Blending dust:
[SE] This magical dust is usually found in a small leather
bag upon which is drawn many magical sigils in silver foil. Each of
the 2-12
cakes of dust of blending found in a bag resembles a crumbly chunk
of yellow
dirt about 3" in diameter.
If thrown against a creature or inanimate
object, cake of dust of blending
explodes in a harmless shower of yellow and red sparks and causes the
immediate
area to blend in with its surroundings so as to be 90% invisible, even
on close
inspection. Each cake can cover an area of 50 cu. ft. (such as
2' x 5' x 5',
2' x 2 1/2' x 10', etc.). The magic from the dust of blending lasts
for 1d6+6
turns.
The dust can be washed off, thus revealing
the object or creature it was
meant to conceal. It may also be blown off by winds in excess
of 40 MPH. If a
creature moves while coated. there is a 10% chance per turn of movement
that
the dust will be shed.
XP value: 1,250
gp value: 5,00
Charming dust:
This powerfully charged magical dust emits pheromones enticing all creatures
of the opposite sex, while not charmed these are more receptive to
the character.
Cowards dust:
This rare dust is only found on some prime worlds. Non-magical it most
be prepared either by alchemist, apothecaries or other in the same vein.
This dust makes someone enter a dark bloodlust where he hungers for battle.
It is normally used by reluclant conscript soldiers who fear the heat of
battle. Its name has been given to it by trained mercainiries. It is also
known as Traxalar powder, it must be sniffed. A dose can cost as much as
6 silver pieces.
Lunix dust:
Lunix dust is a brown-yellow alchemical dust. This dust is not a magical
item but
rather an alchemical one. Lunix dust has the power, when thrown into
fire to
enlarge it to twice its size. This effect last for a full round. A
packet of lunix
powder is good for three uses and is usually sold for around 10 gp.
Forgetfulness Dust: This dust looks like other magical dusts,
and is stored
and delivered in the same manner. When throw at a character or
other living
creature, the dust causes the victim to forget everything that has
happened to
him in the last hour (including having the dust tossed upon him).
Enemies
encountered during that time will be forgotten, paths explored will
look
unfamiliar, and newly made friends will be seen with suspicion.
If a
character's immediate surroundings are similar to those the character
was in an
hour before, the character won't even be aware of the difference without
close
examination (if any differences in environment exist). After
one week, the
lost memories will be restored, and no experience will be lost.
Player characters, if sprinkled with dust,
should be forbidden by the DM
to use 'forgotten' knowledge. No saving throw is given against
this power.
XP value: 1,500 gp value:
4,000
Pixie charm breaker:
This magical dust actually can break nearly any charm upon wich it is
du
sted upon. Wich charms it does not work against is up to the Dm. A
packe
t of this magical dust is very rare and is good for only one application.
Rust Dust: [S9] Rust dust looks like a fine metallic powder similar
to dust of
appearance or other magical dusts. It is usually contained in
small silk
pouches for dispersal by hand, or in hollow bone tubes for spreading
by blowing
through the tube. If it is shaken out by hand, one pouch will
cover a 10'
radius area; dust blown from a tube will create a 20' long core, 1'
wide at te
start and 15' wide at the end. From 1-10 containers of either
sort may be
found at one time.
Any non-precious metallic materials within
the area of effect of rust dust
will rust (or otherwise deteriorate) and fall into useless scraps one
round
after being contacted by the dust. Precious metals (gold, platinum,
and silver
for instance) are not affected. Objects of iron, copper, bronze,
tin, and
similar metals or alloys thereof--including mithral and adamantite--will
be
affected automatically if the of which the metal is made is non-magical.
Magic items (swords, armor, shields, rings
of protection, etc.) must save
as if struck by a rust monster, gaining 10% chance to withstand the
dust for
every 'plus' of enchantment; thus, 1 +4 sword has a 40% chance of not
corroding. Magical items without a 'plus' ratig, such as an iron
flask, iron
golem, or ring of spell storing, have a 10% chance to save against
the dust.
All such saving throws must be re-rolled every time a new dose of rust
dust is
encountered.
XP value: 1,000 gp value:
5,000
Slipperyness Dust:
Created by the mage Delis Grelvis, this powerful powder, when sprinkled
upon any
hard surface, makes it almost impossible to stand upon.. All characters
and NPCs
in the affected area must do a Dex. check every round with a -8 pen.
or fall to the
ground and spend 1 round trying to get up.. Even then they must roll
again to keep
their balance.. This is the bane of thieves in the Realms.. Kings &
mages have been
known to coat their treasure rooms with it.. The dust lasts untill
a Dispel Magic
spell of at least 12+ level is preformed....
Precautions must be used to cast this dust too.. Gloves are the only
thing needed if
applying small amounts.. Throwing the container in the air and letting
it settle
is a better way, but leaves the caster trapped if they have no means
of dispelling
it.. This is why it is usually found in metal or ceramic tubes with
a VERY TIGH seal,
sometimes magicaly sealed.. (and you wonder why??? )
Thanks to Lord Callubonn
for this.
Willow dust:
This magical dust is relatively easy to make, and can be produce for
pra
ctically nothing.
It’s ingredients are:
Pebbles exposed to the light of the moon for tree consecutive nights
a batch of tall grass.
1 pounds of soil that has never seen the light of day (this must come
fr
om a cave, or collected at night.
Because of its facility to produce this is often one of the first magica
l item an alchemist, priest or wizard create. The dm should award bonus
to determine the creator chance of success when creating willow dust.
Willow dust is a fine yellow fluorescent dust. It is not phosphorescent.
When exposed to the light of the moon this dust make things glow. It
has
no effect in the day where it does not even shine. This dust can be
foun
d rather easily and can sell for around 20 gp for one dose, which is
goo
d to cover a 10 by 10 area. |