Fantasy
Welcome to the world of Caeloria, adventure awaits!
Author's Note: In the heart of a sprawling continent, the world of Eldoria is a land of ancient magic, forgotten ruins, and untamed wilderness. Majestic cities rise from the earth, their spires touching the clouds, while deep forests and towering mountain ranges conceal mysteries yet to be uncovered. Eldoria is home to diverse races, from noble elves and sturdy dwarves to cunning halflings and versatile humans, all living in a delicate balance of power and alliance.
Adventurers in Eldoria find themselves amidst political intrigue in the grand capitals, where guilds and noble houses vie for control. Ancient artifacts of immense power lie buried in dungeons guarded by fearsome creatures, waiting for the brave to claim them. Magic flows through the land, both a source of wonder and a cause of chaos, as wizards and sorcerers push the boundaries of their arcane knowledge.
The world is dotted with bustling markets, haunted forests, cursed tombs, and enchanted islands. Myths of dragons, titans, and gods are not just stories but echoes of a time when such beings walked the earth. Adventurers are called to be heroes, navigating this rich tapestry of danger and opportunity, forging their legends in the annals of Eldoria’s history.
Played | 34 times |
Cloned | 4 times |
Created | 74 days ago |
Last Updated | 11 days ago |
Visibility | Public |
Dust of Dryness
gear
Details
Type | Gear |
Category | Wondrous Items |
Rarity | Uncommon |
Weight | 0.01 lb. |
Cost | 120.00 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.