Magic Items/Powder

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Main > Magic Items > Powder
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
Item Price Weight
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
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.

When sprinkled on a corpse or an inanimate skeleton, it causes the dead flesh and bones to disintegrate into a fine brown powder similar to that left by a disintegrate spell.

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 single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. In this, it works just like the faerie fire spell. The dust also reveals figments, mirror images, and projected images for what they are.

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.

A creature covered in dust of illusion is affected as if by a disguise self glamer, with the individual who sprinkles the dust envisioning the illusion desired. An unwilling target is allowed a DC 11 Reflex save to avoid the dust.

The glamer lasts for 2 hours.

Dust of Rapid Growth

This thick and earthy powder mimics rich dirt in every visual and tactile respect.

If sprinkled on a plant, the plant experiences one day’s healthy growth for every ten seconds that pass. When the dust expires after 1 hour, the plant will have experienced 1 year’s worth of growth.

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.

Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.

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.

A newly-crafted flask of the dust contains enough powder for 10 applications if poured out carefully, or the whole container can be thrown as a splash weapon with a range increment of 10 feet.

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.

Using this dust requires a ranged touch attack by its user (with a range increment of 5 feet), but doing so does not provoke attacks of opportunity. On a hit, the target is dazzled and cannot make attacks of opportunity or immediate actions for 1 round.

Getaway Dust

This gleaming black dust is sharp, icy cold, and painful on the hands.

When thrown, it creates a variety of effects intended to aid in a speedy escape.

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.

When sprinkled on a partially decomposed corpse or skeleton, it causes the dead flesh and bones to mend and reform, allowing the corpse to be identified or raised as if it were killed recently (effectively restarting the day count that limits raise dead). If more than half of the bones are missing or the subject has been dead for more than 100 years, the dust has no effect.

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.

It may be thrown as a ranged touch attack with a range increment of 10 ft. Metal objects, such as the armor, shield, and weapon of a target, take 2d4 damage (ignoring non-magical hardness) and are subjected to the effects of a heat metal spell (no save).

Storyteller's Dust

This dust is kept in gaudy bags, but is a simple white powder.

When thrown into a fire, it conjures a visible theater of the mind within a 10-foot cube above the flames.

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.