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Tuesday Magic Item – Dust of Dispatch

26 February, 2019

Source of the dust?“I care not for that new wizard, they seem to . . . attracted to power,” said Voddick, watching said wizard performing some sort of ritual.

“Truth,” said Gollaon.  “I fear that one dips into necrourgy and, perhaps, more dangerous arts.”

Voddick grimaced.  “That is likely to cause trouble.”

“Agreed,” nodded Gollaon.

“Would a complain to our commander do any good?”

“Probably not.”

“I do hope it will not fall to us to sort this,” said Voddick.

Dust of Dispatch

This dark grey dust smells faintly of dust and old bones, it is unpleasantly cold to the touch.  It clings to living fresh if given a chance.

The dust of dispatch is a potent necrourgic attack, once activated, requiring a drop of the user’s blood and a piece of their life (one point of Constitution damage).  The user then tosses it at a living (and only a living) target within 60′.

The dust is empowered by the health of its target who takes 2d10 plus the victim’s Constitution modifier of darkness damage.  The victim must make a Will save, DC 15 + the user’s Constitution modifier, if they they are sickened for 1 round plus 1 round for each 3 points they failed the save by and take 1d10 plus the victim’s Constitution modifier of darkness damage at the end of each of these rounds.  The user gain half of the damage inflicted this way as temporary hit points (that stack with themselves up to a maximum of the user’s maximum hit points) that last for 1d4+1 minutes.

The dust demands its own price, the user suffers a -3 to all Charisma-based skill checks for one day after its use as the lingering aura of darkness remains about them.  Further, for each ten times the dust is used, the user suffers one point of Constitution drain.

It is usually found in pouches that can contain up to twenty uses of the dust.

Aura moderate necrourgy; CL 7th
Slot none; Price 15,000 for 20 uses; Weight 1 lb for a full pouch
Construction Requirements
Brew Potion or Craft Wondrous Item and 5 ranks in Craft: Alchemy, enervation, vampiric touch; Cost 7,500 for 20 uses

For D&D 5E:

Wondrous item (dust), rare

First paragraph as above.

The dust of dispatch is a potent necrourgic attack, once activated, requiring a drop of the user’s blood and a piece of their life (1d4+1 necrotic damage, the user’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest).  The user then tosses it at a living (and only a living) target within 60′.

The dust is empowered by the health of its target who takes 2d10 plus the victim’s Constitution modifier of necrotic damage.  The victim must make a Wisdom save, DC 11 + the user’s Constitution modifier, if they they are poisoned for 1 round plus 1 round for each 3 points they failed the save by and take 1d10 plus the victim’s Constitution modifier of necrotic damage at the end of each of these rounds.  The user gain half of the damage inflicted this way as temporary hit points (that stack with themselves up to a maximum of the user’s maximum hit points) that last for 1d4+1 minutes.

The dust demands its own price, the user suffers disadvantage on all Charisma rolls for one day after its use as the lingering aura of darkness remains about them.  Further, for each ten times the dust is used, the user suffers a permanent loss of 1d4 points from their hit point maximum.

It is usually found in pouches that can contain up to twenty uses of the dust.

Notes: Magic that take a toll on its user is a staple of fiction but rarely shows up in game, so I thought I would do something with that.

Photo by Falcon® Photography and used under a Creative Commons Attribution-ShareAlike 2.0 Generic license.

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