Magic Items/Powder
Main > Magic Items |
Item | Price | Weight |
---|---|---|
Dust of Rapid Growth | 250 gp | — |
Dust of Tracelessness | 250 gp | — |
Dust of Confounding Scent | 300 gp | — |
Escape Dust | 300 gp | — |
Dust of Darkness | 600 gp | — |
Storyteller's Dust | 600 gp | — |
Assassin's Dust | 750 gp | — |
Dust of Emulation | 800 gp | — |
Patient Flame | 800 gp | — |
Dust of Dryness | 850 gp | — |
Steeleater Dust | 850 gp | — |
Dust of Flight | 1,000 gp | — |
Dust of Illusion | 1,200 gp | — |
Dust of Acid Consumption | 1,600 gp | — |
Dust of Appearance | 1,800 gp | — |
Item | Price | Weight |
---|---|---|
Restoration Dust | 2,000 gp | — |
Getaway Dust | 3,000 gp | — |
Dust of Weighty Burdens | 3,600 gp | 3 lb. |
Assassin's Dust
This fine dust causes bare skin that it comes in contact with to burn and tingle.
Assassin’s dust comes in a small vial suitable for treating eight Small corpses, four Medium corpses, or one Large corpse. A skeletal corpse counts as half a corpse of its size.
This dust has no effect on living or undead creatures.
Dust of Acid Consumption
If it is thrown into acid, a volume of as much as 10 gallons is instantly transformed into nothingness, and the dust becomes a marble sized pellet floating or resting where it was thrown.
If this pellet is hurled, it breaks and releases the same volume of acid, dealing 1d6 points of acid damage per gallon absorbed into the pellet (maximum 4d6), affecting all creatures within a 30-foot radius of its point of impact. This is a splash weapon.
If the dust is used against an ooze that deals acid damage with its attacks, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the ooze even if its saving throw succeeds.
Dust of Appearance
This powder appears to be a very fine, very light metallic dust. Dust of appearance is typically stored in small silk packets or hollow bone tubes.
A creature coated with the dust takes a –30 penalty on its Stealth checks.
The dust’s effect lasts for 5 minutes.
Dust of Confounding Scent
An object or creature coated with this purple dust completely ceases to give off any smell or scent. Attempting to locate such a creature using scent is impossible. A tracker attempting to locate a scentless creature is instead positive that his quarry has headed in another direction entirely.
The tracker may follow the false scent for 1d4 miles before the false scent is lost.
Dust of Darkness
This shimmering black dust causes one creature to be coated in a layer of darkness for 1 minute.
In normal light, the creature gains concealment (20% miss chance). In dim light, the creature gains total concealment (50% miss chance). It has no effect in areas of bright light or darkness (though in bright light, a viewer can make a DC 20 Perception check to notice the target is slightly shadowed).
Creatures with darkvision see through the dust’s darkness as if it were normal darkness.
The dust dispels and counters the outlining effects of glitterdust, but doesn’t affect the spell’s blinding effects. Glitterdust dispels and counters the effects of the dust of darkness.
Dust of Dryness
This special dust has many uses.
If it is thrown into water, a volume of as much as 100 gallons is instantly transformed into nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown.
If this pellet is hurled, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids.
If the dust is employed against an outsider with the elemental and water subtypes, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the creature even if its saving throw succeeds.
Dust of Emulation
A creature coated with this glittering golden dust can interact with any one item or object as if she had successfully used the Use Magic Device skill to emulate a class feature or race (if the exact result of the check matters, treat the character’s result as a 25).
If the user of the dust does not mentally select the intended item or object while coating herself with the dust, the magic of the dust applies to the first eligible object she encounters.
She can apply the result of this automatic check when dealing with the item or object for 1 hour after exposure to the dust.
Dust of Flight
An inanimate object coated with this shimmering yellow dust gains some semblance of life and the ability to fly. The object is entirely under the control of the creature who sprinkled it with dust, and will follow the creature’s verbal commands in any language.
A single use of dust is enough to cover a single object which can fit entirely into a 5ft. by 5ft. by 5ft. cube – such as a chair, a broomstick, a small table, or a rolled up rug. The animated object can carry up to 500 pounds. Multiple uses of the dust may be applied to cover larger objects.
The effects of the dust dissipate without warning in 2d12 hours, often catching its user by surprise.
Dust of Illusion
This unremarkable powder resembles chalk dust or powdered graphite. When stared at, however, the dust changes color and form.
The glamer lasts for 2 hours.
Dust of Rapid Growth
This thick and earthy powder mimics rich dirt in every visual and tactile respect.
Dust of rapid growth may be used to impart Fast Healing 1 to a creature with the plant type for 1 hour.
Dust of Tracelessness
This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions.
A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal.
Dust of Weighty Burdens
Also known as lodestone essence, this coarse gray powder comes in a fragile ceramic flask covered in Terran runes.
One application of the dust sprinkled over an object increases the target’s weight by 100 pounds. Multiple applications stack, and the effect remains until the object is scrubbed clean of the metallic particles (taking a full-round action per application) or it takes 5 points of electricity damage per application.
A creature struck directly with a thrown flask must make a Fortitude save (DC 10 + 1 per application remaining in the flask) or gain heavy encumbrance and be unable to fly for 2d4 rounds.
Targets in the splash area must save or gain medium encumbrance for 2d4 rounds. Scrubbing or electricity damage neutralizes the thrown powder as noted above.
Escape Dust
When a handful of this coarse, crystalline powder is thrown at a single creature, it circles around that creature and disrupts its ability to attack and see.
Getaway Dust
This gleaming black dust is sharp, icy cold, and painful on the hands.
First, all those within a 20-ft. radius are subject to an invisibility spell (DC 12, harmless) which ends at the end of their next turns.
Second, all creatures within a 20-ft. radius may teleport up to 30 feet to any point they can see at their choosing.
Third, a fog cloud appears, as per the fog cloud spell, to a 20-ft. radius with a duration of 2 rounds.
Patient Flame
This airy yellow dust comes in a small glass capsule which may be thrown with a range increment of 10 feet.
When thrown, the dust hangs in the air in a 20-ft. by 20-ft. by 20-ft. cube. If exposed to an open flame, if a target within the area is dealt fire damage, or if part or all of the area is subject to a spell that deals fire damage, the patient flame violently combusts dealing 3d6 fire damage to all within.
If not ignited, the dust dissipates within 1d6+1 rounds.
Restoration Dust
This silky-smooth, red dust is pleasantly warm to the touch.
One vial contains enough restoration dust to restore a single Medium or smaller corpse. Larger corpses can be restored by using multiple vials (two for Large creatures, four for Huge, eight for Gargantuan, and 16 for Colossal).
Steeleater Dust
This caustic, red dust stings the flesh and the eyes.
Storyteller's Dust
This dust is kept in gaudy bags, but is a simple white powder.
The user can manipulate this illusion, which lasts for 2 hours or until the user banishes the scene.
The user gains a +2 bonus on all Performance checks to tell a story using the image created by the dust.