|Photino crystal, lesser||10||17000||+2d4 F||Burn 1d6||—||—||AA2 p.117|
|Photino crystal, standard||13||46000||+3d4 F||Burn 2d6||—||—||AA2 p.117|
|Photino crystal, greater||16||145000||+4d4 F||Burn 3d6||—||—||AA2 p.117|
|Photino crystal, true||19||495000||+6d4 F||Burn 4d6||—||—||AA2 p.117|
The target gains the burning condition.
You are on fire. As long as you have this condition, at the start of
your turn each round before you take any actions (or attempt the
Reflex saving throw described below), you take the listed amount
of damage as fire damage (or 1d6 fire damage, if no amount is
listed in the effect that causes burning). Fire damage from
multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you've attempted in consecutive rounds.
You can also automatically end this condition by jumping into enough water to douse yourself. If you don't have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.