non-magical weapon
Uncommon
Healing Spells (not scrolls or items) the wearer casts heal +2 points of damage if the player passes the druid skill test. If the Spell does not have a skill test (e.g., cure minor wounds, a 0-level spell), it cannot benefit from this item.
If a Spell under the influence of Druid’s Sacred Vestments can affect more than one target, the druid gets a pool of 2 extra healing points to allocate among the party.
This fine silvery powder reveals all invisible people, monsters, and items within a room. The use of this item requires a Standard Action.
After taking a Standard Action to sprinkle this dust on oneself, the user will not be attacked by monsters unless they perform an action. In order to remain undetected, the user may not attack, move, talk, cast spells, play bardsong, use a Special Power, or do pretty much anything other than stand still & breathe. You can only use this dust on yourself.
This item does not prevent the monster from affecting the wearer with an attack or effect that affects multiple targets.
All of the user’s spells or scrolls which require an attack slide gain +4 to hit. This dust has no effect on spells/scrolls which do not require an attack slide.
This item requires a Standard Action to use.
No more than 1 dust (regardless of name) may be used per spell.
Dust of the Elders does not affect the casting time of the spells or scrolls under its effect.
When incorporated into the casting of a healing spell (cast from the character card, not a scroll or magic item), this dust increases the amount healed by +2. This dust has no effect on spells which do not restore HP damage.
No more than 1 dust (regardless of name) may be used per spell.
Once per room, on the round immediately after a round in which the wearer drank a healing potion, the wearer may belch to heal 1 additional HP. This belch requires a Standard Action to perform.









