
Urban Fantasy
You are on a continent called the Phantomshroud and it's mostly divided by ghosts and ghost hunters.
Author's Note: I recommend starting the campaign with Boltstar at the Lab and tell Franz that Prof. Irallum Purely should recommend Boltstar to join the Ghost Hunters Guild, from there you can enjoy hunting ghosts. Or you can use your own characters and start at the Ghost Hunters Guild or something, do whatever is fun for you! :)
Played | 2 times |
Cloned | 0 times |
Created | 153 days ago |
Last Updated | 14 days ago |
Visibility | Public |
Dust of Dryness
Uncommon•Gear (Wondrous Items)

Weight0.01 lb.
Cost120.00 Gold Pieces
Description
This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
Details
Type | Gear |
Category | Wondrous Items |
Rarity | Uncommon |
Weight | 0.01 lb. |
Cost | 120.00 Gold Pieces |