On Alchemical Items: Dust of the Burning Wounds

Some previews of the many many items coming in the forthcoming Alchemy & Poisons supplement. Rules are here.

Dust of Burning Wounds
BSC:30%(R)gp:50 gp
DC:22TTC:1 day
CC:6CGP::20 gp
NWP:-3XP:25 xp
D100:+5%Weight:- / 10
D6:2 in 6 / 5Difficulty:Hard

Materials: Rare Earths (5 drams), Salt (4 drams), Powdered Silver (1 dram), Powdered Gold (1 dram), Powdered Platnium (1 dram), Barbed Devil Barbs/Pain Essence (2 drams)

Description: This dust is designed to cause terrible pain to those with open wounds. When struck by this dust, if the target has been damaged the dust sticks to the wound and begins causing a festering terrible pain. A saving throw versus paralyzation is made (Reflex save DC 18). If successful the target takes 1d6 damage. If the saving throw is failed the target takes 2d6 damage as the dust eats into the wound causing it to flare open and an additional 1d3 damage every succeeding round until the wound is bound or healing is recieved.
If the target is suffering from a bleeding effect or has lost over half their hit points, the saving throw is at -4 (Reflex save DC 22).


  1. Vicious. I can imagine leaving a vial of it inside a spike, dart, or bear trap. Come to think of it, wouldn't that guarantee an animal caught in the trap would eventually die if it failed its save? That's assuming it couldn't bind/clean its wound or regenerate.

  2. And you can come collect the rest of the dust later.

    An animal can clean and bind its wounds the same way they always do.


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