Price to Craft: 80 gp
Starting Price: 200 gp
1 pouch or 4 blow tubes
Pouch: Action
Duration: d4+4 rounds
Dust: 2 lbs.
Uses: 4
AoE: 10-foot radius
Blow Tube: Bonus Action
Duration: d4+4 rounds
Dust: 0.5 lbs.
Uses: 1
AoE: 15-foot cone
This fine powder appears like any other dust unless a careful examination is conducted. This will reveal it to be a very fine, very light, metallic dust. A single handful of this substance flung into the air will coat all objects, making them visible even if they are invisible, out of phase, astral, or ethereal. Note that the dust will also reveal mirror images and projected images for what they are, and it likewise negates the effects of cloaks of displacement or elvenkind and robes of blending.
Price to Craft: 150 gp
Starting Price: 300 gp
1 pouch
Pouch: Action
Duration: 2d10 minutes
Dust: 2 lbs.
Uses: 4
Target: 1 medium creature or object
This dust looks just like dust of appearance, and it is typically stored in the same manner and quantity. All things touched by it reflect and bend light of all sorts (infrared and ultraviolet included), becoming invisible. Dust of appearance reveals people and objects made invisible by dust of disappearance. Invisibility bestowed by the dust lasts for 2d10 minutes. Unlike the invisibility spell, dust of disappearance remains effective even after an attack is made. When applied to objects too big to be made invisible it may still affect a portion, such as making the ground look like it has a bald spot. It cannot make “windows” in walls, etc.
Price to Craft: 600 gp
Starting Price: 840 gp 1 pouch
Starting Price: 120 gp 1 pellet
Pouch: Action
Duration: Special
Dust: 2 lbs.
Uses: 1d6+4 pinches
AoE: 5-foot cube of water
This special dust has many uses. If a pinch is cast into a cubic yard of water, the liquid is instantly transformed to nothingness, and the dust pinch becomes a marble-sized pellet, floating or resting where it was cast. If this pellet is hurled down, it breaks and releases the same volume of water. When the dust is sprinkled over an area (such as with a wave of the arm), it dries up as much as 15 cubic feet of water. The dust affects only water (whether fresh, salt, brackish, or alkaline), not other liquids. If the dust is employed against a water elemental or similar creature, the creature must make a Constitution save DC 12 or be destroyed. A successful save still inflicts 5d6 points of damage upon the water-creature. A pouch of this dust contains 1d6+4 pinches.
This unremarkable powder resembles chalk dust or powdered graphite—unless it is stared at. Stare at it and the dust changes color and form. Put a pinch of dust of illusion on a creature and the creature appears to become any other creature of similar shape, with a size variance of 50% (plus or minus) from the actual size of the affected creature. Thus, a halfling could appear as a human of small stature, a human as an ogre, a pegasus as a mule, etc. An unwilling recipient is allowed an Intelligence saving throw DC 15 to escape the effect. The individual who sprinkles the magical dust must envision the illusion desired as the powder is shaken over the subject creature. The illusionary power lasts for 1d6+6 hours unless otherwise dispelled. A typical pouch of this dust contains 1d10+10 pinches of the substance.
This looks like a bag of normal sand. But when dusted on the ground no sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
This fine dust appears to be either dust of appearance or dust of disappearance. If spread, however, it causes those within a 20-foot radius to fall into fits of sneezing and coughing. Those failing a Constitution save DC 15 are incapacitated; those who make their saving throw are poisoned. The affect lasts 5d4 rounds.
This normal-seeming dust is actually a highly magical powder that can be used to conceal the passage of its possessor and his companions. Tossing a pinch of this dust into the air causes a chamber of up to 1,000 square feet to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade. A pinch of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for a mile back into the distance. No magical radiation occurs from the use of this dust. The substance is typically found in a finely sewn pouch containing 1d12 + 12 pinches.