Common
When incorporated into the casting of a damage Spell (cast from the character card, not a scroll or magic item), this dust increases the damage inflicted by +2. This dust has no effect on Spells which do not inflict HP damage.
No more than 1 dust (regardless of name) may be used per Spell.
Casting a Spell with dust does not affect the casting time of the Spell.
If a Spell under the influence of Magus Dust can affect more than one target,
As a miscellaneous gear token, the use of this item in the adventure is limited only by the imagination of the player and the approval of the DM.
Adds +1 Damage on a successful hit with a bow. It must be declared (turned in) before sliding the weapon token.
Adds +1 damage when fired from a blowgun. Its use must be declared (turned in to the DM) prior to making the attack slide.
Adds +1 Damage on a successful hit when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
Adds +1 Damage on a successful hit with a hand crossbow. It must be declared (turned in) before sliding the weapon token.
Adds +1 Damage on a successful hit with a sling. It must be declared (turned in) before sliding the weapon token.
Adds +2 to max HP. If the wearer has exactly one (no more, no less) Charm equipped, the max HP bonus becomes +3 instead of +2.









