|Packs and Bags||Illuminations|
|Outdoor Equipment||Medical Supplies|
|~ Beeswax (1 hour)||1 sp||—|
|~ Tallow (1 hour)||1 cp||—|
|~ Bright (1 hour)||1 gp||—|
|~ Cold (1 hour)||1 gp||—|
|~ Re-lighting (1 hour)||1 sp||—|
|~ Self Lighting||1 gp||—|
|~ Smoking (1 hour)||5 sp||—|
|~ Sparking (10 minutes)||5 sp||—|
|~ Standing (10 hours)||2 gp||10 lb.|
|Candle Molds||12 sp||5 lb.|
|~ Wood||4 sp||1/10 lb.|
|~ Brass||6 sp||1/4 lb.|
|~ Copper||8 sp||1/4 lb.|
|~ Iron||3 gp||1/2 lb.|
|Everburning torch||110 gp||1 lb.|
|Firewood (per day)||1 cp||20 lb.|
|Flint and steel||1 gp||—|
|Lamp, common||1 sp||1 lb.|
|~ Bullseye||12 gp||3 lb.|
|~ Hooded||7 gp||2 lb.|
|~ Paper||14 gp||1 lb.|
|Oil (1-pint flask)||1 sp||1 lb.|
|Sunrod||2 gp||1 lb.|
|Torch||1 cp||1 lb.|
|Wall Sconce||5 cp||1 lb.|
|Wicks, (per yard)||2 sp||—|
A candle dimly illuminates a 5-foot radius. Candles are typically made out of beeswax or tallow. Beeswax candles give off less natural scent than tallow and also can be easily scented with the application of herbs and oils.
Candle, Bright: A bright candle has a mix of alchemical ingredients in it, causing it to give off as much light as a torch. These candles last for thirty minutes rather than a full hour.
Candle, Cold: A cold candle looks like a normal candle, but instead of a wick it holds the same substance that fills a sunrod. It illuminates a five-foot radius and lasts for one hour. The candles burn underwater and do not give off any heat.
Candle, Re-lighting: A re-lighting candle cannot be put out by any means short of complete suffocation (such as submersion) after being lit. Anything else simply puts the candle out for one round, after which it re-ignites.
Candle, Self-Lighting: A self-lighting candle has an alchemical starter mixed in with the wick. By twisting the wick sharply it is possible to light the candle without the application of fire. A self-lighting candle is in every other way a normal candle.
Candle, Smoking: When lit, this candle produces thick colored smoke. The color of the smoke is determined when you buy the candle. This smoke does not provide any concealment bonus but it does look impressive.
Candle, Sparking: A sparking candle shoots out fist-sized balls of multicoloured sparks every thirty seconds to a minute. These candles clearly illuminate a five-foot radius and last for ten minutes. The sparks are harmless but might light particularly flammable objects at the Games Master’s discretion.
Candle, Standing: This six-foot tall, one-foot wide candle stands upright on any .at surface. It clearly illuminates a 25-foot radius and burns for 10 hours. The surface of a standing candle is often inscribed with runes, symbols and other markings that make it appear magical.
Ornamental or functional single candle holders that allow a person to leave a candle burning without fear of it catching surfaces on fire when it burns down. Candleholders allow a character to carry a candle without fear of getting burnt if the candle burns down low.
Everburning Torch: This otherwise normal torch has a continual flame spell cast upon it. An everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius.
Flint and Steel: Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.
Lamp, Common: A lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a 30-foot radius, and burns for 6 hours on a pint of oil. You can carry a lamp in one hand.
Lantern, Bullseye: A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand.
Lantern, Hooded: A hooded lantern clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand.
Lantern, Paper: Paper lanterns are cylinders of brass or copper that fold in half down the middle to 90° with a folding membrane of paper that acts as a diffuser for the lamp within. These lanterns provide clear illumination in a 20-foot cone and shadowy illumination out to a 40-foot radius in the direction the paper is oriented. They can be folded up for easy storage and transport. If dropped while lit, there is a 50% chance the paper will catch fire before the flame goes out.
Oil: A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.
You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.
Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.
Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.
Torch: A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40- foot radius. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.
Wall Sconce: Not something an adventurer would carry around, these items are built into the walls to mount torches or lanterns.